Jump to content

Blazing 88's

Members
  • Posts

    1,264
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Blazing 88's

  1. I really miss ROQC (RobO's Quick Campaign Generator for CM:BB and CM:AK).
    CMBB:
    http://cmx1mods.greenasjade.net/mods?author_id=20&game_type=3

    CMAK:
    http://cmx1mods.greenasjade.net/mods?author_id=20&game_type=2

    That was what kept me with CMx1 Until CM:BN came out.  I wish that system could get updated to work somehow with CMx2 engine.  Core units with a 'Campaign" layer are the dope man.

  2. 10 hours ago, Bulletpoint said:

    This is all a red herring, because all the evade button does is to automatically place a fast move order. It's only useful in real-time play - in turn-based you get the same result by manually making a "fast" move order backwards, with a facing command at the end.

    Also, when troops are in panic, they don't accept any orders, not even "evade". Because in effect, they are already making their own evade command. Panic is basically the unit pressing evade and you can't change or cancel the order.

    On 10/24/2018 at 7:52 PM, Pericles said:

    The "Evade" button (and related buttons) in the command panel might only solve the identified problem in Turn-based mode if the unit panics shortly before the end of the turn:

    p.62 of Game Engine Manual Version 4.00 states: "Instant Commands can be used both in Real-Time mode as well as Turn-based mode. In Real-time mode they are executed immediately, in Turn-based mode they are executed immediately after the start of the next turn." 

    In all the examples I give in the thread below (in Turn-based mode), the "Evade" button and other buttons would do nothing to stop the unrealistic behavior of running towards enemies after panicking, because the panicking does not occur near the end of the turn. 

     

    Check this thread out, very informative in regards to the EVADE command (different from Fast command): 

     

  3. 12 minutes ago, Badger73 said:

    The manual refers to it as the "Evade" button in the command panel. 

    Instant Commands - allow one click change in unit behavior. The left button tells the unit to HALT and retain its Commands. Clicking on the button again tells the unit to RESUME. The middle button instructs the unit to CANCEL all its Commands and to do nothing for the moment. The right button tells the unit to EVADE by abandoning its current Commands, seeking immediate cover and perhaps popping smoke. Although units can Evade on their own initiative, sometimes they try too hard to stick to their Commands and need to be redirected without further delay. Instant Commands work in both Real-Time and We-Go styles of play.

    image.png.32ff22d12c3aefa2ae9131ec43ba1eab.png

    Beat me to it, saved me some time posting that, thx.  Just to add, page 62 of the CM game manual.

  4. 2 hours ago, 37mm said:

    Thank you, just given it a quick whirl... have any of your Beta testers mentioned any issue's with frame rates?

    Playing the "training scenario" (which I recognize from the CMBS demo) seems to be killing me... I can play the CMBS version fully modded, with reshade & movie mode & barely notice a stutter.

    Yet the CMSF2 version seems to be stuttery even on vanilla... tree's seem to be the big FPS killer, the (vanilla) movie mode also hurts my frame rates.

     

     

    I am guessing (intel integrated video card) with the new install of the demo, your onboard Intel graphics card is now running the game.  If Nvidia, use the control panel and make a profile for the demo.

  5. 11 minutes ago, Badger73 said:

     

     

    One addition, if I may.  Use smoke!  Popping smoke or shooting smoke tank / artillery / mortar rounds between your positions and enemy locations can momentarily screen your movements for safer withdrawal.  However, smoke takes a few moments to establish itself and you will need to prevent enemy advances towards the forces screened.

    Saved me some typing +1...

  6. On 9/22/2018 at 11:11 PM, Mord said:

    Holy s***!  I feel like Sherlock Holmes looking for a lost sock.

     

    Okay, I think I finally have it:

     

    "Dear Battlefront, please don't put Combat Mission on Steam because *this, *this and *this happened to me. And the Steam Admins did *this, *this and *this to me. Thanks." -Artkin.


    *this = examples of what actually took place: giphy.gif

    Mord.

