Field Marshal Blücher
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Posts posted by Field Marshal Blücher
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Interesting discussion. I have not tried this but is it possible to create several parameter objectives at different levels? For example create a scenario where you get points for damaging your enemy thusly:
Enemy > 20% --> 50 points
Enemy > 35% --> 100 points
Enemy > 50% --> 50 points
Enemy > 60% --> 50 points
There are 250 points available for enemy casualties and the more damage you do the more of those points you get. It would be interesting to see if would work.
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You can't do this, as there's only one slot for "Enemy Casualties."
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Hi bardosy,
Sorry I'm very busy right now, and I haven't had any time to test it. I may never get time to test it before you release it, but I will do what I can, and I will definitely play it after release in any case!
-FMB
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Awesome! Thank you so much!
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Does anyone have a way to try and regain the probability of arrival?
For example can I have the reinforcement targeted to arrive at 45 minutes in a 30 minute game and then make the variation +/- 20 minutes?
Thanks
Yep, this'll work, with one modification. The variable arrival time is not +/-, it's best denoted as "maybe +." The time you give in the other dropdown menu is "Earliest Possible Arrival" so whatever you give in the arrival span will be given in terms of minutes AFTER the Earliest Possible Arrival. So if you wanted to give reinforcements that may or may not arrive starting at 25 minutes in a 45 minute scenario on a 40-minute interval, you would put "25 mins" in the first menu and "40 mins" in the second menu. This would achieve the 45+/-20 result. (However, I don't think the variation goes up to 40 minutes, I think the highest is 30.)
Clear?
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So the next time i come on this site to ask some thing, i will try and make sure my gramer and spelling is correct.:confused:
Don't worry about it. Your original post was perfectly understandable.
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Hi bardosy,
I'll playtest it for you too!
-FMB
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By the way, skimbo, if you're at all interested i the Italian Theater, you need sdp's Italian Campaign Mod.
Hey MJkerner
Is there an italian campaign? Sorry I'm confused - thought this was all about Normandy. Are there some campaign mods people have done simulating Italian campaign using the Normandy stuff?
Regards
Skimbo
Yep. AFAIK though there are no campaigns or scenarios intended to make use of it yet, though. This may change--I have a campaign concept in the works, no idea whether it'll get finished or not though.
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Awesome!
How many scenarios are you planning to have?
If you look at his website, it looks like there are seven.
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Excellent video, looking forward to the campaign!
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;1312826']FMB' date=' great campain, I´d say it´s the first CMx2 campaign that I have played that actually felt like a campaign. I really liked the way you get whittled down as the campaign progresses.[/quote']
Great! Glad you liked it.
Yeah, I can't do anything about this. Sorry.
Good call, I should probably do this better.
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+ Assault on Lucherberg
D'oh! I forgot that he released it--we talked about it a little bit before he released it and for some reason my mind hadn't processed that it's been up on the Repository for a while.
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There's also bardosy's "A Bridge Too Close," I think. Aside from that I don't know of any others--please let me know if you find out about any others, as I also pretty much exclusively design and play campaigns. That's actually mostly the reason why I make campaigns: to have campaigns to play!
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*******SPOILER********
FMB, the defending the town is very frustrating.
I know, it's a very realistic feeling to a German officer after D-day, but it's also a bad mood.
BTW, those infantry guns are really useless in that map, because there is no a good place to strike the Americans. They shoot all your shells to woods. Mortars are much better.
Hi bardosy,
SPOILERS IN A BIG WAY
It's interesting that you say that--what's frustrating about it? I had two other guys complain that it was way too easy. Is it the opening bombardment or the general positions? Were your tank losses very heavy in previous missions? I have some specific recommendations to help out with all of these.
Regarding the infantry guns, they take some getting used to. You can find some pretty good firing positions for direct as well as indirect fire for them. Do you want me to spoil the heck out of it? I can.
The reason you're not getting mortars instead is that, well, I gave you all of the mortars a normal company would be supported by. I can look into adding some more support if you think it really necessary, but thus far all of my feedback has been that this mission is too easy rather than too hard.
Thanks for your feedback, and let me know what you're having problems with!
-FMB
END SPOILERS
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Guten aben Herr Blucher,
My mistake. I did have objectives turned off to better view that nice map you made. Please do not send me to the Penal regiment for my incompetence.
