Jump to content

womble

Members
  • Posts

    8,872
  • Joined

  • Days Won

    12

Everything posted by womble

  1. You really think that bothers the interface designers of this game? Have you used the support request interface? Or that one extra mouseclick per turn is going to be noticeable in the scores it takes to set up the orders for that turn?
  2. How does a base change work when the element is scattered across 2500square metre?
  3. There's another thread about this, more specifically concerning very small battles. BFC said they're tweaking the parameters for 1.01.
  4. Apparently, the 'Face' command can be used to get troops to occupy fortifications in a beneficial way. I'm guessing that if you put the squad on a fortified action point, then face them towards the long side of the trench, they'll point out that way, same as they do if they're in a room with multiple possible outlook directions. Mortars in foxholes probably shouldn't be getting much protection, since the little scrapes aren't meant for mortars to be fired outof... that'd be a 'mortar pit' and significantly deeper.
  5. Download the demo play with the hotkeys file (check the manual for "Customising hotkeys" for howto) ... Buy the game.
  6. They like cat or dog food better, as their natural diet is wurms an' beekles. But there's a song about how hard hedgehogs are to mess up: http://www.traditionalmusic.co.uk/song-midis/Hedgehog_Song.htm
  7. Haven't tried it with fences, but it works for the kind of wall a tank can drive over: if you area target near the linear obstacle, the AI assumes you want to breach it and will stop firing once a hole is created. I'd imagine 1 75mm HE on-target would do for a fence quite nicely.
  8. That's interesting to know. Is there any room in the model for increasing the cost of an item incrementally as more of those items are bought? So the second additional item over and above TOE costs more than the first?
  9. There's a huge difference between code 'bugs' and parameter tweaks, and it seems to me that the complaints on here are almost entirely about the latter. That and some hardware/driver issues...
  10. It's important that it's not on top of a unit. I find higher up in my screen is usually less cluttered with icons and pixeltruppen...
  11. However, it's entirely possible that some things are (potentially drastically) underpriced for their peak, or even general level of effectiveness. If it becomes relatively common for people to start tagging an extra platoon of mortars to every company, there's an argument that something needs to be done. You put a lot of effort into TO&E realism too, and if players find that a given variation is consistently a better bang for the QB rarity buck than 'history' says entire armies with their dedicated Operational Research teams did, then perhaps something is needing an adjust in the QB pick menu. Similarly, if part of your fun is winning, and mortars are better per point than, say IGs, you'll miss some of the variety of the game.
  12. Have a read in the PDF manual about customising hotkeys. There's an 'alternate' hotkeys file that I think tries to replicate the hotkeys from CMx1 as best it can, but any differences can soon be relearned.
  13. Combined arms all the way. Thoroughly modern, me. It's what makes WW2 'special' for me, at the level of a tactical problem: the first war that combines armour, air, artillery, mobility and infantry on both sides.
  14. What I'm using at the moment Covering element hit pause until it's about when you think your assault group will be within a couple of action spaces make them move, as quickly as possible, for as short a distance as possible (Quick, one action space is enough for infantry; vehicles sometimes keep firing while moving, so you want to use Fast and make the move as short as possible) At the waypoint for this snap move issue a different fire command (IME, shutting them down completely with a minimal range Cover Arc is often necessary, else the AI may attempt to 'help', with 'hilarious' consequences ) You can issue more waypoints if you want afterwards Assaulting element Much easier. You just have to judge their movement so the covering element is coordinated with them. Their own small arms and grenades won't hurt or suppress them. Things I think affect your timings, spacings and general planning friendly small arms smaller than 12.5mm will not cause casualties friendly small arms fire will cause suppression. If there is 'bullet spatter' near (in their action spot, or adjacent for a lesser effect) a unit, they will suffer suppression, even if it's fluttering leaves or hedgerow trimming by a supporting unit. friendly HE is murderous. Until I started exercising strict control over my Shermans in Busting the Bocage, I was losing more men to friendly fire than to the enemy, by a factor of 3. 75mm Sherman HE has a killing burst radius on advancing troops of at least 20m. I've not finished with BtB yet, but I'm doing a lot of retrys to find out what works and what doesn't. Made the German FDL with 2 casualties, once I got a handle on my own HE use, and that's with incompetent smokidj and badly located spotters so arty hasn't been the influence it should've been... Really, don't fire 'over' hedges with Shermans unless you're directly up against the feature. The bow machine gun isn't going 'over', it's scaring the patooties off (pinning, rattling) your dogfaces that are hunkered down trying to suppress the shrecks in the next hedge row so the ronsons can come up and add their weight of fire to get enough suppression to advance. And those .50cals mean you're better to have the tanks buttoned up...
