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akd

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Everything posted by akd

  1. This is an optional setting. Icons have to work with trees always on.
  2. Luke, I know for sure. But they are similar sounds.
  3. No, it has it's own: "gun mg42.wav", if I recall. MG34 uses "gun 7 lmg.wav". This does not apply to vehicle weapons.
  4. If it meant otherwise decreasing the strength of your dismounted unit, you might.
  5. Umm...no it is not. There is variability in unit soft factors in quick battles, unless the player overrides them by changing them from "typical" before purchase or directly editing them after purchase. Headcount, supply and fitness are fixed, but since QBs are often used for competitive purposes, allowing alteration of these could get very complicated. If the AI is auto-picking, these factors may get changed just a player can change them (at the cost or gain of points). I just let the AI pick my forces in a quick test and one platoon had all regulars and another had a mix of green, veteran and regular. Not sure if the even experience of the first platoon was just chance or an AI decision. Regardless, the other soft factors (leadership/morale) were variable throughout the forces.
  6. You don't have line of fire from the gun; either the target is within minimum range of the gun or something is blocking the path of the shell from gun to target (e.g. that slope you are behind).
  7. I don't know where you are getting this. The spotter does not have to have LOS to the TRP.
  8. No he just means the mission has to be called by a spotter, whether an HQ or FO.
  9. The XO will form a new HQ if the HQ unit is destroyed.
  10. "Suspecting" is not something AI tends to be good at.
  11. There is no need to plot blast orders. If you move a team with demo charges next to an active enemy bunker or vehicle, they will use the charges and grenades against it.
  12. Casualties are considered "destroyed" whether treated or not (which makes sense as they are out of the battle for good regardless). I believe the final KIA to WIA ratio is really just a personal benchmark. You are not going to "win" or "lose" a scenario via buddy aid.
  13. Yes, the AT rifle grenade and HE rifle grenades are listed in separate locations (don't know why really, but I suppose the AT grenade is "special" equipment compared to the frag grenades). Both are used by the Garand w/ M7 grenade launcher. And the diameter listed for the HE grenades is wrong.
  14. No, because modules do not exist separately from the core game. Modules add content to the core game (units, scenarios, terrain, etc.). The only bugs that are transmitted to module content are those in assets reused for the module (e.g. if there was an uncorrected error in the 3D model of a vehicle in the base game, then this error would likely be present in Commonwealth module if the vehicle was used somewhere in the new TO&E).
  15. If modules were not published until all bugs in the base game were addressed, modules would never be published. Module development and ongoing core engine development/patching are parallel processes.
  16. Le Farmville is just north of Caen. Let him concentrate.
  17. Squads do not consolidate teams following losses, so you could have a squad with 3 one-man teams. Assault is simply a movement command that bounds the available teams. It does not analyse the composition of teams or the context of the order. Or do you mean you have a squad that has been reduced to a single man but still has the assault command available?
  18. Playing "elite" or "iron" difficulty does this with no need for a mod, and only affects the opposition.
  19. Unless their heads are above ground level, which in CMBN is often the case. Even hiding troops will occasionally go to "spotting" status, which means they are partially exposed. I think direct hits may be overly generous, as well, given the exaggerated footprint of CM foxholes/trenches.
  20. Depending on camera distance, you will notice that some occupied independent buildings have inconsistent transparency on certain surfaces, either 100% or 0% transparency where it should be partial (50%?). Also, some interior walls/floors show complete transparency when they should be solid on partially destroyed buildings. Probably is a coding issue, but might also be specific to the textures (alpha channels perhaps?).
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