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Gen Von Television

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Everything posted by Gen Von Television

  1. That is correct: So I wonder were was the radio in the US Shermans? In any case some of the crew members had to switch their role and eventually position to manage all the stations in the tank, hence (eventually) the oddity about the crew actions/roster noticed by Michael. PS: it seems that the US Shermans had indeed the radio compartment assigned to the assistant driver/bow gunner position
  2. Possibly because some of the crew members are switching their positions or roles? A picture is worth a thousand words... Not!
  3. Good points here: back to the captured intact AT gun, I tried to destroy it using the Blast command, but nothing at all happened: just the nearby wood fence disappeared. Is that AT gun coming from the Outer Worlds, eventually? Or is it a Civilization thing only...? Anyone here has played a different Campaign than the Raff Tutorial can confirm the map damages are carried over to the next battle? To me it's very important for immersive factor... Finalcut has some very good point too about the movement: do you recall those huge maps on the Ost Front where you had to move a whole mech reg at Turn 1, and thereafter receiving a reinforcement for each following ten turns? Usually there were a few roads running toward the same direction, and quite a few spots that were very dangerous to cross; so if you were in a hurry and careless, you were just losing the battle before starting it. I imagine with this movement system on that kind of map and battle, you will spend hours plotting the movements, and replot them as soon as you'll find out that there's no way you have ordered that unit to go there... and click away!
  4. Way to go... to a point! I'm also doing the same as Wego in CMX1 and find it very handy, especially in large battles at Regimental level; here in CMBN I can see the movements are much more limited by the many hedgerows, and eventually one may get used to very short and almost single dotted plots: maybe it's just a matter of being accustomed to this different way of planning movements, but I've seen quite a few instances where movements were completely out of control and dangerous: now I always save one version of the game before the Go and if I notice something weird I reload the phase and re-plot the crazy movements. I see what you mean Michael: just now I've finished the second battle of the Raff Tutorial, and one of the two men section who came from St. Marie Eglise without any reason moved in an open field surrounded by the hedgerows all by himself, while his buddy conformed to my order to go Quick into the opposite direction; the results he got killed right there; I suspected a Berserk hidden routine but reloading the previous turn I found there was an unexpected Quick movement I never actually planned, and oddly enough just for a single man in a section of two? Yes, this is war all right. I still vote for the editable waypoints, not only about their modes, but also about their positions under some obvious limitations as they were in CMX1. One thing that left me very much perplexed is about the Campaign: in this second battle I gave an heavy beating to the Germans, to a point I was almost reaching the Moylan Farm where at the end of the battle I discovered only one squad and one HQ were still alive; it was a massacre as I enfiladed their advancing platoons getting them in the open; they never even reached the outskirts of Fauville, and I even chased them down from the small knob where they had two HMGs. I received some heavy German artillery too but without casualties, since none of my troops were in the destroyed central buildings of the Village 'till the last minute: I believe their observer was very busy dodging the bullets, since I noticed he survived, but was unable to pinpoint any of my positions. So I went one step farther in the Campaign, and loaded the next battle, but to my surprise only half of Fauville was occupied by the Paras, and there were no signs at all of the previous battle; I haven't checked if my troops were still carrying the scars of casualties they had before (as you can read in the manual) but I wonder if the damages on the map always disappear in a Campaign, or is it just because this is a Tutorial Campaign? Hopefully so.
  5. Yep opening up the tank improves a bit the situation, but not in a definitive way; as they button up again the many doubts return in the ghost chase [?]; the AT gun was intact, and just abandoned: I was thinking they had implemented the possibility in CMX2 to use captured weapons and vehicles; next time I should try at least to disable them with a Blast.
  6. Mr.X where are your Customs? I also had considerable delay receiving my steel box, but eventually they puked it out albeit make me paying further dues... I agree CMBN is amazing under many aspects, so this thread is not to criticize or undermine it as a valid and purposeful piece of code: I only hope the developer may get some useful feed backs and act accordingly eventually, and so I'm not holding my breath either. Now that you did point that out, yes I also miss the fire effects and noticed those tanks rolling over the infantry without any consequence: maybe when they will release the Ost Front module, we should have the T34s making mayhem of the Romanians using their tracks, as it happened at Stalingrad when they broke their line of defense... But do not hold your breath either.
