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rocketman

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Everything posted by rocketman

  1. Well, after getting a corrupted save a while ago I now save after every turn. Some scenarios saves are 20 MB so it gets big real quick. And I like to keep things neat But if I come across it again I will post for sure.
  2. Hey Fuser, how do you decide in which order to make your excellent mods? Just curious, but could you make them in much the same order as they were common on the battlefield, so that we can enjoy more of them all the sooner? No staghounds in the missions I'm playing Looking forward to the upcoming one Keep up the good work ... "pins Medal of Honor on Fuser's chest".
  3. Unfortunately I just erased all saved games from previous missions to save hard drive space, but if I encounter it again - I will.
  4. Not for off-board artillery, unless you manually add all the casualties caused by your units and subtract those from the total. The difference is caused by off-board artillery. However, sometimes you can't get stats for a unit; dead in a building for example.
  5. Yep, full load sometimes, so it's not like they are saving it for a more urgent situation.
  6. Maybe they are actually fixing additional stuff for an updated patch for both CMBN and CW. One can always hope...
  7. It happens, even when facing the right direction and has a blue LOS target.
  8. After a few missions I find that CW (or is it 1.10?) puts up a better fight. Enemies are harder to break, they get better cover in foxholes and are harder to take on in woods. Maybe it is just my imagination, but I haven't changed the way I go about a mission since CMBN vanilla, but now I'm getting my a** handed to me on a plate on a regular basis.
  9. Oops: below should have been a seperate threat, but oh well... After a few missions I find that CW (or is it 1.10?) puts up a better fight. Enemies are harder to break, they get better cover in foxholes and are harder to take on in woods. Maybe it is just my imagination, but I haven't changed the way I go about a mission since CMBN vanilla, but now I'm getting my a** handed to me on a plate on a regular basis.
  10. After a few CW-scenarios I have come across a problem with the 2-inch mortar not firing. I try to TARGET (not light) an area or an obvious enemy position, but no mortar rounds (only occasionally) only small arms fire. Do the pixeltroops favour small arms when under fire and only use mortar when "calm"? Why is that, since a mortar round packs more of a punch?
  11. Scary and appealing at the same time. Being a nut for beach landings, I'm really looking forward to the campaign. I also like a tough challange, so bring it on!
  12. For some silly reason I thoght that concerned anti-personnel mines...
  13. That description really shows what a formidable obstacle it was. Maybe I have been fooled by the graphics in the game that IMO doesn't show this to its full extent.
  14. I just started a mission in which the briefing indicates that there are mine fields and I suspect it might be anti-tank mines along a road down the core of the map. What is the best way of detecting anti-tank mines without engineers? Usually you find mine fields when they go boom, but that is really a poor way, especially at the cost of a few tanks. So, what method would you use? Hunt? Move, with pauses? Slow? Or?
  15. Didn't know that the berm had a stone core, making it an equivalent of a trench for protection - so maybe it all makes sense. Sounds like sound tactics for dealing with it. 75mm HE usually has this effect.
  16. I am by no means a ballistics expert but the way that bocage and hedges absorb HE-shells seems a bit over the top. Time and time again there is a squad hiding just behind bocage/hedge and you pour HE into their position, with few casualties and few rounds that actually penetrate the bocage/hedge line. Wouldn't the blast/shrapnel at least cause more casualties or make the squad panic/break and run away more often/sooner? Was bocage really that tough? :eek:
  17. As far as I can tell you can place mods in the Z-folder either in folders or directly under Z and the only thing that matters is the name of the folder for loading purposes, but that the game will only load one version of each file, modded or not. Problem is that it seems that sometimes with mods in a folder, like "Aris_Stug IIIG_Late Mod" folder, doesn't load properly as compared to having the bmp-files that make up the mod without a folder directly under Z. Anyone else had this problem? Solutions?
  18. Before CW I used a sound mod (can't remember the author) with the file name zSmall_Arms_Sounds_V3.brz. It was great because it packed a punch with intense sounds. What I can't figure out is if I should continue using it since about how small weapon sounds are handled in CW (each has its own file) and the additional weapons that comes with CW. Can I use it and the new weapons will keep their original sounds and the ones from CMBN will use the mod? Also, if you know who is the author (or is him!) - is an update in the works?
  19. It would really add some atmosphere to the CW scenarios.
  20. I haven't seen any so far, but haven't had time to play much yet. They should have put some in for sure.
  21. Fredrock - what boardgame is that pic of? Also, how is work going with your Pegasus Bridge scenario/campaign? I'm so looking forward to it, having just read a book about it.
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