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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Damned right.....I'm testing something else at the moment, three AI Support Targets (all set to Destroy and all of identical size), three batteries of 122mm (each three tubes) all with Full ammo. Usually, but not always, all of the targets get a stonk, but the durations can vary wildly, some ending in as little as seven minutes, others going on for over twenty. Also just looking at the pattern of shells falling on the target, it sometimes appears that two guns are firing on one target and four on another! All very odd. I would go so far as to say that this is almost definitely not the case.....It's never worked for me, put it that way (and I really do like making things explode, one way or another).
  2. Glad you got sorted, John is the guy I pinged just above, but it sounds like he beat me to it, again.....He does that a lot TBH.
  3. The only thing I can think of is that the whole bogey pitched over leaving the torsion bar wedged between the top & bottom track runs.....But if that was the case surely they could have just removed the bogey entirely? Intrigued to find out what actually happened, as I said, I have no doubt of the veracity of the account, but it's hard to reconcile with the peculiar suspension design of the Elefant. Either way, it was a bloody silly way to design a suspension, biggest weakpont of the Merkava too, IIRC.
  4. What panzers do you see, IIRC there's an Ausf H, followed by a late Ausf G and then three early Ausf J.....Could you be missing a .brz file or something like that? Starting to think this one might be a job for @BFCElvis
  5. Is this red artillery by any chance? Wondering if the spotters might be getting suppressed/killed before their strikes arrive? AI artillery can sometimes be plain difficult.....I'm testing a scenario at the moment that uses a single on-map mortar for a first turn AI 'Support Target' order, before exiting the team a couple of turns later.....For some reason the mortar refuses to fire about 30% of the time and I have NO idea why.
  6. PS - My main advice.....Do not be afraid of the editor. Your $110 will go many, many times futher once you are designing stuff for yourself (& us too, hopefully). PPS - Welcome to the war!
  7. Have the tank 'Open Up' when close to an infantry HQ.....They do communicate but it can sometimes take a minute or two.
  8. Varies by game & side to some extent.....In CM:A the Blue AI won't use artillery at all (apart from pre-plotted 'Support Targets'). In CM:SF2 (or RT) the battle may well end before Red artillery or air support ever arrives.
  9. You need to open your Battlefield account, go to my orders, find your RT order and follow the link there. This will take you to a folder where you download the full game installer (IIRC it's a .zip or a .RAR file). Download the file and save it to somewhere safe (I have a folder in documents called CM Installers with a subfolder for each title). Extract the file and double click on the .exe, then follow the instructions on screen. It is usually recommended to create a directory for your CM game installs and then to exclude that directory from your AV's scrutiny, it is also very highly recommended that you temporarily disable your AV while extracting & installing the CM files, IIRC their (very efficient) copy-protection can upset some AV software, causing it to properly mess up your install. If you have any hassles make another post here or PM me.....If I can't get you sorted I definitely know a man who can.
  10. I believe they do use Assault Movement (ie: squads split and use bounding movement), the AI will also use sub-units in a group in similar fashion if an Assault AI Order is given to multiple units that can't normally use the Assault Movement command (ie: uncons & teams). If the AI can use Hunt, I wish someone would show me how to make it do it (TBH it can't). PS - An Assault AI Order can also trigger Blast Movement (by setting waypoints each side of a linear obstacle).....This works well with walls & buildings, but I haven't got it to work on Barbed Wire yet, I suspect because that is a unit rather than a map feature. However (& it's a big however) there must not be an alternative route close by, or the AI will take it, so much testing is required to get this to work reliably.
  11. I don't know about city intersections, but advanced recon on foot seems to have been standard practice in WWII based on numerous accounts from both sides.
  12. Truly beautiful work. You could mix in a few light & heavy forest tiles for extra foliage/overgrown areas and in the latter instance also to further restrict vehicle movement (Rhinos can't bust everything). Once these mods are finalised (and I've finished playing with funny shaped islands) I reckon I'm going to have a long sit down with them.
  13. That makes absolutely no sense at all! The Ferdinand didn't have idlers, there are sprockets both front & rear. The Porsche suspension also didn't have conventional torsion-bars and 'idler-arms' (swing-arms at a guess?), it had silly modular suspension bogies (with teeny longitudinal torsion bars) bolted to the sides of the hull: Item 16 is the torsion bar. A much more typical Porsche problem was the whole bogey falling off the hull. I'm not denying the veracity of the account, but I very much question the author's diagnostics!
  14. I'm going to put in a shout for Fortress Italy, it's a great game and the 'feel' of the scenarios changes very distinctly from Sicily to the Gustav Line, possibly more so than in any other title. PS - In truth though the CM:BN Big Bundle is probably your best bet if you can afford it.....So much content!
  15. Doesn't splitting squads depend on having available NCOs for each sub-element?
  16. Amen to that, but it is a bit moody in Win10 compared to Win7.....Almost exclusively Out Of Memory Errors as it can only see 2GB.
  17. What sort of numbers would we need to crowdfund if this were a possibility.....Not asking for anything firm, just a ballpark figure?
  18. Five for me (fun little scenario too). Maybe try opening the scenario in the editor and see what you find in there?
  19. This is not an issue IMHO as you cannot throw smoke 'into' the buildings either (ie: such that the smoke is only inside of the structure).
  20. "Glosters"? I thought they made aircraft?
  21. Yes indeed.....I found that Kampfgruppe Peiper did rather better when equipped with T-72B3 (APS).
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