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Baneman

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Posts posted by Baneman

  1. Actually, Vein, I think that desaturation effect is really good. It's not the grass change so much, but the underlying ground that looks much better - since, after all, it's the grass that makes the ground look green, so if you can see the blades, the rest looks better "understated".

    How large is large ? I'd be interested, thanks ;)

  2. Pbem battle I'm playing at the moment. Sherman appears around a corner and begins duelling with an AT gun. Sherman fires 2 rounds short and the AT gun fires 2 rounds high.

    TC unbuttons and starts to have a go with the turret MG ( .50 cal ? ) - probably trying to suppress the AT crew more.

    AT gun fires again and again it's high. But TC disappears with an "Argh !"

    Yep, round wasn't that high. Took his head off.

    Brutal.

  3. I also use Slow a lot now - for vehicles, it's not actually that slow..

    Hunt has kinda lost its usefulness now that it is "Move to Contact". It's nice that they stop to shoot like the old Hunt, but now they don't move on again. Not much of a problem in RT, but in WeGo, you can lose up to 59 seconds of movement if they spot something early.

  4. Ok, now you've confused me - so does CM:BN work on the "artillery time" principle, in which case the Smoke Rounds diminishing with the HE makes sense, or does it track rounds explicitly in which case it doesn't ?

    Or does it mix the two - you have exactly that many rounds derived from the time available for Artillery call so it's the usage that is abstracted - which kinda makes sense ?

  5. Do you have savegames which show this behavior? Or, failing that, can you name the battle or the artillery type being used?

    Thanks,

    Ken

    Pretty sure I noticed it first on the German 105's in the Closing the Pocket scenario in the demo. Should have said that, yes, it only applies to offboard artillery.

    TBH, I haven't checked it again on the full game, but I thought they were the same thing ( ie. full game is untweaked since the demo )

  6. Well, I do like the new method of showing the historical formations.

    The only problem I've found is knowing where to look for something.

    Eg. While trying to create a map just to test something, I wanted a platoon of Pumas.

    Hmmmm, where would they be ? It took me a good 20 minutes of breaking down larger formations to find someone who had Pumas in their TO&E.

    Yes, I know I could have just added some individual vehicles, but if you want something formation specific, it can take a while to learn where it is.

    My REAL beef is that when you're selecting a unit in CMx1, mousing over it tells you what it comprises.

    That would be nice in CM:BN for the more ... generically .. named stuff.

    ie. what is a Medium AT gun ? Is it a Pak50 or Pak75 ?

    Or are you meant to be the commander on the battlefield not sure what you're getting ?

  7. My method is to break large groups/columns up into smaller chunks - ie. if I have, say, 12 vehicles to move down the road, I'll set the first 3 to go with smallish pauses between them, then a much longer pause before the next 3 go and so on.

    This also gives the bulk of the vehicles a chance to "bug out" if the first couple run into trouble.

    It's slower, but it takes less time, if you know what I mean. ;)

  8. I have been wrestling with this problem for the past two days. The elevation options do not work as described in the manual! I just experimented again with the default map size when you open the map editor. I drew a 30 meter contour line (up 10 metes from the default 20) from side to side. This should have raised the terrain inside this corner piece of land to 30 meters and outside the contour line the terrain should have gradually sloped down to the base 20 meter elevation. It did not . All the terrain on the map changed to 30 meters. Why?

    Heh, yeah, I've tried this too and no matter what I do, all elevations on the map move - even the black "locked" tile.

    I assumed I was reading it wrong and haven't had time to reread the relevant section, so just quit trying for the time being.

  9. Ok, I've done some checking and you're right.

    It's also tied up with the "gunner stays/gunner goes" issue though - if you have a 251/1 with a gunner that "stays", you can only fit 11 men into it as passengers. If it's a "gunner goes" 251/1, you can fit 12 and one of them mans the gun when aboard.

    The question is, then, how can you tell ahead of time which one you're getting when, for eg. purchasing them in a QB ?

    As far as I can tell, this applies to 251/3's and 250/1's as well.

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