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Peregrine

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Everything posted by Peregrine

  1. I am sure I have had the same trouble as Barbarossa and I think when it comes to using mapping mission to export maps larger than the display area of the CMBB editor TI4200 owners will have no joy. If you have a TI4200 8X card then the 30.82 drivers won't work for starters. While the later drivers do work to a degree and you can get results (I successfully exported many small maps at the default and higher speeds) as soon as the export process needs to scroll the CMBB editor in any direction either north/south or east/west the scroll lags and mapping mission may manage to place a few elevations then it appears hang. I gave this a real good test with all different map shapes, display resolutions, refresh rates and display drivers (45.23, 61.77 and 78.01). For every map that was larger than the visible area of the CMBB editor you would get a few clicks on the scroll compass (it may place some elevations markers depending on the speed/resolution settings) then it hangs. While I never got it to work for the large maps I found mapping mission managed the most transfer when the speed was set to 50x and the CMBB/mapping mission resolution was 800*600 so you might want to give it another try with these settings.
  2. Is this a hint for the third CM2 module CM:CN (Combat Nanny). If the CM2 engine is as flexible as I think you guys are aiming for it should have no trouble modelling water pistols and spat dummies. Would the morale simulation for tantrums be like the original CM "fanatic" where nothing in the world can break the tantruming unit in question. If CM:CN hit the mark I am sure it would get BFC government contracts and every parent in America would have it right next their Barney the Dinosaur video.
  3. I can't understand any whining about the WWII module not being first. CMBB is much better than CMBO so if people can accept that BFC may publish something other than a WWII module for CMX2 then the WWII only crowd should be demanding that the WWII module be no earlier than second (maybe third?). How many people out there wish they had the CMAK engine with the CMBO Order of Battle? The difference between those would not compare to the pain if you had a CMX2 WWII module first followed by an improved CMX2 Modern combat module.
  4. This may be bug that pops up occassionally. Often I will use shoot and scoot with orders delay to make it start at about 45-50 seconds. That way at the next orders phase it will already have completed the shoot part and be either starting or about to start the scoot. If I don't like what the tanks sees I let it scoot or on the other hand I can choose remove the reverse order and leave it out there if I do like what it sees. Anyway in the hundreds (maybe thousands) of times I have done this I have definitely noticed on two separate occasions the scoot not be performed. I can only remember the details of the second but roughly what happened is: * Regular STUG (can't remember the type) scoots to the crest and gets there at about 52 seconds. * It is spotted by about 4 enemy tanks at about 800m. 3 of which are Su-152s? (memory not good with these tanks) The nasty russian assault guns that can kill tigers in 43. * STUG just sits there and the video ends. * Orders time now and I am thinking I am glad I am scooting but when I look at the orders for the STUG it has none. The scoot never happened (game bug) or the TAC AI overruled it (TAC AI bug). I had to give it a reverse to move which meant another 10 seconds sitting out in the open. Now 18 totally seconds. * Even those slow Russian assault gun (later found out they were crack) had time to turn to shoot. * STUG was hit and exploded before it reversed. PS You unit is right not to shoot. If the T70 can't kill the PIII all it is going to do is draw unwarranted attention to itself.
  5. I have read a couple of his books and in my opionion he is too much of a patriot and lover of telling a good story to be a good historian.
  6. The tank was hull and turret down while the infantry were standing on the turrent mooning a la braveheart (ie they wanted to be seen).
  7. Things that appear crappy can happen. My experiences with nashorns are not that happy. I have a suggestion regarding your method of attack. If it was a nashorn it is turretless so unless it is directly facing your tanks at will take time to rotate in place before it can bring its gun to bear. I obviously don't have the full picture of the map you were playing on but for simple 3v1 like you described your tanks should be well spread out. That way even if it gets a kill the nashorn will have a slow (agonisingly slow if it is your own assault gun) to rotate in place each time it needs to engage a new target. This should result in your surviving tanks getting at least 2 or 3 shots off for each shot the nashorn returns resulting in a much better chance of a kill. Another thing to do if the t34s are spread out would be to shoot n scoot one that isnt in the nashorn's direct line of fire (say the "left" one). The nashorn will probably turn to engage the "left" t34 when it appears (unless it has a covered arcs restricting it). By the time it turns the "left" t34 is scooting out of view and the "right" t34 is performing a shoot n scoot of its own. The right will then get a shot (maybe flank) with a better chance of a hit. The ideal result is "t34" left takes one shot (low percentage) and the "right" t34 get a second higher percentage shot without the nashorn firing at either t34s in reply.
  8. CMAK Cintheaux is an excellent historical scenario that I have played PBEM. I was Axis and eventually got a minor victory but I needed my opponent to make a few mistakes. The better player may need to be Axis. It's is listed as Axis attack but it really plays like a meeting engagement. Both sides have plenty of equipment as it is a 10000pt 60+ turn battle.
  9. I didn't realise the significant amount of points you get for whacking the TCs. I am now very curious as to how this works in regards to operations. Towards the end of a battle I am not as worried about losing a TC as I know that in a few turns at the start of the next battle the tank will again have a full compliment of crew members. But ... if losing a TC every battle for multiple battles is resulting in cumulative points for the enemy I wouldn't be as free in letting them stick their heads out the hatch if it is dangerous.
  10. That's a shame as I am about 20 turns into DEY The King Has Arrived SP and am really enjoying it. I was planning to check out your other scenarios next.
  11. If a mortar is set up and can attack the target at the start of a turn you can order the mortar crew to do a short move and at command delay + 10 second increments later it will stop firing. This way for example it fires for 37 seconds then stops shooting when it starts to move. This is sort of along the lines of what Vergeltungswaffe said but you shoot first then order a move to stop the fire. In my experience on board mortars against infantry are only good for pinning a squad and one minutes fire is usually overkill for that. On the other hand when attacking AT guns it usually takes most of a minutes fire or more to knock it out so saving rounds shouldn't be important.
  12. I contradict what everyone else said but I don't think they realise you were talking about an Assult Operation. If you are talking about "operations" not "Battles" then I am right. Static Operations are decided by victory points for killing stuff just like battles but ... Victory levels in assault and advance operations are decided by how quickly you get to the end of the operation map (or how far you progress if you don't make it). Killing the enemy only influences the result by (a) making it easier to advance and ( if the AI morale gets below a certain level due to casualties it may surrender meaning the games ends (I said may as scenarios designers can do things to help stop a side surrending). It is very hard to gauge how well you are going in these operation types unless the it is very specific about your timeframes. If you got minor victory you didn't force the enemy to surrender (I said earlier "decimated so badly they surrender." not just decimated) and needed to reach the end of the map in an earlier battle to get a better result.
  13. Progress across the map in the operation timeframe determines the victory level in assault operations. It doesn't matter how many casualties you inflict or take unless one side is decimated so badly they surrender.
  14. I just had a 33+ quick battle stretch to 41. I needed it to go to 45 to clean up. Minor defeat (44%/56%) instead.
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