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wagtunes

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Posts posted by wagtunes

  1. Hi all. Been a while since I've been here since returning. Just having so much fun with CMBN.

     

    If you remember CMBB, when designing a scenario, your troops all had point totals. This made it very easy to make sure you balanced the scenario between both sides.

     

    I notice in CMBN that when doing Quick Battles and assigning troops manually, the points for each type of troop still exists but when using the scenario editor the points appear to be missing.

     

    If so, why? If not, is there a way to turn the feature on?

     

    I'm having a little trouble balancing scenarios because I don't have the points system as a guide anymore.

     

    If it was removed, I'm curious as to why.

     

    Thanks for any info you can give me about this issue.

  2. The green text on the left side of the screen when you click on a unit when the battle is over...gives you a list of what they took out. It's called "combat victories" now. Most of us always referred to it as the "kill list".

     

     

    Mord.

     

    Yeah, that's it. I like it. But still puzzled why the spotter stats were removed. Was there ever an explanation given as to why that was done?

  3. It doesn't. The best you can get is direct fire mortar (possibly on map fire mission) stats. I don't remember the reasoning but we were happy as hell when they included kill lists in CMBN because they were MIA in the SF and A-Stan titles. It was one of the old  CMX1 features I was most hoping for.

     

     

    Mord.

     

    When you say "kill lists" are you referring to that little box at the far left hand side of the map after the battle ends and you go back to view map?

  4. Question:

     

    In CMBB, artillery casualty figured were included under the spotter stats. I'm noticing that the spotters (observers) show no stats after the battle completes. There were definitely artillery casualties as I made the test so that ground troops would be shielded from the battle and all their stats showed as zero, while total casualties were well over 200.

     

    So, does CMBN no longer keep artillery stats?

  5. No problem, man. A lot of us enjoy helping out. The collective knowledge here is pretty vast (in all aspects) and spreading it makes the game and community stronger.

     

    I dig your excitement...it's fun to watch (read). And if you remember all those cool little moments in CMBB that could happen during a scenario, you are gonna see even more in CMBN...at a much finer level of detail. They will really get you pumped up.

     

    Here's a nice example from Macisle.

     

    http://community.battlefront.com/topic/100099-cmbn-screenshot-thread-2/page-78#entry1542341

     

     

     

    Mord.

     

    That's so cool. Thanks for sharing.

  6. Ahem...

     

    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2288

     

    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2045

     

    Not near as good as it would be for BFC to do a title but it has been tried.

     

     

    Vein's effects...

     

    http://cmmods.greenasjade.net/mods?author_id=336&game_type=7

     

    Will work with all CM games. And go ahead and sign up, GAJ's has a lot of stuff that isn't on the Repos and it's easier to find things there as well.

     

    Mord.

     

    Thanks Mord. I am SOOOOO pumped to get back into CM after quite some time off from CMBB due to work. But things have slowed down a bit and I actually have some free time again.

     

    You've all been an amazing help. Can't thank you enough.

  7. Getting hold of how to call the strikes is pretty easy, but selecting the right options for the situation takes practice. Different artillery has different rates of fire, so a "light" mission with mortars might fire as fast as a "heavy" mission of 105's.

     

    Also, be aware that it's not enough that your spotter can trace a line of fire to the point where you want the bombs to land. He also has to be able to observe the spotting rounds fall. If he doesn't, your strike might be off target.

     

    Yes, I am sure that there is a lot involved here.

     

    Taking it one step at a time.

  8. On that note - do yourself a favour and get hold of Vein's Effects - flames, smoke, muzzleflashes, 'splosions ... :)

     

    See here : http://community.battlefront.com/topic/117756-veins-cmbs-effects/page-1

     

    Don't worry about the fact it's a CMBS thread - the effects will work for CMRT/FI/BN too.

     

    Thanks, but in order to get them you need to send him a PM. There are no links in the thread itself. Last post in that thread was back in February so who knows if he even checks the forum anymore.

  9. Okay, I read the manual, set up an example and it's very easy. It's long winded, but it's easy. There are so many options when calling on an artillery or airstrike. More for the artillery. I don't quite understand the difference between all the options but will test them all out and see what happens on the battlefield.

