Field Marshal Blücher
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Posts posted by Field Marshal Blücher
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Nope, there's nothing like that per se. I find that a good way to fudge intersections is to put a tile of "Dirt Lot" under the paved road at the intersection. This also works with gravel/paved road intersections if you use a gravel tile under the paved road.
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With the pacth I'm good ...
What patch? Where?
Not out yet. George is a beta tester, so he gets to play with it.
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Short answer: no.
Long answer: campaigns only function with scenario, or .btt files. QB or baked scenario files won't work in campaigns. Since you can't randomly generate the enemy in a scenario file (or baked scenario files, for that matter), you can't randomly generate an enemy in a campaign.
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Is my assertion correct that you cannot select in the editor a formation that contains Mark IV's?
Nope. Select a Panzer Battalion. If it shows Panthers, then go to the menu on the bottom of the screen, select, "Medium Tank" and then go to "Panzer IV." You can more precisely pick variants from there.
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First, of all, I'm very glad you all are enjoying this campaign so much. It was a pleasure to design it and play it myself, and I'm so happy that all of you are having as good a time as I did.
Second, there's been a lot of talk as to further campaigns. Since I've been meaning to post about my future plans, I'll lay them out here.
Let me get this out of the way: Captain Evans' war isn't over yet. C/1/508 PIR have some work to do. However, I'd been playing so much with Airborne infantry that I wanted to step away from continuing the Devils' adventures for a little and work on some decidedly different projects.
My next upcoming release (which should hopefully be available for playtesters in the next few weeks, and hopefully to the general public a week or two after that) is a larger-scale, combined arms campaign entitled Die Letzte Hoffnung, which tells the (again, historically inspired but changed up a bit to make it more fun) story of the 116. Panzerdivision in Operation Lüttich, the Mortain Counterattack, on 7 August. Your core forces are substantially larger, and are more on the order of a depleted battalion-size Kampfgruppe. Die Letzte Hoffnung features more shinies (Panthers, Nebelwerfers, and heavy artillery) than did Devils' Descent, which will hopefully compensate in the fun factor for the larger size of the scenarios. It alas has fewer choices (only one) than Devils' Descent, mainly because the route taken by 116. Panzerdivision and the type of actions it was involved in leave less room for variance at the company-battalion level. It will retain the narrative style of Devils' Descent, though, and should hopefully be quite a bit harder (although I'd still like to keep the difficulty well below ball-busting ).
After Die Letzte Hoffnung comes out, I don't know what my next project will be. I'm considering either doing the extension of the Devils' adventures, or starting something different and semi-secret. Rest assured, though, I'll keep making campaigns as long as the CM series is running!
-FMB
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I think the tutorial is very different from most actual defensive missions in that the default defensive positions are the best defensive positions; for most good defensive missions, that's not (or shouldn't be ) the case. IMO the deployment and the use of reserves and artillery is what makes defending interesting.
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Here is my follow up question though.
It appears that each mortar team has 100 rounds if you look at the artillery call in screen. But each ammo carrier only has 50 rounds and the mortar team itself only has 10, where is the other 40? Is the 100 rounds aggregate for all four mortars in the platoon? I get sacked out every time I try to figure this calculus out. Any sane answers greatly appreciated.
The artillery screen (I think) factors in ammo that's shared from other units.
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I'm not sure, but I doubt either of those is possible.
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Looks very nice!
Is anyone planning to make an actual campaign set in in the Italian theater? I had plans for a German Fusilier Battalion defensive campaign set in Italy in late August '44, but it got shelved in favor of my current project.
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Hi all
having problems with my Anti-tank guns.
i noticed in demo they wouldnt move and when turning to face would slowly turn maybe 2 mins to revolve 180 deg.
thought maybe in full game problem would be resolved but to my horror same bug.
obviously cant hitch to vehicles either :mad:
removed game and reinstalled but still same prob.
any suggestions??
Hi duckEfuzz,
Did you undeploy the ATG? It takes a very, very long time to both undeploy and then to move them, but ATGs can be moved. You'll notice in the unit info box where it says, "Pack Up" and "Deploy" and then some times listed, which IIRC are usually pretty long. Did you wait that long and they still didn't move?
-FMB
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Will the new patch invalidate older version game saves? IOW, can we continue our campaigns started in unpatched v1.0 with patched v1.01?
