Jump to content

Zatoichi

Members
  • Posts

    454
  • Joined

  • Last visited

Everything posted by Zatoichi

  1. Darn! That explains why I thought it only worked sometimes! And this from a CMSF 'vet'! I feel a bit silly now.
  2. It's not currently possible - units will only exit the vehicle at the end of the vehicle's movement orders. It's been like this since CMSF.
  3. Only 10 out of 10? What's up with their scoring policy? It read like an 11.
  4. First up, I'm loving this campaign - prior to starting this I'd only played a couple of QBs to get myself further re-acquainted with the game (coming from CMSF and CMA). I'm on the 4th mission (Veteran WeGo), having won the previous 3 missions slowly but surely and with mostly acceptable casualty rates. I'm on the 4th mission (Le Hamleu? - can't check, stuck at work) and I am having real trouble keeping my casualties down due to both my impatience and also because I think I've got a bit cocky having managed so well up until now! Anyway, something happened that I wanted to draw PT's attention to right at the start of the mission. ***** SPOILERS ***** From the set up I sent one platoon to the southernmost field and had them quick move to the hedgerow at the edge of the map facing out over the fields towards the village. The next turn, I noticed that the squad on the very edge of the map behind the bocage had spotted a Marder right on the opposite side of the map behind a hedge during their initial move from their starting position to the hedgerow. Now I've tried tracing their eye-line from that hedge to the Marder, but there seems to be way too much scenery in between the 2 for this to have happened in under 1 minute. The Marder only spotted the infantry after another 4 minutes, by which time the squad had been firing continuously at an MG bunker a couple of fields over. So anyway, I don't know if this is an issue with unrealistic spotting or a quirk in the placement of the Marder, or just random good luck, but it just seemed a little bit 'off'. Either way, not one to look a gift horse in the mouth I moved the platoon HQ to the same spot and was able to call in 81mm mortars to rid myself of this problem - I was just wondering if this Marder should be better hidden so it's not identified in the first minute of the game. Then I had to stop enjoying myself and come to work - but hey, they can stop me playing the game, but they can't stop me writing posts about the game I'd rather be playing!
  5. I've seen a few trees flickering - it's not all trees, but it seems to be switching between two models (or aspects of two models) rapidly. The second scenario of Road to Montebourg has a couple of these flickering trees. I'm running Windows 7 64bit with a gtx570 with the latest drivers. I've just checked the Antialiasing Transparency and it's set to 8x, which is they highest it'll go.
  6. Watching a ricochet from a German MG hit and kill a GI who was running past the wall the round hit at exactly the wrong time. Normally this one casualty wouldn't have made any odds in the grand scheme of things, as the offending MG team were cut down seconds later, and the mission ended that turn. However, this poor pixeltroopen's death was enough to put me over the 'suffer less than 10% casualties' victory condition, and cost me my Total Victory.
  7. Agreed - and do you know what the even more amazing thing is? It'll keep on getting better! Yowza!
  8. Yeah, sorry - the stuff about area fire starts off at around about post 10 I think.
  9. Hi - create a folder called Z in your Data directory, and copy the mod files into there (these will usually be .brz files).
  10. This is even more annoying while playing a PBEM - the number of times I've pressed the Big Red Button in CMSF when loading up an opponent's turn rather than the comparatively teeny Play button has meant I've missed the playback and it causes all sorts of annoying reloadings and filename issues to get the turn reloaded without creating an orphan outgoing turn... So yes, please spare me from my own fat fingers!
  11. Here's the last thread on this topic I could find, it goes into quite a bit of detail about how to get squads/vehicles to cover multiple action spots (only really a problem in WeGo of course, in RT you just wait 10 seconds and target the next spot): http://www.battlefront.com/community/showthread.php?t=96736
  12. Erm, the fountain flavour object is more like a drinking fountain, not much chance hiding one person behind them, let alone a squad. For this very reason, the flavour objects are all pretty small so as not to cause too much jarring of the 'what you see is what you get' principle. I think the hay bale object is about as big as they get.