     

    And yes, it is very obvious when the bombs actually start falling. Graphics are so much better than CMBB.

     

    Making progress a little bit each day.

  10. Well, I'm starting to dig into the artillery and aircraft support and the lights are starting to come up. I've figured out the setup. Now all I have to do is figure out exactly how commands are issued. I'm hoping the manual will go into some detail on this. A video would really be great if anybody knows of one showing the whole process from spotting to execution.

  11. Yeah, I have stuff on when I am giving orders and need to get my bearings, but once I view the turn I want all the "game" assists off to keep the immersion factor high.

     

    Here, Rambler made this at my request a few years back. It's really cool when guys get hit. I use it in all my CM games.

     

    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1248

     

     

     

    It's nice watching a diehard CMX1er jump in with optimism and an open mind. You wouldn't believe some of the pessimism and nastiness that when on here back when the new engine was announced.

     

    AND you are right, it sure does.

     

     

    Mord.

     

    See, I don't get that. The old game, while it was still good, was graphically, well how can I put this nicely? Substandard.

     

    These graphics are amazing. The gunfire, explosions, everything is so much better. It's the way I always envisioned this game.

     

    Once I get all the logistics down, I have no doubt that you won't be able to pry me away from CMBN.

  12. Yeah artillery is extremely deadly in CMBN, particularily the on map mortars in direct fire mode. You should really try out the on-map mortars, wagtunes.

     

    Yeah, gonna go through everything again. It will probably take me a while (a LONG while) but I'll eventually get the hang of all this.

     

    FWIW, this game totally blows away all previous versions.

     

    Great job Battlefront!

  13. Yep. You've just had an epiphany. That was the advice we gave a lot of guys coming to CMBN (in 2011) and X2 after they skipped 4 years of CMSF, it applies even more so now. There are similarities between CMX1 and BN but it's best to forget what you knew and approach this version like you've never seen Combat Mission before. It takes some getting used to because your natural inclination is to draw from your past experiences. I think the biggest thing you'll have to wrap your head around is that where CMBB was basically on a macro level, CMX2 is at a micro level...much, much more fidelity in almost all areas therefore there will be big changes to lots of game mechanics.

     

    Eventually, all of this will be second nature. But hey, learning all the cool new features and mechanics is half the fun.

     

     

     

     

    Mord.

     

    Yes, I am finding the micro management of this game to be staggering. In that respect, it has little in common with CMBB.

     

    But let me tell you, THIS is fun. Kill the icons and this is as realistic as it gets.

     

    No, I never play with icons turned on. Makes it look too much like a game IMO.

  14. The first game I played with IanL he gave me a good pounding with his artillery - it was if not decisive then significant in its impact on the outcome of the game.

    I struggle with artillery and am still learning to be effective with it, but when I played against others who used it well, it was near-devastating.

    Give yourself some time and practice. :)

     

    Which is exactly what I intend to do. Thanks. Back to the drawing board. LOL.

  15. You do know you have to actually call in the artillery and aircraft during the battle, right? If you don't, it won't do anything.

     

    Ah, and therein lies the big difference between CMBN and CMBB. With aircraft, no need to "call in". It just happened automatically if you set the planes up in your scenario editor.

     

    Like I said, big differences between the two games and I basically need to just forget CMBB ever existed and pretend I'm playing this game for the first time, otherwise I'm going to end up assuming things that aren't "true" and ultimately confuse the hell out of me.

     

    Oh the joys of being a newbie again. LOL.

  16. Well, as ASL Vet said, we're not sure exactly what your test entails - are you fighting a complete battle then looking at your stats ?

     

    In my experience, an artillery bombardment against the AI will always generate casualties because the AI tends not to try to extricate men from underneath, whereas a human player will try to do that ( pre-emptively if possible ).

     

    Even so, often troops have to lie there and take the artillery stonk for several turns at least.

     

    So as long as you're targeting your artillery and calling in airstrikes where you know there are enemy, there's a very good chance of causing casualties. ( I assume in all this that you're talking about off-board artillery which you have called in via FO team or other HQ spotter. )

     

    Yes, off board. Like I said, works a little different from CMBB so me thinks that maybe there is some user error involved here. It is not out of the realm of possibility. Of course, as it says in the manual, it is always possible that the artillery and aircraft just didn't make it to the battlefront.