Yes, but also yes, strangely enough! Any saves that are made in the middle of a mission will not be playable in 1.01. However, if you are in the middle of a campaign, if you have a save that is made between missions, everything will work just fine.
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Yeah, most times when it says, "Best played as [x]" it pretty much means, "Don't play as the other side as it won't work well if at all."
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Well, I'll answer your questions to the best of my NDA-restricted abilities.
Do we have a time frame?
Unless Steve chimes in, I doubt I can say anything here.
How has testing been going?Well. Anything more than that is probably another NDA violation.
What features are you working on?Covered by NDA. If you really want to know you could try searching Steve's posts as he generally is the only one who releases pre-patch "patch notes."
Any new maps coming with patch?Not official maps. New content is either released on the Repository or in modules. The one exception I can recall is that they included upgraded versions of the M1A2 SEP and Bradleys in the 1.10 patch for CMSF, but I'm pretty sure that was a one-time thing.
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The "dead" bodies do not disappear
They disappear as well once "buddy aid" (which in the case of KIA represents soldiers taking their weapons and gear) is administered.
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For some reason you can't change the assignment of reinforcement groups while the "Reinforcements" tab is open. Switch back to the "Purchase" (or whatever it's called, the one where you choose the units) screen and try again; it should work.
Eh, I've only been making scenarios in CMx2 for three years, I've only made 6 campaigns, there's no reason I should know what that screen is called.
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Also, you can see in the bottom-left corner, with all of the soldier status indicators (e.g. Firing, Aiming, Cowering, etc.) "Casualty" indicators. These also disappear when they are buddy-aided but to be honest I prefer it the way it is; if I see no "Casualty" indicators down there then I know that I've buddy-aided all of the downed men in the unit.
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As you mention - NOT every unit needs to be included as a unit objective - leaving it free to leave the map with no penalty to either side.
But that doesn't solve the issue. Take an example:
Your force consists of a motorized PzGren company and its trucks. Now, you can assign unit objectives only to the Panzergrenadiere themselves, but that doesn't fix the issue; as a matter of fact, it exacerbates it, since it gives you a reason to exit the Panzergrenadiere rather than the trucks.
In the future, I'm going to include exit objectives in all of my scens for any sides that don't have unit objectives assigned to them, where possible.
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Can't you just rotate it with the arrow icons before placement?
But on square rooftops you can't do this.
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Well, while you can't copy stuff from one map to another already existing map, you can load one map, save it as a different file name, and only use part of that to start a new map . . . it's better than nothing!
But yes, agreed.
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I have read the posts on "panzerfausts" and on installing to version 1.30 in order to have access to the panzerfaust launchers.
I have started my german campaign in 1.31. Will a saved campaign file from 1.31 work in 1.30?
Thanks in advance for all replies.
I doubt it. However, assuming that the save was made between missions, it will work in 1.32, and the panzerfausts should show up once 1.32 is loaded.
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No, as long as you issue the order to the halftrack first, just issue the order to the mounted squad at any time and they will carry it out once the halftrack has reached its destination.
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Sure. But I don't see how adding another voluntary rating is going to change that. Sacky designers don't use existing tools. IMO it's a little flawed to therefore deduce that what's needed to fix that is giving them more tools.
Fair point.
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That's already there. The number of men in the blue icon gives you a rough idea of how big the scen is.
Unfortunately, not all scen designers actually see fit to edit this.
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To answer your main question, yes, Elite is working correctly. It displays the soldier icon, but the unit info panel always displays the unit information. I agree that having the unit info panel displaying the correct info breaks FOW, but there's nothing broken about your game. There's another thread about that whole issue elsewhere.
Victory Points and Scenario Design
in CM Normandy Maps and Mods
Posted
This REALLY depends on a number of different factors, although generally it is best to figure out the maximum number of points for each side and then divide that up as you see fit.
Generally speaking, asymmetrical victory conditions are useful in asymmetrical scenarios. (Sounds facetious but is also semi-serious.) They're also useful in situations where you just think long and hard about what each side would historically be trying to achieve and you come up with different things based on the tactical/strategic situation.
Nope, nothing can force the early end of a scenario except for a surrender or cease fire.
Yep, it's quite easy--just give the opponents an "Enemy Casualties" parameter that has enormous points values attached to it. I did this in a number of CMSF scenarios, and it works here too. Say you have two terrain objectives worth 500 points total, and some other objectives worth 250. Just give the other side an "Enemy Casualties" parameter of 1500 points or something and it will basically force a loss.