  15. I'm pretty sure Steve mentioned global morale as being in, when talking about the Road to Berlin scenario. I remember noticing it because 'til then, I'd thought Global Morale was out. Might've missed something in the context though.
  16. Yellow on black is high contrast and vice versa are about the highest contrast colour contrast. Red on black is lower contrast. Red on white is higher contrast than red on black. Black on white is higher contrast than red on white. Luminous colours (like the ones on your CRT/LCD) absolutely do not follow the same rules as passive, reflective colours do. Your fine art degree and expertise in painting, while admirable, aren't particularly relevant to display on computer screens. See the squawks on a forum with a dark background (navy or black, usually) when someone starts posting in green, red or magenta.
  17. I don't think it'll allow quite that, with the pause command. AIUI, the '2" tap' is a way of incrementally changing the aimpoint of the MG to 'walk' the beaten zone/lead stream from side to side. Given that interpretation, I think you'd need to shift the whole MG to another action point and set a new Area Target from that waypoint, which isn't quite the effect (I think) you had in mind... Of course, you could be meaning a different sort of tap to what I'm considering...
  18. Whereas (I offer, gentle reader, in case others have similar game histories and preferences and my find my experiences informative ) I've largely been playing MMOs for the past few years, with many more keybinds than CM will even allow and can touch type, so my left hand is very busy indeed *cough*. Mousey view management and selection, and keyboard direct commands (none of this relative nonsense!) mean I can operate with fewer clicks/presses (select a waypoint, change the previous leg's movement style, hide 'em and start a covered arc is 4 operations rather than 7 (cos of the interlaced spacebar hits) and I don't keep covering up my view with a menu I have to click out of if I change my mind. That's the method in my madness I do agree that, inadequate as it is to my preferred style of HMI, the spacebar menu is better than relative keybinds, which plain suck, for any number of valid ergonomical reasons.
  19. It's a bit more obvious once you've set it once, since a new 'targetting line' will appear, and that one's origin is the waypoint you're working from. I have to admit to being somewhat puzzled as to why the 'scanning line' can't be made to originate from the position of the waypoint rather than the unit's current position. The origin for the calculations obviously has to have moved...
  20. That will have been assisted, I'd guess, by the fact that the AT team couldn't perform its function inside a building, eyes-on or not No zook/faust/schrek action from inside in this game. Too loud. Disturbs the neighbours. And the firer's protoplasm.
  21. You certainly will, since it can take minutes for a single Sherman to blow a gap in a bocage hedge. I've had (for reasons other than blowing holes in the terrain) a Sherman firing continuously for 5 minutes at the same spot to no appareant effect (on the terrain).
  22. Better for you, perhaps. I personally hate the f'in' spacebar (yes, yes, I know there's no 'f' in spacebar ) menu and think the direct keys are far, far better.
  23. 'Pends where you reload it to... I've started saving a 'replay' for each minute, as well as intermediate 'giving orders' saves (in case; my play is pretty bitty ATM) and a 'about to press go' save. If you hit 'bail' and go back to a save before you did, they should still be in their vehicle.
  24. That is an intended feature of the game. I don't imagine it's going to change. FoW is one of the things that's been worked on very hard in the CMx2 line, and even on the easiest setting, if you can't see the tracers you will have no idea from where the incoming is coming in. I would believe that you, the player, see more tracer when the units on the ground start to get their own idea of rough direction, and that it scales as 'spottedness' does, until you get to an '?' icon then the unit type. The easiest setting already has 'borg' spotting a la CMx1.
  25. A spotter is anyone with a support button. Can be a vehicle, an FO or an HQ. The support button is the little icon of an arty piece (and, not in the demo AFAIK, an aircraft) in the middle top of the unit info pane. The thing you click to activate indirect fire requests.
×
×
  • Create New...