  17. It's hard to understand what you are asking because there aren't enough details in your description about what you are doing exactly.  It should be obvious what artillery is doing if you are running the artillery yourself.  Are you just assigning artillery to one side or another and waiting to see what the AI does with it or something?  If you are doing stuff in the editor you can always place a bunch of enemy soldiers out in some open ground, assign yourself a forward observer, give the forward observer twenty batteries of 105mm howitzers and have at it.

     

    Thanks. I'm discovering that artillery and aircraft are much more complex in CMBN than in CMBB and most likely it is user error. I will walk through all the steps, make sure I didn't miss anything and THEN...if I'm still having problems I'll come back with more specifics so that we can get down to the bottom of what's actually happening.

  18. I just did an artillery/aircraft test to see how it worked in comparison to CMBB. In order to test this, I really loaded up on both, looking more at casualty percentages caused by each as opposed to ground forces.

    Now I know you can't actually get stats for artillery and aircraft but by subtracting the casualties caused by ground troops from the total casualty count, you can get a combined total for both artillery and aircraft.

     

    Well, the total casualty figure was 115 killed and 116 wounded or 231 total.

     

    Total casualties caused by ground troops...231.

     

    Artillery and aircraft didn't account for even 1 casualty.

     

    Possible reasons.

     

    1) Artillery and aircraft never made it to the battle area.

     

    2) Incredibly unlucky.

     

    Now I saw a lot of what looked like ground flashes like lightning. I'm going to assume that was the artillery and/or aircraft. I didn't see any actual "explosions" like you did in CMBB so I really can't say for sure what I was seeing.

     

    I'm going to run another test in a wide open area with almost no way for ground troops to cause any casualties at all and see what happens.

     

    In the meantime, if anybody can tell me something about how artillery and aircraft work that's different from CMBB that might explain what I just witnessed, I'd greatly appreciate it because what I threw at the enemy should have accounted for something. I mean I'm talking total overkill.

  19. You guys are funny. LOL. Yeah, the editor in CMBN is way more advanced than in CMBB but still, if I don't do simple things like look at what direction I'm pointing in when deploying my troops (duh!) of course things are going to go wrong.

     

    Anyway, I corrected my error and the scenario now plays correctly. I still have some more additions to make so that it's more even. Right now, it's heavily favored to the allies and I'd like to tighten it up a bit. It's a delicate balance and the toughest part of designing a scenario...making it fair for both sides, relatively speaking. Naturally, some scenarios are meant to be more difficult for one side but they should never be near unwinnable.

  20. Interesting I can only thing of one thing that could cause that (outside of a defect, or your error). That would be if those units were added to an AI group and there was an AI plan that had a setup area for that group inside Allied territory.

     

    If that were the case then when you played as the Axis it would not happen and when you played as the Allies in Basic Training mode all would look fine until you started the game and then the truck would jump from the Axis side to the Allied side as the AI moved the units from where you deployed them to their assigned AI starting locations.

     

    Honestly I would start by checking again one more time to see if you did make a mistake.  Then check if any AI plans are messing with you head.  After that I would un purchase the truck and purchase it again and then deploy it to a different starting location and see what happens.

     

    I edited my above post.

     

    Translation: I'm an idiot.

  21. Title says it all. I am totally stumped. I understand scenario creation well enough to at least be able to setup each side on its own side. And I do it in a way where it's impossible to miss anything. I deploy and then, when the map loads, I +/- through every single troop one at a time and place it where I want. I do this for both sides. When I then check each setup, going through each side and doing a head count, everybody is accounted for and on their side.

     

    But when i start the actual game (and I've tried this playing both Allied and Axis) on breach and one truck of the Axis ends up in Allied territory. On the scenario map, they are not where the game is putting them on startup of the battle.

    Has anybody else ever run into this problem because it has me totally stumped. I have tried editing several times with no luck.

     

    ** EDIT ** I found the problem. Scratch what I said about knowing how to deploy my troops. It helps when you can read the difference between N and S.

     

    That's what happens when you build a map that is so symmetrical that you can't tell one end from the other.  :huh:

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