mrpwase
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Everything posted by mrpwase
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I'd say you were getting worked up over nothing, but I must say I was pissed off reading the 'convert to Islam' thread...
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Combat Mission: Battle for Normandy Video AAR
mrpwase replied to tyrspawn's topic in Combat Mission Battle for Normandy
I'd just to chime in with the praise. The video is loading fairly slowly for me (due to a bad internet connection), and I'm practically frothing at the mouth waiting to see the rest. Just got to the end of the first scenario, you do a great job of showcasing various new features in the game. Many thanks! -
Closest I can get is this thread: http://wwww.battlefront.com/community/showthread.php?t=95799 IIRC there are 5 choices for motivation going from 'not at all' to 'fanatic', but that's off the top of my head. In that thread Sergei confirms that things like motivation will be carried over from CMSF, so noxnoctum, in answer to your question: almost certainly, yes.
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Check the website twice daily, like I am. Also you gave me a heart attack when I read the title, don't get me excited like that!
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That's funny. I usually enjoy watching perfectly plotted convoy movements fall apart at the first sign of a bend in the road.
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That's funny. I usually enjoy watching perfectly plotted convoy movements fall apart at the first sign of a bend in the road.
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That sounds like a great idea - I've tried implementing something similar in my scenarios, but it rarely works properly. A good thing to add into CMx2.
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I was glad to see you told us what they said about it. :mad: [ March 18, 2006, 01:40 PM: Message edited by: mrpwase ]
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CMBB tank physics...
mrpwase replied to Der Kuenstler's topic in Combat Mission: Barbarossa to Berlin
I like to set up an infantry battle on a small map, give everyone minimum cover arcs and mix them up in the centre of the map, then remove all the cover arcs. But then again, I'm crazy. -
CMBB tank physics...
mrpwase replied to Der Kuenstler's topic in Combat Mission: Barbarossa to Berlin
Lack of armour friendly fire...I dunno, could it be distinctive shapes? I'd imagine a T-34 would look at least marginally different to a PIV. -
Why can I see enemy mines?
mrpwase replied to Bannon DC's topic in Combat Mission: Barbarossa to Berlin
The mines you see are most likely daisy-chain anti-tank mines, which are laid on the surface. In real life they were usually covered up or camouflaged or something, and were usually hard to spot at distance (as you'd expect). But CM lets you see them from quite far away. If a mine goes off, however, the minefield becomes visible, no matter what type it is - AP, AT or DCAT. I'm not sure whether enemies setting it off will display the marker, though. -
Ditto with panzershrecks and flamethrowers.
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No-one noticed my hidden Monty Python reference with an Eastern Front twist. :'( Also, google will sort that page out in a jiffy.
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I imagine slo-mo action replays of DP28 rounds ripping through defenceless German riflemen, and the blood going 'PPPPPPSSSh' everywhere.
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"The enemy are using amphibious twigs to cross the river! Open fire!" Doesn't really work, y'see.
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How do you reset a unit's orders?
mrpwase replied to panzer55's topic in Combat Mission - Tips and Tricks
Isn't it R? If you're talking about when you accidentally cancel a fire command for an FO, then you press R to reset the command. Q is to add time to a prep bombardment. -
Moving across Daisy Chain mines
mrpwase replied to Askovdk's topic in Combat Mission - Tips and Tricks
Oh, the ironie. -
My understanding is that routed troops will run towards the nearest 'friendly edge', which is specified in the editor (or by the QB generator, which picks the common friendly edges for the theatre i.e. N/S for Italy, E/W for Eastern Europe).
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Is the AI already playing the game in Real-Time in CM1?
mrpwase replied to SteveP's topic in Combat Mission: Afrika Korps
A captured unit that comes under fire (i.e. someone fires at another unit which is in the same area as the captured unit) will run/move out of the way - the captured unit in this case might have moved towards the enemy's rear. -
Down?
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This is amazing, do you mean on the campaign map or actually put little cosmetic things on the 3D map? </font>
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CMMods.com Update Pt. V (02/03/06) IT'S UP!!!
mrpwase replied to ColumbusOHGamer's topic in Combat Mission: Afrika Korps
Damnit, now I'll have nothing to do tomorrow. Monday is leech off school broadband day, and I usually download lots of CM mods from CMMODS to take home on my USB stick. >_> -
I wasn't aware of a negative impact on troops when their HQ breaks, other than the loss of any benefits conferred by the HQ in command. Likewise, I don't think routed troops consider where they're routing - they rout roughly in the direction of the nearest map edge, although they frequently only come to rest in cover. Rallying is a constant process (i.e. a certain amount of time, constantly changing according to things like proximity of the enemy and overall morale), and units can rally on their own. I haven't noticed any difference in rallying times if units are in command, unless the HQ has a morale bonus. Can't help you with the SL/ASL thing, I've never played them. Sound contact distance from actual unit is affected by things like wind, rain and battle noise (i.e. the more noise being generated around you, the less likely you are to hear the tracks and engine of the Tiger behind that hill). Fire at likely terrain, not the contact. Jam repair is like rallying - ongoing. It depends on the experience of the unit and the type of weapon - it seems some weapons jam more easily than others (Maxims, for example). There are no 'attempts', just a certain time limit before the weapon is fixed. Jams can't be fixed while moving, but I'm not sure about hiding. I'm pretty sure they can be fixed while taking cover though. Firstly, ATRs aren't very good against guns in my experience. Secondly, what happened in your example is the gun took cover and your troops lost sight of it. The iron cross (or red star for Soviet troops, or whatever) is a last-seen icon, which denotes where your forces last saw the enemy unit. This is so if you lose sight of an enemy unit you know where it disappeared, and where it still might be (infantry often sneak away though). What you should try and do (although I'm no expert) is set up overwatch on that gun, and then when it fires again your MGs and mortars can suppress it. The mortars falling 80mm short is a bit strange...are you sure it was as much as 80m? If the tank doesn't have LOS to the PAK, and you give the PAK to the tank as a target, the tank will target the PAK for the first few seconds of the turn, then cancel it. It will, however, be more likely to retarget the PAK if it spots it again later (as in the case where the tank moves forward). Note - more likely, not certain. If you want to be sure, give a properly aligned cover arc to the tank that points in the direction of the PAK, plus give the tank a target order to the PAK.
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Oh, nothing wrong with my connection then. Phew.