FredKors
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Posts posted by FredKors
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Yeah, this bug (or feature? ) is present only in CMBB and it is very annoying!!! It would be nice if a few bugs were fixed by a 'little' patch...Originally posted by Raton:Well, more question about a little bug that could have more importance now.
When you play an attack, the points used by the defender are directly added to the victory points of the attacker (as casualties done, i think). Actually it coulld be a 7% or 8%.
But now, in the campaign, we could have a really fortified position, so the attacker could get a good bunch of victory points (and being considered as casualties).
How will be managed that "casualties", how will be determinated the victory, just by flags or by victory degrees?
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It occur in CMAK too and it is a bit annoying.Originally posted by no_one:First off,I don't have CMAK,yet,but I have not heard that it does.
In EFOW in CMBB,when a unit is eliminated(KO'd,whatever)and you do not have units close enough to see that it is indeed eliminated,you can click on the unit icon marker and if it is all black in the info screen windows then it is eliminated or knocked out.
BFC, this is a masterly stroke indeed!!! Thanks, thanks to exist!!!
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This tank has been destroyed because:
a) air-bombed
the driver was a woman
c) the crew committed suicide after reading some dozen polemical posts regarding books or something similar...
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Hi Steve!
I hope CMx2 will permit things like this:
This can be very useful to avoid minefields or to hit enemy tanks out of LOS... (for this purpose we need obviously of a new order 'Flying Shoot & Scout': how can we live without it? ).
EDIT: the photo is authentic...
TIA
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This is great! I think I will buy the first dozen of modules...Originally posted by Battlefront.com:We've not rulled out 3rd party development, but we aren't considering it at the moment. Time will tell.
Yes, the plan is to allow the Module content to work together seamlessly. For example, if there were a Normandy game without Tigers and a Bulge Module with Tigers... you could boot up Normandy and Tigers would be available to purchase. All we have to do, I think, is simply set the availability dates along historical lines instead of to the limitations of a Module's timeframe. Meaning, even though the Bulge Module would start in December 1944 the Tiger 1 E would have a start date of sometime in 1943 (can't remember exactly when ). So any Module, or the main game, that takes place in that timeframe will have the Tiger available. The one problem is the vehicle graphics for a situation like this... I can't see us making a summer set of textures for a winter only Module. There are ways around that though.
Steve
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Good! Solution:
The 'battle' was between 10 regular tigers and 10 snipers with 8 Tank Commander killed. Each tank commander of a tiger has a incredible value of 43 points! So 8*43 = 344 points!
The value of a tank commander is:
Value of the tank (without rarity)/ Number of CrewMembers
(for the Tiger was 215/5=43)
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Good! Solution:
The 'battle' was between 10 regular tigers and 10 snipers with 8 Tank Commander killed. Each tank commander of a tiger has a incredible value of 43 points! So 8*43 = 344 points!
The value of a tank commander is:
Value of the tank (without rarity)/ Number of CrewMembers
(for the Tiger was 215/5=43)
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Sorry, no flamethrowers...
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Sorry, no flamethrowers...
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No spotters...
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No spotters...
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No exit off...Originally posted by Snarker:Move all your maggotty men off a victory edge?
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No exit off...Originally posted by Snarker:Move all your maggotty men off a victory edge?
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No fortifications...Originally posted by JonS:fortifications.
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No fortifications...Originally posted by JonS:fortifications.
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Yes, but how it is possible to get 344 points with only 8 enemy casualties?
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Yes, but how it is possible to get 344 points with only 8 enemy casualties?
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I agree with you if CM gives a points value only to the bailed out members of the crew. But CM gives a value even to the members of the crew killed/wounded in the same attack that has KO their tank. So if I destroy a tank killing/wounding all of the crewmembers BEFORE they bail out I receive only the value of the tank. If instead I destroy a tank and one crewmember bails out, I receive the value of the tank AND the value of the killed/wounded crewmembers. And this is a strange thing (Less effective attack = more points gained) :confused:Originally posted by Moon:Actually this isn't a bug at all. The increased points for the bailed out crew are a way to discourage using the crew for scouting, as bait etc.
Martin
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Good! Now I have found your post!Originally posted by Redwolf:That has been in the buglist for years.
Boys, this is a known bug! Sorry for that...
[ March 17, 2005, 12:31 AM: Message edited by: FredKors ]
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Hi boys!
I have found a little bug in the CMAK/CMBB score calculation.
Each tank crew member has a value of 6 points if regular, 7 points if veteran, 8 point if crack or 9 points if elite. So if I destroy a tank and kill some member of the crew, I gain the value of the tank (its cost without the rarity factor) plus the value of the crew members eliminated.
BUT I gain the points for the crew ONLY if the crew HAS BAILED OUT!
If I destroy the tank AND kill entirely the crew BEFORE it has bailed out, I gain ONLY the points for the tanks!
So, for example a regular T34 model '41 in 1943 has a value of 111 points:
IF I destroy the T34 and kill 3 members of the crew I gain 111 (tank) + 18 points (6 * 3 crew member eliminated) = 129 points.
IF INSTEAD I destroy the T34 and kill all the members of the crew BEFORE they bail out I gain ONLY 111 points!
I think that crews 'don't exist' for the game engine (are a sort of 'attribute' of their tanks) UNTIL they bail out. When they bail out, they become real units with a correct value. If the crew is killed before bailing out, the game engine 'forgets' to give it the right value...
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Loading map from file problem
in Combat Mission: Afrika Korps
Posted