    1
     

    FIXED!!  🤡:ph34r:..........

  7. 16 hours ago, SimpleSimon said:

    I read those books, self narrated accounts of the heroism of Aryan German Supermen literally "crushing" feeble Slav untermensch under their treads should considered, but with caution and scrutiny. Especially considering how often officers and crews manipulated after action reports. If the scenario designers are taking AARs at face value well then it's no wonder they seriously think a front several thousand kilometers long had a Pak40 for every 200ft of line when in the grand majority of cases no "line" existed at all, and the nearest armed mob referring to itself as the Army of its given nation was a couple of bearded, half starved riflemen suffering most of their casualties from dysentery and frostbite.  

    In the broadest sense? No. We should not be seeing as many heavy weapons as we see. 

    F'n assume books!!  I have approx. 12 or more from the series.  Love 'em.

    Not just those books...  Many, many accounts.  But hey believe what YOU want to believe, I am not going to try and change your mind about what you think about those accounts.  I will say this though...  MORE PaK!!! 

  8. Big tip for helping your engineers /pioneer platoons survive longer (WEGO)...  when you want to breach something with the 'Blast' order, give a 45 sec. pause (at the beginning of the turn) then a 'Blast' order.  It takes approx. 15 sec. for a 'Blast' order to be carried out.  At the beginning of the next turn, you can prevent the pioneers from moving through the breach into an ambush or whatever and instead move other cannon fodder pixeltruppen through the breach.  Pioneers have a tendency to keep following their blast waypoint path through the breach, this is a way to prevent that from happening.

    One of the best tips I stumbled across on this forum... along with hundreds of others.

  9. On 9/22/2018 at 8:45 PM, Mord said:

    What in the h*ll are you talking about?

     

    I went on Steam and then they said go away, and then some comments were deleted, then Combat Mission, then you don't own your games, then EULA stuff...then I passed the bong.

    This is like a an acid trip where I didn't get any.

    EDITED: Yes, I know, I mixed my drug metaphors but it seemed to fit into the gibberish theme this thread evokes.

    EDITED: I do not condone drug use except on days ending with sunsets.

    EDITED: I don't do drugs. I can barely do mornings.

    Mord.

    lol...  tears. 🤣

  10. On 9/13/2018 at 10:35 PM, GerryCMBB said:

    15+ Turns and it's a small map - from the StuG to the building it is only about 215m. So your idea seems very good. I was wondering what to do with the HT as it only has a 37mm gun so I thought they meant for you to tow the Gun somewhere.

    One of my problems always is how to know if you will have LOS from somewhere. So I have a MG34. I could move it through the scattered tress to the house I suppose as that is on a rise so I "should" have LOS to the village from there. How do you try and find places for things like MGs in a scenario like this.

    The HT can carry a team so I suppose I could carry the MG team in the HT to the house area?

    Is there any resource that tells you how fast HT move through scattered trees?

    Thanks very much.

    3

    Just stumbled upon your post...  I checked my backup and I have this zip file PDF collection of 'Poor Old Spike'  tests of various conditions in CMx1 games.  You may find it of interest as well as maybe find an answer to the 'HT move through scattered trees' question, not sure though.  Here is a dropbox link for the zip file, I will keep active for now: https://www.dropbox.com/s/x26llrcnuqfmq5a/PoorOldSpike_PDF.zip?dl=0

  11. Yeah, as weta_nz mentioned, sounds like the onboard intel graphics card is running CM, cause those are the symptoms I get when my Nvidia profiles get overwritten by accident (usually when I make the wrong selection when updating my drivers 🙄). Direct you Nvidia controller to start-up all CM games you have with the settings you require /want and you should be good to go hunting.

  12. I was having issues after updating Geforce drivers on my 6-year-old i7 gaming laptop.  I then remembered that previously I had used NVIDIA Inspector (Nvidia Profile Inspector) to set the vsync to 1/2 refresh rate.  I applied the profile to all my CMx2 games, all is well again, not crashing.

×
×
  • Create New...