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Mudhugger

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Posts posted by Mudhugger

  1. Markus200544, 

    I recently went through this search for explosions as well. There are a couple of mods with good stuff, depending on your preferences.

    HerrTom's and Aris' are the two I used. I've never seen War Thunder's or been in a WWII tank battle so it is basically what you  prefer. I played around with them, and the CM stock explosions and smoke and ended up with a compilation of the three. For which I liked in the Italy time periods in CMFI. I'm sure you can find something you enjoy. The explosions graphics must look well with both your AP tank hits and the HE explosions of artillery and guns.

    A link to the mods:  https://cmmodsiii.greenasjade.net/

    Hope this helps.

  2. Erwin:

    I just installed CMFI on a Windows 10 v1909 machine new in March.

    The two slight glitches I experienced were

    Defender Smartscreen. It blocked the app from installing until I found the Run Anyway button. After that it installed everything just fine. And activation went flawlessly.

    When I tried to launch the game it seemed to start but then went to desktop.

    DPI settings. I had to override High DPI  scaling settings and let the application do it. Right click the start icon and then hit properties, click compatibility, and then Change high DPI settings. Then check the box next to Override high DPI setting and set the  box below that to application.  OK and then Apply.

    It worked for me. Hope this might help with your machine.

     

  3. John Kettler, 

    I saw this on a Tiger site. The dates are a bit off from the picture, but some may have left for Paris early. Seems 3. did not fare so well in Normandy. At least they saw Paris.

    18 July 1944---- 3./ is bombed during Operation Goodwood, but only two Tigers are lost, one burnt out and the other was flipped over by a near miss. 13 Tigers lost during the day to all causes

    20-29 July 1944----3./ ordered to Mailly-le-Camp for re-equipment with Tiger IIs

    12 August 1944----3./ entrains for Paris

    mid-August 1944----Most of 3./ destroyed by Allied fighter-bombers, all of the rest of the Abt. is destroyed during the retreat from Normandy, only 2 Tiger IIs of 3./ on strength

  4. 3 hours ago, Battlefront.com said:

    At this stage of the engine's maturity most of these fixes are very minor in the grand scheme of things, but still likely noticeable.

    I hope this will be corrected as discussed in the thread below. I finally got a graphics card after playing with integrated graphics for years, and now it is very noticeable to me.

     

    On 1/28/2019 at 6:09 AM, Frenchy56 said:

    91177AD70C82A0A006536D2CD1BB105AA406A1AA

    Soviet rifle platoon leaders (which are embedded inside the 1st rifle squad) have the wrong uniform. They show Private ranks.

    This kind of thing shows up as well for a few HQ units like the ATR platoon or Machine gun platoon.

    Then again, you can see the number of SVT's reach a number that's in fact closer to pre-war numbers (8 SVT's per platoon, when DMS pointed out 2 would be a reasonable number for this timeline).

     

    I've also noted that platoons are commanded by Captains and companies by Majors according to the UI, and I have never seen any Soviet officer under the rank of Captain in this game.

    I think this has something to do with the UI being incorrect (I've tested it with and without Juju's UI mod, and the ranks are the same).

    The UI's senior officer ranks, in other words over Captain, are also incorrect (the stars are silver when they should be gold).

     

    On 1/28/2019 at 8:04 AM, Frenchy56 said:

    Note: this also affects the earlier 1943 rifle battalion organization, where rifle platoon leaders have their HQ unit.

    Sapper battalions and AA batteries seems to have this problem as well.

     

    Note 2: SMG companies are unaffected, I think it's safe to assume that they're the only ones who aren't affected by this problem after further checking in the scenario editor.

    I don't think I've seen any Junior Sergeants either.

     

    So, to sum it up, platoon and company leaders' ranks are too high, all officer ranks under Captain are unused, icons for ranks over Captain are incorrect, Junior Sergeants nowhere to be seen (except probably tank crews), platoon leader's 3d model is incorrect in most cases.

     

    I've made some fixes for the ranks myself with existing mods, if you're interested, give me a shout.

     

  5. 5 hours ago, Sequoia said:

    Does this mean the Soviet Submachinegun Companies from Panzerblitz weren't that far off?

    Don't know about Panzerbiltz, but there was always a Submachinegun Company in the rifle regiment, two in a Guards rifle regiment.

    I think he is talking more of the rifle company,  perhaps as outlined at this sight:

    https://www.battleorder.org/ussr-rifle-co-1944

    Although I hope BFC just adds this type and doesn't remove the others, from my digging it didn't just change to this TO&E overnight across the board.

  6. Yeah thanks. I know that procedure.

    I am making a Regiment core force. I want to keep the scenarios to a battalion at a time, but would like to simulate the casualties of the other battalions on that day. And then play one of them in the following battle, and so forth across Belarus. Then I can use the Regiment's assets and even the Division's more realistically.

    I think I will have to make a small battle to make casualties perhaps with German artillery to simulate the other Battalions casualties on that day. Still mulling that over.

    Anyway it's all fun. The editor and the game.