I was wanting to send the entire first part of my Kampfgruppe through that first gate on the left just in front of the exit zone border. I am concerned some of them will accidentally vaporize and exit in the process of trying to get them all through the gate. I have no engineers to blast through any hedges. Do you think I should plan an alternate route to the intersection?
Dank'e Shorn:D
Haha, no worries.
And yes, I'd recommend that you at least save before attempting it--I think in my playtesting I did something similar and it turned out OK, but it never hurts to be insured!
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I started the mission to take the crossroads. I wanted to send all my unit's to the left and had to place many of them near the back of the map, only to see them disappear when I started the battle? I know the prior battle had a unit exit area sign. This one did not?????
Hi Hessian deserter,
TheVulture is right--there are exit zones in this mission. They SHOULD be visible, please check to make sure your objectives weren't turned off.
-FMB
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This makes sense to me but when I placed my mines the action spot didn't light up like it does for infantry movement but rather only placed a dot like waypoints for vehicle movement. Therefore, how do I know if I put two in the same action spot? Or didn't put it in the right action spot?
I think you can't put two mine units in the same action spot, so you're safe there. I'm not 100% sure how to verify that the mines are in the correct spot. Perhaps fudge it by preparing to issue movement commands to an infantry unit and verify that the correct action spot lines up with what you wanted?
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A follow up questions. I got mines once and they are very small. Does something have to step directly on the small dot/mine or does the mine shown actually represent a "mine field" of some given area?
It represents a minefield of one action spot (8x8m). Individual "mines" units that you buy are therefore good for blocking roads or other chokepoints. In order to have a massive "minefield" in the conventional sense of the word, you will probably need at least ten of them.
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Gotcha, thanks!
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When fighting outside Chérencé-le-Roussel I noticed a gravestone in the middle of the field by the bocage to the SW of the town. Easter egg or just a "trap" for those who feel the need to look at every inch of a game map?
Jyri
Neither--it's a mistake. Erm, by which I mean, "Easter Egg," definitely.
(What map was this on? Outskirts of C-l-R in the mission to take the town itself, or the previous mission?)
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Hello:
Let's day I have a jeep with a Baz and rounds. How do I get that off of there? Is it a case of moving adjacent and using the Acquire command?
Thanks,
Gerry
Close--you have to have the troops get in the jeep and then use the Acquire command.
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It's a shame but only in the 4th mission: we clear the town Boi...something and then the crossroad [note: there was no mission picture for the crossroad mission] and because I choose concentrate, I got the other half of the KG at the last seconds of clearing the crossroad (so maybe the half group should be enough... but I'm very cautious.) And now I have to clear the road towards.
Hi Bardosy,
I think you should be OK. 2/3 is maybe a little low for that point but I think you'll be fine.
-FMB
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What's going on with this? I've been dicking around setting up a CMSF folder for a conversion using CMA textures is there any interest left in a Shock Force A-Stan?
Mord.
Yes. Yes there is.
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When do you playtest it, did you get casuality? I mean, I have losses and I afraid to the future missions. I didn't lost any vehicle, but my infantri is only 2/3. Will I get some reinforcement or I have to save them more?
Hi bardosy,
Yes, I did take casualties. There are no replacements--where are you in the campaign that your infantry is at 2/3 strength?
-FMB
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Hm, the only one mentioned in the v. 1.20 game manual (which is the most up-to-date for CMSF without any expansions) is the M4A1. But I'll take your word for it.
I am also pretty sure it's the M4A1.
Great, thank you. Will this also happen if a squad is near a vehicle which contains ammo? Will the gunner chuck some ammo down to them? Or does a squad HAVE TO enter the vehicle to acquire it?Not sure about this. I think you may have to enter the vehicle, but you should be able to determine this pretty quickly with a ~5 min test.
Also, will this happen between two vehicles? If one stryker runs out of 12.7mm, will they be able to have it "shared" from an adjacent one?Pretty sure this doesn't happen, but I'm not 100% positive.
Am I correct that vehicle weapons including the 12.7mm MGs will cause FF?No. No non-explosive weapon EVER causes FF.
I think. According to stikkypixie I'm wrong, which is a possibility. Then again, I've never hit my own troops with .50 shots.
I've never seen it happen and I'm pretty sure it's not supposed to happen.
Campaign Die Letzte Hoffnung RELEASED!
in Combat Mission Battle for Normandy
Posted
Heh, probably.
Give it a shot, though. Good tank placement can make a world of difference.