  7. Blackcat, I can see your points, but for my money these issues are quite relevant to the realism of the resulting actions: they make me feel more like a SIM and not just a game; in CMX1 I appreciated very much the accuracy of the depiction of confusion and unpredictability of a battlefield, but nevertheless I spent my time trying to accurately plan my moves. I'm not either a fan of RT games, and I doubt I will ever use CMBN in that mode, but since I'm also not so predictable I may change my mind... I have bitter and griming experience about the height problem as I moved some HQ sections to the second floors of buildings to have a better view to direct the mortar fire, only to discover they were unable to do so, but still suffering heavy casualties from the enemies firing at them: is this AI cheating on you? That is possible... What is your problem with HMGs? I only encountered some MG42 and they seemed to act as they were in CMAK or CMBB, but still I had used only the MMG given to the paratroopers, and the Sherman tanks MGs sounded as usual: please explain.
  8. I can see that, but at least the squad that capture a gun even after moving away, should know what is there, and not just a [?]... If a Tank is surrounded by his own squads that just cleared those hedgerows, why selecting it you just have a bunch of [?] inside those same hedgerows again? In WWI as now tanks can communicate with the nearby sloggers by an external intercom, if not by plain howling and hand signs: knock knock, anybody at home? We have cleared those hedgerow five minutes ago...
  9. I know this issue may be complex matter to tackle: once a unit is known, or a place has been cleared, there should be a way to signal to adjacent troops about that... For example in the case of that AT gun, at least for the squad that has captured it, it should be known hereafter! And to other units coming in contact with that squad, it should become known as well... BTW that same squad who captured the abandoned AT gun: how it comes they cannot Acquire it? I even drove a Jeep there to drive the piece away to another position, but I wasn't able to figure out if that was possible at all. I know that especially AB troops were trained to use the enemy's weapons, as i.e. happened at Pegasus bridge with the famous AT gun the Germans left and the Red Devils used to try to bomb out the sniper from the water tower... Maybe I'm missing the right procedure here, but # Capture & Use Enemy's Weapons & Vehicles [Aquire]?
  10. This is a more explicit thread I hope would help the developers to gather a more focused intel on what in the game play mechanics may be changed, improved, corrected, etc. Please do not come here writing you would like to see Goliath in action, or the MPs gathering prisoners (we all do... i'n it?), but try to focus on problems of playability versus realism; I particularly call on all the experten and veterans coming especially from CMX1 since they are more accustomed to WWII weapons and tactics, but even the SOF Elites may say their opinion. I'll start summarizing what has been already wrote in a few other threads: # The Goliath in Action blowing up the Pershing advancing tanks! # A Battalion of MPs marching 100.000 PoW to a confinement camp! # A mecho tuning those carburetors in the middle of the battlefield, but he cannot hear well and fine tune... err... no! Again, seriously: # LOS tool would be much needed: as pointed out by Sitting Duck here with some other interesting points... # Editable Movement Paths are sorely missed, and has already been discussed: I'm aware of that too, BUT in IMO the fact that you leave all the choices to AI to decide how to move YOUR men is too gamey for me; it's feeling like since you can do little about it, then you accordingly do exactly that: do little to explore the terrain, decide the approaches, fix the final positions. Why? since in the end AI will do all for you, mainly with disastrous results, and hiding this truth from you! That is, you cannot even check what the AI has calculated as the best path... # Armour Arc are essential, since seemingly the AI cannot distinguish between a tank and a duck; last night I've witnessed one of the silliest move, and here is my testimony: in Tutorial Raff II I ordered the bazooka team to stealthy crawl to the far left hedgerow and use their weapon against the HT 90 deg to them; the HT was already engaged frontally by the second AT team in the default hedgerow corner. As soon as the Bazooka men reached the left hedgerow bend they started to fire the carbines and were spotted by the HT that turned its front to them firing, while the two grunts with their assigned Target Arc were still firing the carbine, and when finally shoot the bazooka, they missed very high... # Those darn [?] markers are driving me nuts! You're always chasing them ghosts in the hedgerows only to discover that since you have selected the buttoned up tank, he is blind as a bat, and cannot see anything, not even the nearby squads that have already cleared all those hedgerows signaling the ALL CLEAR!?! Really... If you adhere strictly to this mechanics, then the whole map beyond some distance should be invisible, since they may have studied some maps and pictures before the advance, but the ground perspective would be quite a different thing: I fear the whole map should be invisible, marked by a giant [?] marker, and as soon as they pass a place, even the terrain where they come from would disappear, since they also have a very bad memory. Another testimony: back to Tutorial Raff II as I sent my squad to gather those prisoners with the AT gun, as soon as I left the place, that same well known and examined abandoned gun return to be a menacing [?] marker, even for that same squad who was there one minute before... I would really appreciate some fix on this issue, if possible. Over...
