xian
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Posts posted by xian
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I think that it should be possible to alter the duration and firing rate of a barrage whilst in effect (with a reasonable time delay). If you are allowed to cancel and adjust the target of a barrage with little penalty then you should be able to to ask for duration and firing rate adjustments too.
Nes't Pas?
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indeed. ouch - glad it's been discovered.
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Perhaps BF used a programming shortcut, with an algorithm such as: if a unit is within a certain distance of a wall (no matter the direction of incoming fire) it receives a protection bonus.
Could this really be the case?
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Actually, there is an exit zone in 'Buying the Farm'. Axis Obj 8 (known to neither).
BF - please put the rout in CMBN. It worked fine in CMx1 alongside surrender.
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Is it not possible to assign exit objectives to the trucks only? I have not got into the scenario editor as yet and am completely ignorant about how it works.
Michael
It is. But maybe not if they are part of a formation. I have assigned unit objectives to trucks, but as independent units.
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I've been hoping to see the 'red exclamation mark' of a routing unit, just to see if it actually happens.
Has anyone else seen it yet?
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The problem lies in combining exit zones and destroy unit objectives. In most scenarios it makes sense to award inflicting casualties on the enemy. This is done by assigning destroy unit objectives to parts of, or the entire, enemy force. Usually it's done for both sides. But, if one side has an exit zone anywhere on the map, ALL his units that the enemy has as a destroy unit objective will count as destroyed if they haven't exited the map when the scenario ends. So, adding an exit area at the friendly map edge, actually means unit destroy objectives can't be assigned for the enemy, if the scenario is to work, since it makes no sense at all for one side to reatreat all his units at the beginning of the battle.
As you mention - NOT every unit needs to be included as a unit objective - leaving it free to leave the map with no penalty to either side.
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Cool - good to know.
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Yes - I do understand that. I was just mentioning the difference between Elite and Iron.
I should have written ... each other 'for the player' to see their icons.
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Thanks for the info - well worked out.
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It's 'Vin's Animated Text' that is causing the problem.
Shame - I quite like the animated text - maybe Vin can sort it out.
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The difference with Iron is that friendly units need to spot each other to see their icons.
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My theory is that BFC assumes players will impose certain rules on themselves when playing Elite or Iron, in order to make playing against the AI more challenging -- but not to increase FOW or realism. For example, you could choose to never click on an enemy icon when playing Elite, or choose to give orders to each of your units only by clicking +/- to go from one unit to the next. Unless you impose rules like that, Elite/Iron don't seem to be very good choices, since they otherwise just slow you down but don't otherwise increase FOW or realism.
My best guess.
Really? They assume that no PBEM player will sneak a look when they are in a tight situation?
It seems like a very easy thing for BF to fix. Just don't give so much info away when clicking on an enemy unit.
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I have just been re-reading some of Anthony Beevor's 'Day-D: Battle for Normandy' and on page 116 there is a passage that clearly states that American troops found it extremely difficult to overcome german units located in the type of stone farmhouse commonly found throughout Normandy.
I don't feel that this is accurately represented in the game - I still avoid putting infantry in buildings at all cost.
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I've just started playing PBEM and I have to say that the level of unit feedback available to your opponent really seems unrealistic and makes defending tricky.
It's hard to hoodwink your opponent if he is given such detailed information within a second of spotting you.
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Is there a way to choose specific equipment for units?
I set all my german squads headcount to 50%, and yet every squad still has its MG32.
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Thanks,
I've sent each of you either an email or PM.
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Are there a couple of people out there that would be willing to try out my first attempt at a scenario? (I know, I know... groan - not another wannabe who doesn't know what he's doing)
I'd really appreciate some feedback and constructive criticism before I upload it for general release at the repository. Unless, of course, it completely sucks and can't be fixed.
Also, despite the fact that my scenario is completely fictional, I'd also like to know if I have managed to make any major historical bloopers.
I'll email it to the first few replies (here's hoping).
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I've uploaded it.
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Eh? - that's the delete waypoint key.
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Yes - I can't really think of a workable solution.
In reality each player shouldn't see the whole map - so where do you stop?
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Oops - sorry mis-post
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Is there a good reason for the discrepancy?
Are BF aware of it?
Vin's animated text problem
in Combat Mission Battle for Normandy
Posted
This is a message for Vin:
(Running on a Mac)
I love your little text mod but it causes a problem with the grenade info in the GUI - is there any chance you could fix this?
image: http://www.combatmission.com/community/attachment.php?attachmentid=1043&d=1308793715