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zwobot

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Posts posted by zwobot

  1. Originally posted by SgtMuhammed:

    [QB] Did you set the equipment level before or after you purchased the unit? If you set the level and then buy the unit it changes the weaponry. If you buy the unit and then select the equipment level it will give you whatever the level was set at but it won't work as well.

    That is what I had in mind, too. I was pretty sure I set the equipment to "poor" before purchasing.

    I've just checked that again to be sure and it seems as if worse ATGM equipment is not an option for this kind of unit formation :confused: (I've set the equipment option to poor before purchasing).

    Why can Uncon fighter units only have state of the art AT-14s?

  2. Hello,

    I am editing a scenario with Uncon fighters on Red side (Red on Red scenario);

    I have a "Fighter Command" unit with it's 2 ATGM teams set to equipment "Poor" in the Units section of the editor. However in the preview/deploy red mode on the map I noticed they are equipped with AT-14 launchers which is the best the red side can get in this type of weapons (I think).

    How can I make them have something like AT-3 launchers which would fit into an '80s Afghanistan scenario?

    And I have another question regarding the C2: isn't it possible to attach a team or squad to another HQ unit as it was possible in CMBB/CMAK?

    I want to position some of the "Fighter Command" units (snipers, MG teams) with other "Large Fighter" groups and I want to avoid possible negative impacts on the fighting ability of those troops out of command range of their organic HQ unit.

    Thank you in advance.

  3. That may be the reason.

    The point I am having about these exit zones is that I read around a bit in "Bear went over the mountain" which has numerous vignettes from Russian - mujahideen engagements in Afghanistan where the mujahideen always retreated unless they were ambushed by the russians and destroyed.

    The same thing the Taleban do nowadays in Afghanistan.

    I think the reason for not giving us exit zones is that CMSF is tactical oriented and such retreats take hours or days even with smaller unit formations and that timeframe is way outside of the game's focus :(

  4. Originally posted by Pandur:

    hide has the downside that the first soldiers wich are ariving may shoot, while the others arive. only than, at the moment everyone is at the waypoint, they execute the hide command.

    The curse of 1:1 represantation, eh? smile.gif

    Does a (tiny) cover arc affect a units ability to spot things outside of it? The manual states that units with a cover arc will be very focused at the arc, that implies that the unit will be neglecting the space outside the cover (spotting wise). So if you give a unit a 360-shift-cover arc that has a 1m radius around the unit, would that mean the unit will only scan for targets inside this tiny arc? The example is a bit exaggerated but well...

  5. Bugger, I expected that answer.

    So it will always stay a fight till death or surrender.

    But can I have an exit zone that is there from the beginning but I let the AI move there not till a certain time has passed; like for example Order 5: start 10:00 minutes, end 15:00 minutes?

    All this testing is too time consuming for my taste, the major hurdle for me to get involved deeper in scenario editing :-|

  6. The top most entry in the list is just the direct superior to the selected unit. The second entry is the superior unit to the superior unit and so on.

    As long as everything is green insiide this list you are fine.

    If the first entry is red that means that the selected unit is not in contact with it's superior unit; when the second or third entry is red that means that the superior unit is not in contact with it's superior unit and so on.

  7. What is this scenario you took the screenshots from jonp? It looks like Ambush Alley with Army units, where did you get it?

    The unit in the first screenshot is a forward observer, he is not in contact with his superior because he is moving. Once he stops moving C2 will be reestablished by radio (if the superior officer is farther away) or by voice or handsignal. You can see who belongs to the forward observer C2 wise by selecting him and watching the rest of the icons: light blue icons belong to him (or vice versa) and slightly greyed out blue icons belong to different platoons or companies.

  8. The "classic" hotkeys as known from CMx1 that come into my mind would be (in no particular order):

    M - Move

    T - Target

    H - Hide

    O - Rotate = Face

    C - Cover arc

    J - Clear cover arc

    E - Advance to contact = Hunt

    S - Sneak/Slow

    F - Fast

    X - Clear target

    And the non-existant Q for shoot and scoot.

  9. I guess I am going to buy any marine module (and likely any follow up module(s)).

    The game is a bit unplayable for me right now in multiplayer because of WeGo and the way TacAI behaves. However I enjoy singleplayer in realtime, still with some bugs I have to admit (for example units not firing at grids they have only limited LOS - afaik the 8m grids/action spots are to blame for this).

  10. I have never seen squads treat woundeds of other squads.

    What I do when a squad has casualties is moving the squad to the wounded's position and wait until one of the soldiers status changing to "medic".

    You can only treat casualties, not light wounded soldiers (their weapon symbol in the squad status display is white wehereas soldiers that are no longer able to fight are removed from the list).

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