Jump to content

Baneman

Members
  • Posts

    4,448
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Baneman

  1. Nice - saw the flames ( static ) in that screenshot you posted and immediately thought "that's wayyyyy better than the flame in my demo. Want!" Looking forward to these. Thanks
  2. Clearly you don't play many battles with people in other vastly removed timezones which makes PBEM a must. Yes, it's slower than R/T, that doesn't actually make it horrible, just different. But I was born before 1980, back when the patience-gene still existed
  3. Not sure how much coding would be involved in achieving this, but it sounds like a useful tool, given that we represent the commanders all the way up to the guy marking the map in his chateau.
  4. Ok, that's what I originally thought, but the last 16 HE actually use up the same 16 Smoke shells - ie. if I leave 1 HE to still be able to call in Smoke, there's actually only 1 Smoke available. So maybe it is a bug...
  5. There I was, playing the Closing the Gap scenario and I see that my offboard 105's have 56 HE and 16 Smoke rounds. Since I used most of my mortar smoke during the attack and the 105 HE to suppress ( destroy ! ) the village, I figured I would save the 105 smoke for an emergency. But when the 105's ran out of HE, I could not call in the Smoke. So I figured, maybe it's a bug. But when I replayed, I did the same thing, except this time I noticed that when the HE loadout dropped below 16, the smoke loadout dropped in synch with it. Surely smoke rounds are discrete separate shells ( like for the onboard mortars ) and should still be available even if the HE is finished ?
  6. Jeez, how do you people do it ? I'm playing at Basic Training level and still losing a ton of guys - can't see the enemy before he opens up. At least 2 of my HMG's have lost half their crew to mortars. And just as I'm forcing the enemy out of the village, enemy tanks come over the ridge ( ok, not so bad, Panthers are badass ) with supporting arty - one of my squads in the hedge/wall hook to the right of the village just ate some 105's - whole squad gone in an instant ! No chance to see spotting rounds and run - spotting rounds drop at 31:45, main volley lands at 31:10 same turn
  7. These are excellent !! Para, I just went for whats in the basic mb_sil.zip + zmb-weapons-cal.brz ( but don't forget to take the zmb-weapons.brz out of the folder or it will override the weapons_cal one. ). Works a treat, looks great !!
  8. That's what I was talking about in the "Spotting" thread : Eg. 2 60mm mortar teams in the churchyard decide to drop some ordnance on my guys behind a hedge. We can see them, except, they keep vanishing and reappearing ( usually they vanish at the end of the replay, so direct targetting is impossible, which is just "aaargghhh !" ). Now I can understand an infantry unit would be prone and so hard to spot, but mortar crews need to be at least partially upright, yet they were invisible often enough to decimate my guys without me being able to put down sufficient suppressive fire to prevent them. Surely in a 1 v 1 firefight, the exposed mortar team should be the one taking most of the hurt ? Not so sure about them tracking, since my guys decided not to run, but to shoot the mortar crew - boy, was that a mistake !
  9. What I found a bit frustrating was the fact that enemy troops directly in LoS could be firing at me, yet invisible to my troops to return fire. Eg. 2 60mm mortar teams in the churchyard decide to drop some ordnance on my guys behind a hedge. We can see them, except, they keep vanishing and reappearing ( usually they vanish at the end of the replay, so direct targetting is impossible, which is just "aaargghhh !" ). Now I can understand an infantry unit would be prone and so hard to spot, but mortar crews need to be at least partially upright, yet they were invisible often enough to decimate my guys without me being able to put down sufficient suppressive fire to prevent them. Surely in a 1 v 1 firefight, the exposed mortar team should be the one taking most of the hurt ?
  10. Well, having discovered the helpful Absolute Key Bindings from, Other Means I think, which enable CMx1 keybindings, I don't think it's awkward at all ( I found the separation of commands into Combat/Movement etc. a bit tricky ). But WWII is where I'm at, the modern thing just doesn't float my boat, no matter how well modelled. I am most grateful for CMSF though, in enabling WWII to be revisited in this new format
  11. Well, I was horrified ( but quite pleased with the game ) when 1 of my precious 2 Panthers Bogged then immediately Immoblised whilst moving Fast along the road in the rear of the German positions in Closing the Pocket, effectively removing it from the battle. Since it was on the road, I assume some sort of random mechanical breakdown is coded. Which is pretty realistic I imagine. The other Panther has scored 3 kills so far and the other Shermans are keeping out of its way. This could get very cat ( ha ha ) and mouse.
