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Posts posted by rocketman
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So far, for me the green line has appeared at the instant the spotting unit confirmed a request.
Michael
What I'm looking for is something that shows before the unit comfirms a request, but after the HQ/FO confirms the mission. If you click on HQ/FO you see lines from both units. If you click the mortar then none initially. That's what I want. I guess it might not be true to life as the unit is not yet aware of the mission, but for game purposes I feel it is vital, so that you don't move the wrong units causing delays or failed missions.
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BtW, I use my own version of Bill HardenbergerĀ“s Gridded Terrain.
Is there any chance you can share that mod with the rest of us? Please :-)
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I'm not absolutely sure I understand you, but have you tried just clicking on the mortar? If it is engaged in a mission or preparing for one, there should be a pale green line extending from it to its target.
Michael
Unless I'm entirely wrong on this point, but I think that line appears when they have received the order and start spotting, before that - no line. The risk is that you move a mortar unit intended to stay put and deliver the order they are in the process of taking care of.
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Two things I miss:
1) An icon in the UI for unbuttoned tanks. Right now it is hard to see if it is and you have to zoom in to tell. It's a hassle.
2) An easy way to tell if a mortar (active) unit has been contacted for an artillery mission, prior to start firing.
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I have not tested this, but what if you keep the existing "Target", mark the line and click for "Target Light" instead. This works for movement orders.
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Fuser, as it stands, it's about 1600m x 1600m and includes (E-W) Castle Hill to the Rapido, and (N-S) the RR station to that 90 degree bend in the Rapido north of the town. It wasn't too hard to get the landmarks laid out--Castle Hill, the Nunnery, RR Station, abn Hotel Continental, and I have quite a few aerial photos and pencil drawings of the town just before the Third battle--Google was mostly worthless for determining the size and layout of the town in Jan-May 1944. Thankfully, it was much, much smaller than it is today.
What I'm worried about is how this will play out, since rubbling is not modeled well IMHO in CMBN, and not sure the Fallschirmjaegers are going to get as good protection from the destroyed buildings as was historically the case.
Broadsword, sorry, I didn't mean to hijack this thread.
Any chance of a map preview teaser of any kind?
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No matter what scenario is, testers ALWAYS ask for more minutes
I didn't - like the pressure of time, even if it makes you make drastic choices.
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Cassino! Good luck with that massive task. Read a book about it and would like to try it as a "practitioner".
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Is it possible to combine this with a gridded version?
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In general, I like the idea - especially benefit #3. I think it would work for artillery, but from what I've read about pre-planned air strikes, they were sometimes wildly inaccurate and caused friendly casualties, which would stop the scenario dead in its tracks.
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The link appears to be broken. I'll give it a try if it works.
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Spotting things behind is less likely than spotting things in front. What experience/motivation/leadership were the AT team? It just goes to show that there's a wide variation in potential behaviour, since there's been much wailing an gnashing of teeth about teams ignoring their fire restrictions... You may just have gotten unlucky.
Private Winky (whispers): "Hey, TG, there's a tank right behind us!"
Corporal "Tube Guy" Scranton (whispers): "I know, but the sarge said B-Team have our backs, so just watch your sector and let them do their job."
Can't remember their experience/motivation/leadership, but I guess an AT team should be on the lookout especially for tanks, the sound of them or their guns. I'm chalking this up to a severe case of bad luck and an extreme situation that the game didn't handle all that well. But then again, it is a game - and a damn fine one too.
+1 for the dialogue!
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Then this has nothing to do with cover arcs at all, it has to do with spotting. Have a save you can send me?
Unfortunately no save. I think spotting should have been achieved by sound if nothing else.
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Half the time people are complaining that men shoot outside of their assigned cover arcs, the other half of the time people are complaining that their men should be shooting outside the cover arc for self preservation. You can't have it both ways.
You specifically ordered your men to face one direction and shoot ONLY in that direction. What would have happened if you simply faced the shrek team the direction you wanted but didn't give them a cover arc? My guess is that they would have spotted the threat, turned, and taken it out. Next time don't use a cover arc. Problem solved.
I wasn't really complaining, just thought it was odd. I think there should be some parameter when facing a close imminent and lethal threat that would void the cover arc. But I agree that if you have an arc at 150 meters, they shouldn't take pot shots unless faced with grave danger.
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It was just 5 meters behind them, but not spotted. But they MUST have heard its engine, MG and gun.
Didn't know about the SHIFT-thing for a circle-arc. Will try that next time.
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I had a shrek-team with a cover arc, facing along one side of a house to blast the first tank to pass by - or so was my idea...
The other side of the house was covered by other units in order to keep the shrek-team safe. However, those units got suppressed, so a single tank snuck by on the wrong side of the house and promptly parked right behind the shrek, but didn't see it at first, and started to fire HE/MG at other units. The strange thing is that the shrek-team didn't even react to what was going on some 5m behind them, nor did they turn around to fire or to take cover in the nearby house.
This doesn't seem very realistic. I understand that all situations can't be programmed for, but this seemed like a case when the cover arc/face commands where way to strict. Could it be the case that it is never expected to have units directly behind you and therefore the cover arc command remained.
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Can soldiers from one platoon do buddy aid/get ammo/weapons to soldiers in another platoon/squad? I know that you can't do that with sharing ammo.
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I have downloaded all scenarios apart from Das Dorf des Todes which I couldn't find in the repository or the web - where can I find it?
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I saw a recently created thread about good H2H scenarios, so I thought I'd give vs AI a go.
My favourite so far is Pointe du Hoc.
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Maybe there is a reason for it but for the life of me I can not see it.
No pun intended?
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Indeed, that is the question. I'm not sure what is most effective, to pick targets or leave your troops to pick them. To me it seems to be either or. This is not considering covered arcs. Are there situation when you should always pick targets manually?
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I can't wait to hit the beach tonight...plus, I'll be hitting Anzio as well (sdp just released his Italian Mod). A great weekend ahead!
Is there an Anzio-scenario already?
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I like this idea. Is it possible to make a special shape icons for ammo bearers - I always loose track of them and use them as regular infantry.
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Is it possible to blast through "hedgehogs"? I'm currently playtesting an Omaha Beach scenario and want to know before wasting troops on it. It says nothing about it in the manual.
"Spatial Humanities" is what we're actudally doing - who knew?
in CM Normandy Maps and Mods
Posted
Luck be with you most worthy designer for embarking on such a momentous task. Will be patient and wait...