  11. My point too for draggable waypoints as they were in CMX1; maybe it wouldn't be possible for the first turn, but eventually in the successive ones you can at least check the AI plotted plans for your units, and if not being able to move the waypoints, at least delete them and try another plotting, but in this case it may also become a drag in itself, if I may say so... The point (again I'm punning) is closely related to the LOS, particularly in this very effective depiction and simulation of the hedgerow Country, since you should explore the terrain very closely to find the most favorable approaches and positions and plan accordingly... I've just started playing this sim, but I have the odd impression it's driving you to plan less carefully, leaving a lot to the AI to resolve, but the results may be disastrous, since the consequences and effects of all actions considered are even more realistic than the old series' engine: at least then you were able to delude yourself in believing you were carefully executing your plans, albeit nothing was following them as it often happens in reality.
  12. Enough! Time spent here: where? On this new BTF forum, or in the old one? As I wrote, I spend my time lurking, and no apologies either given or accepted. You can go on.
  13. Not so fast: I admit I'm guilty of breaking the rules (whose rules, anyway?) by smilies and profane images of the unseen, unmentionable and mostly questionable Spirit of this Thread, so I should pay amend and dust off my cardboard SL counters, or at least go to the cellar to revamp my Mac Clone with OS 8.6 and replay the whole Atomic Games installed there without questioning! Or not? First of all I shouldn't have posted in this notorious thread coming out of my grave after lurking in the nether regions for so long, since I never quite look for any opponent but so it seems for the majority of the taunters who waste their intellectual and logopedic abilities finding the most subtle ways to indulge in therapeutic anger therapies, 'till eventually showing their mettle in the holy rite of Trail-by-Battle (when they do!), but again showing only on youtube in remote visions, and not in AAR with images and proves of their accomplishments. I cannot be commandeered to SOD OFF by any of you (to me you are the SSN) if not by Mr.Peng, by the Arch-Heretic Elijah Meeks coming from the wilderness, by Minnesota Joe (if he asks politely!) or the Seanachai may-his-beard-grow-longer himself. Having said that I indeed SOD OFF since life is too short, but I may reappear on the f-judgment f-day. SOD OFF to you too. Mumbly retiring.
  14. Why your body dey shake like leaf now, abeg thermocool! Bae mi go nao...
  15. I would admit crews repairing their bogged or whatever vehicles in the chaotic haste of battle only if it comes automatically as a sort of Easter Egg: I'm already too busy commandeering those empty ammo mortar crews to occupy the best conquered buildings for my next CP... But seriously, I want my prisoners back! Eventually a detachment of MPs to make them start cleaning up the mess they made in the battle, and start building a fenced PoW camp... of course I would need some form of management from the International Red Cross Organization, S-2 Regimental detachment and a Court Martial too: IMHO this would be a must for the next addon.
  16. I brought up IL2 only to point out the amazing feat of saving a whole battle in a very light file: the battle may have lasted one hour with dozens of aircraft and thousands bullets, and still you can easily replay it inside the sim, even choosing between the many different points of view; the latest versions of IL2 are quite mature and accomplished piece of codes without any relevant bug; as for COD that's another story. Far from me to criticize or diminish BFC has done in all these years (I'm a fan since Atomic products), but I hope they can take these as feed backs from a faithful customer and appreciative user of their works! As for RT players that would be more complicated, I understand: I'm not sure I would like to play this detailed and realistic game RT in the foreseeable future: for that I would rather play Call of Duty (sheesh); I enjoy playing it on the turn based system, on the net or PBEM with friends, or just against AI, and mainly historical scenery. Maybe in this community there may be some ingenuous coder that can create such kind of tool, or eventually the clever guys at BFC may decide it's time for an implementation following the many (maybe too many, I agree) advices coming from this forum. Thanks for reading.