  12. Thanks, I never thought of that. Splitting into teams had a morale penalty in CMx1, so one tended to avoid that at all costs.
  13. And I'm well aware that this has probably been answered in the CMSF forums, but my search-fu is not all it could be. The question is : How do you line up infantry action points ? ie. I "Quick" the squad to a forest and want to line them up with the edge ... but the two highlighted action points they're going to occupy are offset - one on the edge, the other deeper in. So how do you get them both lined up ? In this example I ran them deeper then "returned" to the edge and was given a lined up option, but this isn't always feasible eg. in Closing the Gap scenario, I had a squad run to the bridge on the right. At that moment, the Shermans appeared and started giving them what-for. So I ran them into the ditch ... except try-as-I-might, I could only get one of the action points to be "in the ditch", the other remained up in the woods and Los of the enemy. Running them up the other side lined up the points, but ... ahem ... not really a useful solution while under fire. I'm sure there's a blindingly obvious way to do this, so roll-up, roll-up, be the first to point at me and laugh while explaining it Thanks
  14. While not disagreeing with your primary point, surely the infantry would be likely to get off some shots at the crew while they're bailing and unable to shoot back, skewing the odds in their direction ?
  15. CMx1 commands like that were all Shift-something - Alt was only used for Quit Game, Quit Scenario etc. Unless everybody modded it away and I just didn't know Guess I'll get used to it in a year or so ( gonna take the first 6 months just to stop doing it the old way )
  16. I looked at that hotkey file and I can see I'll be changing it to the absolute similar-to-CMx1 system soon. Is there any way to change things like Alt-T for Trees to the old Shift-T or is that hardcoded ? ( I swear, I've got muscle-memory on that one totally drummed into my brain )
  17. Ah, I see now, the green letter greys out and a tiny frame appears on the left and top of the button. Thanks all. Perhaps the button can be modded to change colour to a hash overlay or or something to make it a tad more obvious at a glance, but I daresay one gets used to it. Cheers At the moment, learning the differences between CMx1 and 2 is the key ( I give "Hunt" orders only to discover that it's actually the equivalent of the CMx1 "Move to Contact" and I really want "Quick" ). Getting a lot of guys killed, lucky it's only pixeltruppen.
  18. Hi people, just got the demo and gave it a go playing the "Closing the Pocket" Scenario. Now, first off, I'm a longtime CMx1 player, but I have not played CMSF. I have to say upfront that I think it all looks great and plays even better. Ok, the dumb question. The new system allows you to do multiple orders on waypoints, which is excellent, but ... How can I tell if I've given an order or not ? Eg. In CMAK or CMBB, if you told a unit to Move somewhere then Hide, the movement line said "Move and Hide" - if you hit H again, the "and Hide" disappeared, so it was pretty clear. But now, I can't see any way to determine if I've told a unit to "Move" to a Waypoint and "Deploy" or "Hide" or not ? Probably not a major problem for the Realtime guys, but in WeGo, it could be a wasted minute to find that you hadn't told them to deploy their heavy weapon or that your ambushing squad are sitting with their heads up like meerkats... I know, it's probably totally obvious to everyone, feel free to castigate me for my blind stupidity while telling me the answer. Thanks
  19. This sounds eminently reasonable. Hopefully BF will be able to make this possible at some stage in the future.
  20. My phraseology was clumsy, sorry. I was just making the point to the thread readers in general and hopefully to BF. Yeah, I'm not fussed about a commanded "abandon gun" order, but in CMx1 for example a crew might Panic and Abandon a gun from some harassing MG fire without even taking a casualty and even if rallied later, cannot re-man the piece, which I find a tad unlikely.
  21. With respect, I put it to you that if a gun crew runs away or routs from their piece, they're not stopping to do anything fancy to their gun.
  22. Nooooooooooo !! I was so hoping that the "rattled crew" from CMx1 that ran away would at last be able to recrew their perfectly serviceable gun. Any particular reason for this ? Is the gun's status not independantly tracked ?
  23. I certainly would have thought that at least the pilots would have turned to come down/along the road for the guns pass - I've seen plenty of gun camera footage of rocket attacks which were angled or at 90 degrees to a road, so that doesn't seem too unlikely.
×
×
  • Create New...