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Posts
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Posts posted by rocketman
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One thing annoys me, and that a lot of times lately when I try to take out a tank with satchel charges, my troops use grenades instead, toss a few then proptly get killed.
Granted, they take out tracks, but rarely knock the tank out enirely. And they do this despite having several satchel charges. I guess it makes sense in the heat of battle, if troops are surprised that they use the quick fix - a grenade.
But when hunting with an assault squad with satchel charges, to the rear of a tank with armor target arc and still they use grenades first. :confused: Why is that? Shouldn't they prepare a satchel charge and use that first, as soon as they are in range.
I guess it is hard to code this seperate behaviour, but I would like to see it implemented. It would even the odds somewhat.
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I really like this one. Especially the artillery. One minor thing. There is a background sound that sounds like a buzzing fly (?) and to me it sounds a bit loud. But that is minor. All in all - great!
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They look great. I like the design. And 333 ones as well. Since I load the game once a day they will last almost a year! Thanks for the variation
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The campaign Foiling Fustian has Italian troops.
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Thanks for much needed variation
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It's actually my own compilation cobbled together from the many that are available.
I could be wrong, but I think I started with AKD's mod as a base, and went from there.
Would you mind uploading it. It sounds really immersive.
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Problem 3: it seems the new hotkey commands are non-customizable, which breaks my customized hotkeys. No new hotkey file? Am I missing something? I don't see target armor arc, of course, in my old file. Half of my old keys work, half don't and have been overwritten by 2.0 non-customizable ones.
If you have CMFI (with customized hotkeys), copy that hotkey.txt to CMBN, delete the old one, and it works again.
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It absolutely is. Aris smoke and textures are also beautiful and once you tried them, you cant imagine playing without them. I havnt tried any of Aris vehicles yet though.
The same thing goes for the vehicles, once tried always hooked. Prepare to download a lot...
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Wow, this mod will turn an atheist into a true believer. Great work!
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Awesome mod - looks great. Hope you never tire of praise, cause you're woth it all
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Hope she loves you as much as the intire CM-community loves your mods.
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@Rocketman
I take the opportunity seeing your post answer to thank you for your excellent trees’s translucent mod. Without it I would not have been able to play some scenarios having numerous trees and vineyards specifically in CMFI.
Cheer
Thank you, but you've got the wrong rocketman, the one behind the mod is Rocket Man - there are two of us Rocketmen on these boards.
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Hi, I have not tried the map, but today i noticed a problem with bridges on another map.
For ages I could not cross the bridge (we go, vs AI). Every time i tried to click beyond the bridges it seemed to set the way-point directly under the bridge. The troops would run half way and then stop (and then die).
After a while I spun the map around and was looking from the enemy side, when I tried to move a troop across the bridge then it worked.
The exact same thing has happened to me. In addition to this it seem when I target on action spots close to the bidge with mortars, they have a hard time getting the distance right (even from some 150 m). Never had this kind of problem in CMBN.
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download the demo, it's free.
I know that it is free, but I rather not do a full download and install just for one mission if it can be posted to the repository in one small file.
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Looks like there is one new scenario out of the three and it is against the AI only.
I wish they would post it to the repository so that we who have bought the game can play that scenarion as well.
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....rust in my photoshop brushes
rust in brushes=dirty/rusty looking vehicles=happy gaming
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Here is some encouragement to polish that rust off
We do appreciate your fine work.
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Good to hear from you again and that all seems well with you.
CMFI looks better than CMBN but I'm sure you can work your magic here as well. All the tanks look way too clean.
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Great addition - really makes the elevation changes stand out. First time I used it was while attacking a monestary on a big hill. Compared to what it looked like before it now looked really steep and really felt like a big hill.
Thanks
PS I'm a bit of a gridaholic, since the days of CMBB
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That worked out perfectly, thanks!
Did you make the exact same color (no blinking) or did you make it a more subtle color? Care to post mod to repository? Thanks
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You can go across the grain, just like going across a row of fences.
I guess the trick then is to plot a move one row at a time, one action spot at a time - otherwise they might try to find an easier way to the point.
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In awkward terrain, you'll often have to split your squads into teams if you want to avoid cat-herding disasters.
That's a good idea. Problem is if you've already split a scout team and left with a large "un-splittable" group.
I guess I have to learn some cat-hearding
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Only way to reliably move across the "grain" is to plot waypoints every AS. It's slow too, even without the waypoint reorg.
Best avoided if at all possible.
Sorry, reread your posts and it seems your problem was guys not moving with the grain/rows ? I've not had that problem, without the movement impediment, my guys did it ok ( my sample size is small though ).
I did plot longer paths than one AS as you suggested so that might be one reason for them moving into the open instead as there was lower restrictions there. It also seemed that one team of the sqaud wanted to go along the row and the other across, so that one full squad is to big to move in line along the row.
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So, I had my first "encounter" with moving through vineyards and I must say it was unsatisfactory. I had rushed some troops into the edge of a vineyard to hide. There was more incoming fire so I decided to move ahead along and not across the vineyard rows. However, it was hard to trace a straight line so what happened was that the squad exited the vineyard to try to enter further ahead to the point where I had traced the move. I guess the AI tries it best not to move across rows, but the squad got killed instead when exiting the vineyard.
Is there a sure way of moving in vineyards, so that squads move along rows and never try to go across? Shorter movement commands? Hunt rather than Quick? Or should you avoid moving in them?
Preparing a satchel charge
in Combat Mission Fortress Italy
Posted
"Funny" story: One of my crack fallskirmjaegers finally got close (10m) to a tank and decided to use one of the precious satchel charges, threw it too short :eek: and got gunned down. Oh well, he tried.