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JoMac

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Everything posted by JoMac

  1. Thou, don't you have to loose both the, Squad Leader (2 star), and the 2nd in Command, Corporal (1 star), before you end up getting a Negative Leadership Modifier...So, if you still have your Corporal, then you retain that +1 Leadership ?
  2. Ok, I'm afraid of being the 'Heathen' and the Minority here among the Forumites... But, I think troops should already be in what ammo layout they were allocated to at beginning of Scenario/QB (Full, Adequate, Low, etc), and not be giving Ammo at beginning or mid-game (except the ability to Ammo Sharing among Squads, etc if within couple action-spots)...Now, in between Scenario's of a Campaign, then I'm All-In for receiving additional Ammo. However, thou, and in saying the above...I can go for something like having troops receive ammo (in middle of game) back to it's Original Load out (not anymore) they started at from beginning of game. So, it's not a question of being 'Gamey' (since the game allows for it), it's just a question of it being in the game at all...But, Players wanted this in Upgrade v3.0 (I believe it was introduced), because they wanted unlimited ammo, and not run out, and here we are :-(
  3. Unfortunately, there is just so much gaming that I should be allowed..per-say. And, I find it much easier & enjoyable to just catch-up on current DAR/AAR's
  4. Yeah, Umm, about that...No !..Just sounds too much like, well, work
  5. This +10...more then likely, when all is said and done, a Round would likely penetrate first vehicle and maybe hit the vehicle behind (with possible penetration). I think it's just a Game Mechanic Quirk/limitation/Over site issue.
  6. Yes, and I feel your pain...It's a hard problem to simulate realistically for a Scenario/Operation...I have always said (I'm sure the same for many others) why does it take several days in RL to take a town, but in CM we can magically do it in 2 hours :-(
  7. Yes, especially in these cases where no enemy Icons are visible, and so it's better to let the AI handle finding targets.
  8. Ok, and I have to ask, why is this place called, 'Sexton's House'..? I remember a user named 'Sexton' back in the Red Orchestra/DH First Person Shooter days.
  9. Yeah, I have always thought it's alittle strange to see how accurate Auto Cannons are, especially on the move 'Snap Shots', and with only Open Sights.
  10. Yeah, and that always bugged me about CM...Trees fully on, and even I can't see the enemy (Zoom in-out for several minutes at a screenshot), but the AI (somehow) is able to pixelate through that Tree and find its mark in matter of seconds...Sigh :-( I guess it's one of those CM quarks that we have to live with...
  11. And, a Great Start to your First AAR, RH :-) It should be interesting to follow your Mod observations, and how they affect Game Play.
  12. OH, but in general, they are still 'Bullet Magnets'...However, the Gun Shield will give them plenty of cover vs. Small Arms with an occasional round getting through from time to time...So, just think if a Whole Squad of CW Troops were to open up at close range against that 251 HT. Now, lets try that again vs. an M3 HT (for example) with No Gun Shield, and see how long that Gunner lasts. To sum this up...Bren Carrier=Full Cover, 251 HT=Partial Cover, M3 HT=equals even less cover vs. Small Arms from the front.
  13. Interesting. I may try this. Yeah, and it seems to work out better in the end...Troops (including Armor & Field Pieces) are always Green as the basis with no higher then High Motivation (no lower then Low motivation) and no higher then +1 Leadership (except HQ's, or if actual Elite/Crack Units, then a +2). Now, you can try the above but with Regular Troops as the basis (I'm currently play testing this idea out), but you may want to degrade the Motivation & Leadership values by an additional -1 for each Green/Reg/Vet. I would try both ways above to see what works better for you. I originally tried this idea with Conscripts, but the troops where way to unpredictable no matter what the Motivation/Leadership bonuses where (let alone minus motivations). This becomes an issue when a single HE round hits close to a squad, and that squad becomes ineffective for remainder of battle.