     

  7. Quote
    On 2/1/2020 at 12:57 PM, MOS:96B2P said:

    Also, I think below is how the Refit, Repair, Resupply & Rest work in the campaign script.  It seems to be an all or nothing event in each of the four separate categories.  Example: depending on the percentage roll for supply either all the fire teams and vehicles will be topped off with ammo or none will be.  It is a percentage of the chance of unit wide resupply occurring instead of a percentage of the supply getting replaced .......... I think.  I'm less sure on this.  The conversation in a separate thread on the below issue went silent..... :ph34r:  :)    

    % chance of Refit = Replacing all destroyed vehicles and men in the core unit?

    % chance of Repair Vehicle = Repair all immobilized vehicles & bring all subsystems back to green.

    % chance of Resupply = Top off every fire team & vehicle with ammo

    % chance of Rest = Every troop & crewman is fully rested (vs tired, exhausted, etc.). 

    Please point out any mistakes or improvements that could be made. 

     

     I have been testing campaign scripts in CMRT and these are my thoughts:

    1. None of them are all or nothing.
    2. In my opinion, the percentage chance in all categories is for each individual soldier or weapon. For example; set at 50% refit each casualty and lightly wounded man rolls for a replacement, over 50% he is replaced, under and he is not and/or a lightly wounded man stays in the game wounded. In my tests I have had HQs replaced or not, a squad with 4 casualties and two lightly wounded, getting 3 replacements including one of the lightly wounded and two of the casualties. And many other combinations. I have had squads with no replacement and others where all casualties were replaced. And being a roll for each soldier it is very rare that the number of replacements equals half the casualties and lightly wounded, as per tossing a coin, could be more or less.
    3. Resupply works the same. On a weapon basis. If the roll comes up and your man is carrying a SMG he is topped off with SMG ammo, up to the amount that an individual carries. If some of the other SMGer's  fail on their roll, they just start the next battle with what they had left. The interface shows the total SMG ammo and is why it is not as high as the original total. Sometimes they all hit the roll and the SMG ammo total goes to the max allowed carried by a squad. Same goes for the rifle carriers and LMG's, even the pistols and heavy weapons.
    4. Rest was harder to comprehend. I crawled the company around until all was fatigued, then cease fired. At 50%, when I started the next battle, squads were at different states of rest ranging from ready to exhausted. I came to the conclusion, that the state of rest of each soldier is tracked individually and the ones who made the roll and returned to rested, increased the overall squad rest in the interface. Not sure on this, just my conclusion.
    5. Vehicles. I used tanks in my tests. A little more uncertainty, but it looks like it is the same. Replacement tanks at a 50% setting, can yield replacements or not. Surviving crew are considered as well. I have seen replacement tanks manned with surviving crew even with an assistant driver missing in a T-34 76. A three man crew and the Commander is wounded. And other times the crew are removed and the replacement tanks get new crews. A cool feature I noticed was when a Platoon HQ unit was removed, a surviving tank in his platoon can move up to Platoon HQ. He keeps his lower rank, and have even seen a Private in command when the tank commander had been removed because of casualty.
    6. Repair vehicle is the same in my opinion, Damaged tanks can be fixed or not individually. This proved hard to test, but I always saw some tanks with track or radio or whatever damage not fixed.
    7. These are all great features of a campaign, and I think more thought should go into assigning the percentage numbers, especially with ammo. I do wish the refitting/replacement slot was divided for vehicles and soldiers, though.
    8. A couple of other notes, which may be just my ignorance of campaign scripts, but there may be others who don't know these. First, the example script in the manual is what I used as a template to make my scripts. It shows percentage numbers in the first battle, refitting, repair, resupply, etc. It took me multiple attempts to realize those are not needed, as the refit, and resupply, etc., from the first battle comes from those percentage numbers in the second battle. I could never correlate the results with the first battle to the percentages in the first battle until I realized that. You must have those lines in the script to avoid errors, but they do nothing as far as I can tell. I set them all to 0%.
    9. Secondly, I found out you can not use the reduced headcount feature in the core force. It just loads the entire force no matter what. I have been looking for a way to reduce a battalion in a campaign without actually playing them through a battle. Any suggestions?
  8. Quote
    7 hours ago, Bulletpoint said:

    Another idea I had for a battalion campaign would be to have, say 3 to 5 battles one after the other, where you get the whole battalion to command in each battle, but that there will be no reinforcement or resupply. However, enemy resistance in each of the battles would be lighter than normal. So you have a good advantage in numbers but your force gets worn down as you go along, thus increasing difficulty.

     

    I am trying this in a CMRT campaign. Narrow frontages, and realistic unit boundary lines, so no sweeping lateral movements, the battalion to your left or right has that sector. Your sector is yours. Advance with company through company to concentrate the fire and spread the casualties over the entire battalion so your best companies aren't depleted in the first battle.

    Not sure if others would find this fun to play. Control is not that overwhelming because all your force is not moving at once, usually.

    I am having fun with it anyway.