  17. Gents, I've just started exploring CMBN on my Mac, and I understand from the manual there aren't as yet any Modder Tools designed for Mac OsX, so none was included on my install DVD; since I'm also using Windows both on my Mac via BootCamp, or on another assembled beast I use mainly for FSX and IL-2, I see no damage to include those handy tools in a dedicated folder on the Mac disk too, just naming it Modder_Tools_Win or something... Even better would be to have them available here for downloading from the Repository: can someone please help me in getting them? TIA PS: I apologize if this subject has been already dealt with but I wasn't able to find any reference to it.
  18. Maybe because I've just started moving in with Raff battle group at this mo', so I may have been missing them but... no Fallschirmjäger in Carentan!?! I can see they plan (please) to add the Waffen SS with the British expansion, but facing the US Army in Normandy there wasn't only the Wehermacht ...:eek: Thank you Dude!
  19. I agree, but then again Oleg Maddox when designed IL2 wasn't a microsoft IBM either, and still was able to implement many well thought and wide sided features in his simulator, a very many years back too...
  20. This might be an interesting option for further study and reflection: in the Flight Sim IL-2 Sturmovik you have the possibility to record air battles with whole squadrons in the air, shell cases flying off from the wings' slots, bombs dropping, etc. Replaying it's even possible from any plane or point of view, external or inside the cockpit... and the recording file is amazingly small, being an hex file containing reference data for the actual models I believe... a brilliant solution that would be most welcomed in a simulation like CM... In CMX1 at least I have the possibility to rename the last autosave file after the end of the battle, so to load it afterward and contemplate the situation moving around on the battlefield at the end of the fighting, but I still cannot see if or where CMX2 is storing the last WEGO file when the Done or victory screen will appear...
  21. C'mon Guys! It's time to move on! Don't look back and don't drag your feet... you can't anyway! I mean, in CMX1 you had those handy way points that were draggable, but to a limit: anyway, conforming to some properly thought limit you were able to move a bit those waypoints, so for example if you had some tanks using a country road, you were able to prevent them jamming the middle of the road, and stack the waypoints properly on that same road, even after the AI calculated all the way to the target (usually in a big messy movement) you were able to carelessly point in the first place. From what I've seen: the movements' paths are still the same mess if you do not place accurately each and every waypoint, and consequently it is time consuming, and if you make mistakes you have to start it all over again... Not a brilliant choice IMO. BTW another missing Movement action was the Hull Down and the Scoot and Shoot, quite essential and handy commands to use for tanks and armored vehicles... For the second one now you have to place Hunt and Reverse commands, but the first one is quite challenging when you do not have the periscope perception of the tank driver... or am I missing something? As some of you have pointed out, it may be possible that coding these in the new engine may be a challenging task, but I believe not so much more difficult than it was in CMX1. My 2cents
  22. We all old grognard are eagerly waiting for more... eheheh! But really: it seems that this time CMBN looks quite right, isn't it? If only we have some uniforms' sets to have a variety of Regiments, Divisions, Private Armies (Popsky, for one) or an expanded time period set, say from 1939 to 1945; and what about that Japanese Army? ... Oooops, here we go again, Modders! I Salute You! Welcome back to all of us. Cheerio!
  23. Yep! Am I missing the follow command here too? Maybe I make confusion about it, but wasn't there something of the kind in CMX1? Would be nice to have vehicle moving in column, or a squad following a tank... I also liked very much the automatic Assault Command splitting the squad with an advance party while the rest follows: indeed a very nice feature! Why not making an Explore Command do the same for the whole squad, splitting the Scout teams automatically while the rest of the squad follows in the proper covering formation? In my short experience using CMBN I noticed that if you give a movement order in a general direction, in a later turn you will not see a detailed plotted path to reach the target: in CMX1 it was then possible to drag and re plot that same path to better coordination... Oh yes: Autosave!!! Or is there any way to retrieve the last played turn in a file somewhere on the HD? Thanks for reading! Cheers
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