  14. Ahh...That's right, and you did mention it in one of your first posts...Ok, and all is Good :-)
  15. I also wonder if HT & RH are allowing Units to fire against enemy Units/Icons they can't see ?
  16. Yeah, I'm afraid to say it, but I still think using Vet/Crack and along with High Motivation/and Leadership (or whatever High quality units both sides tend to purchase) in CM tends to make things happen too fast and too accurate. This is why I just generalize all Units and tell Opponents in my QB's to only use Green (as the basis for quality) with Low or High Motivation/Leadership Soft Factors (depending if actually Inf, Para, Ranger, SS, etc)...ex; U.S. Para would be Green, High Motivation, +1 Leadership. A standard German Field Div would be Green, Normal Motivation, 0 Leadership, etc (2nd Rate Germ Div would be Green, Low Motivation, -1 Leadership)...I also tend to give HQ's one higher Leadership. Anyways, something along those lines as it tends to help the too fast too accurate syndrome a little...
  17. Sounds Good, and hope you, at least, enjoy some of those Sound Mods :-) Many are relatively Loud, even at distance, and need toning down, and some others in need of altering or just delete.
  18. Ok, RH...You may like this HQS 2.6 Sound Mod that I already adjusted to my liking (these are all the separate Folders that were in the download). I ended up deleting 5-10% of the Sound Waves that I didn't like (some of the casualty moans that were too long/sounded strange, some of the building strikes with too many window/furnishing hits, etc). However (and I'm not sure how this works), by me deleing some of those Sound Files will the Stock Game Files takes it place, or will other HQS Sound Files takes its place ? https://www.dropbox.com/s/r0kgbmoxgugk7hb/HQS%20Sounds.zip?dl=0 -OR- If you want to download the Full Stock HQS 3.0 Sound Mod here at CMMODSIII (there are separate links) and again do your own deleting/modifying http://cmmodsiii.greenasjade.net/?p=7497 Joe
  19. Looking Good, HT...As a change of Pace, there are many times I prefer watching an DAR/AAR, then actually playing the Game. Only Suggestions for taking esthetic looking Pics...Turn off Objectives (turn on once every 5 minutes to update/refresh the Forumites), Turn off Landmarks, Turn off Hit Locations.
  20. Ok, HT, "SEND MORE BRAINS"...err, I mean send another update with pics...Sorry, don't mean to rush you, but this DAR is getting more interesting Now, you know what must be done...Send the Rug-Rats to bed, kiss the Wifey good nite, then head back down to your Gaming Parlor/Man-Cave for a couple hours to finish-up and post another DAR turn...I want no less then 2-3 DAR turns per Week...And, don't give me any of that "Real Life Issues Come First", Crap...Capisce
  21. Thanks, RH, for bringing this up... I'm using HQ's 2.6 (will download 3.0 at some point to see the difference)...I know this is not directly related to your "Sound Bass Reduction Project". So, In my case I just deleted some of the Sound Files to my liking; ex, there were just too many Window Crashes/Vase Breaking, etc, but keep many of the more common Building hits, etc (maybe a ratio of 3-4 Building hits to 1 Window Crash/Penetrating hit). It should be interesting in what you end-up with in regards to your Project as it might be something to my liking (Bass reduction on many Sound Files). Joe
  22. Yes, I also remember that Thread for players wanting troops to be more proactive against Incoming Arty...Now, we also needed one for troops being more proactive against Small Arms as well (this way, troops will be more proactive against HE & Small Arms).
  23. "WHAT WE HAVE HERE, IS A FAILURE TO COMMUNICATE"...But, in the end..."CAN WE ALL LEARN TO GET ALONG"
  24. Just relax, Man...We still have next Month, and the Month after that...so forth and so on
  25. Yeah, it would be nice to have all Field Pieces (AA, AT, Mortars) act like Vehicle Crews (Bail out-Re-Crew). Many have said it's a Game Limitation/inability to code properly, however, BF, gave an explanation and just said "If a Unit abandons a Field Piece it would normally spike the guns" (something like that).
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