  9. I am currently working on a scenario with a Red Army Rifle Battalion, and am experimenting with the entire map as the objective. It is a narrow map with small frontage for the attacking Red Army. Plenty of time allotted. German AI get points for destroying Russians. Obviously you must be careful and thorough.

    Isn't that what the infantry did? Take the ground.

    Anyone have any experience with the entire map needing held?

  10. I play CMRT exclusively, so can't speak of the other games.

    In my current scenario, I am playing with a Red Army Rifle Battalion. The embedded Platoon HQ, in 1st squad, got clipped by a mortar fragment, and all three squads went dark to one another, and the Company HQ. After the squad leader in 1st Squad, took command, the C2 link to the Company HQ was reestablished with 1st squad in the normal way. Long visual distance and all, remember no radios at all. However, the other two squads in the the Platoon are having none of it. No red command link to the new leader in 1st squad and also no link to Company HQ, even if standing right beside them. Seems these two squads are now on their own.

    I don't remember seeing this before, but I could easily be mistaken.

    Or is it something from having those embedded Platoon HQ's?

  11. On 5/7/2019 at 8:07 AM, Migo441 said:

    Question about patching.  I've applied the CMRT 2 Engine 4 patch to get me from v2.0 to v2.1.  However, I'm now unable to open a saved game from the previous version...  To be clear, a game saved during planning phase and not a PBEM file where a movie is launching.

    The behavior is that the load screen progresses to 25% and then the app crashes and I'm back to my desktop.  Initially I not re-activated with my licence but the experience is the same once I did re-activate.

    Is this something people have seen before?  What's the recommendation?  Uninstall and reinstall?

    Having the exact same issue with my saved games in CMRT, gets to 25% then either crashes or sets there and never progresses.

    I always have multiple battles saved so I can switch around and not get to bored by one. Guess I have a lot of replaying to do.

  12. On 10/28/2018 at 6:08 AM, Bulletpoint said:

    A CMFB German Panzergrenadier Battalion apparently has 12 Stummels, 6 in the Heavy Company, and 3x2 Stummels in the heavy platoons of each of the three infantry companies.

     

    Twelve is correct in an Armored Panzergrenadier Battalion.

    Remember, the other three Panzergrenadier Battalions in a Panzer Division are motorized, and they don't have Stummels.

    I think the Armored Recon Battalion in a Panzer Division had thirteen Stummels, but CMRT gives them six. I don't have CMFB, so I can't comment on how the TOE  shows there. If you are seeing too many Stummels maybe play with the foot slogging PzGrenadiers more.

  13. Regarding the Red Army's uniforms:

    It is correct that the Rifle and Motor Rifle Platoon leaders are not using a Jr. Officer's uniform, as pointed out by Frenchy56. Along with some other platoon leaders. And as he said the SubMg Companies are using them. Hope Battlefront can go through these and fix.

    The officers uniforms are a little mixed up I feel, as the Lieutenant is in the mid-officers slot. And no Kapitan  is even made, so that is why you don't see him. These can be modded and changed to my liking however. If they can correct the Platoon leaders slot. The NCO uniforms seem right but there is no Jr. Sergeant made so that is why he doesn't show. Only Sr. Sergeant and Starshina are depicted.  I modded in my own NCO uniforms to include all ranks and even added a couple of Corporals in the basic uniforms.

    One question I have always had, is why there is not more officers in the Company HQ's  and more NCO's in the Platoon HQ's. I can't find an example of rank in a Red Army Company HQ but I doubt it is one Major surrounded by Privates. I have seen this in the German Company as well but maybe they were not as flush with officers as the Reds.

    Thanks, hope you take a look at this omission (bug).

  14. Hi,

    So I've read the winter event doesn't effect the Finns, yet in my first January 1942 turn a Division in Helsinki takes four and others near Leningrad get clobbered as well.

    I'm playing Barbarossa vs. Russian AI. V 1.03.

    I'm a novice at this, but I took a look at the event scripts- strength. Looks like the problem may be in the Italy, Bulgaria, Romania, and Hungary winter event #2. The first couple of map position lines don't have the aligned country ID #'s entered.

    If I am totally off base here let me know.

    One other thing, the #1 winter events didn't fire until 12/30/1941. Could this be because the season flag is set for Winter and the date is set for 12/15 which is still Fall.

    Anyway take a look.

    I play a slow game and it takes a long time for me to get this far.

  15. OK, new to AOC.

    I went to editor to save a copy of Barbarossa to Berlin with a different name so I could tinker with the units involved, names mostly. I try Save as and I get a warning that some scripts need updated. Afraid to ruin something, I stop, and take a look at the scripts. The one labeled Strength is starred for an update and their are no scripts in it right now. I have V 1.03 (more on that later). My questions, noobie ones I am sure; should I click Update, or perhaps Update All? Then save the original campaign? Should the little box beside automatic updates be checked? It is not now.

    On the version? The game shows V 1.03, but when I use the check for updates thing it says I have V 1.02? Any thoughts on this?

    Thanks.

    I really enjoy the game. The large map and the AI are great.

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