  13. Yeah, or an Area Fire Covered Arc. This notion has been bobbing around for a long time apparently. In the meantime, try splitting squads and giving each split team a separate action spot to target. Or give the squad a pause order followed by a move order and attach another area target to this new waypoint (doesn't work for HMGs though as they need to deploy). There's another thread where this is discussed in a lot of detail - with the large number of posts at the moment these things drop off the main page in a matter of minutes!
  14. Personally speaking, I'd find this pretty distracting, so if BFC ever did bother with this feature, I'd hope it was something I could toggle off. I guess having played CMSF a lot helps, but I took to that pretty quickly too. Learning all the new bits and bobs in CMBN is fun for me, and adds to my enjoyment rather than detracts from it. But hey, it's all personal taste at the end of the day.
  15. On a PC, I just press the Print Screen button, alt tab out of the game and paste it into Paint (or whatever picture editing software you have). No idea about a Mac though, sorry!
  16. How to recognise different terrain from quite a long way away. No1. The Larch. The Larch. Aaaaanyway, I much prefer the detail offered by CM2. I've not dipped into the editor yet, but I'm looking forward to learning by a bit of trial and error.
  17. It's been a while since I played any CM1, but I didn't really care about what happened to Larry, Curly and Moe as long as they got the job done. Already in CMBN I'm being more conservative with my American pixeltruppen than I was in CMSF as the higher precision supporting weaponry could get me out of trouble pretty quickly if a squad got pinned, plus they were all wearing body armour which meant a lot more yellow than red bases. I just lost 6 men to 2 well placed MP-40 bursts from a dug in lone survivor from a German HQ team that ruined my careful and well planned assault. Close up fighting in heavily wooded terrain is totally lethal, and not something I'd really run up against in CMSF (unsurprisingly). Watching Curly and Moe fall over was never this traumatic!
  18. I repositioned the TRPs in the set up phase, but I called the fire missions in on about the third or fourth turn. Thanks akd - PM sent! Oh, and just to add, I managed a Total Victory without the aid of the TRPs! I could call in the 81mm mortars anywhere on the map except the specific TRP, but I didn't really need them - I managed very well with the 60mm mortars in this mission.
  19. I vote for: Read what Steve has said repeatedly about this issue. Or 'Gah!' We need more 'Gah!' options in these polls.
  20. Nope - HQ is not hiding, and does not move at all from the moment before issuing the fire mission to the point I stopped clicking End Turn. The HQ is not suppressed, and takes no fire at all during this process. Oh, and the 81mm mortar is an off map asset. I actually just tried using my on-map 60mm mortars to hit the TRPs (selected by the same HQ using the Point Target order on both TRPs - one mortar team each) - and that worked without any issue! So it seems this problem I'm having is limited to off board fire missions only. It's almost certainly a random combination of factors causing it - the worst type of bug to recreate! I should know, having 14 years as a software tester under my (ever expanding) belt!
  21. A couple of pictures to explain this better - 1 taken with 43 minutes remaining on the clock, the second taken after I'd pressed End Turn until there was 33 minutes remaining. Still says 'Preparing' and '<1 minute'.
  22. Hi - first off, loving the game so far! No surprise there, I loved the demo too! I'm playing the infantry-heavy campaign created by Paper Tiger (WeGo), and in the first mission I'm having some bother getting the 81mm mortars to fire on the TRPs I placed. I used the 4th Company HQ to call in the strike on one of the TRPs with an expected time of 3 minutes, but the fire mission was never started - after 7 minutes the fire mission was still saying 'Preparing <1 minute', and I cease fired the mortars. I then issued the the same order 2 turns later using Easy Company HQ (ETA 2 minutes) and again after 5 minutes it was still saying 'Preparing <1 minute' - that's when I had to stop playing and do some work (damn work!) I seem to recall an old bug in CMSF whereby changing a fire mission's parameters could cause the timer to go into an infinite loop and never actually begin - is it possible something similar this is going on? Not that I altered the fire mission at all. I have save games available showing the 'Preparing <1 minute' state for both HQ's fire missions, but unfortunately not one for when the actual orders were given. Other than this minor annoyance, I'm enjoying the mission so far - advancing over flat ground against machine gun fire - what's not to love? Oh, and I'm pretty sure there's no enemies where I moved the TRP to anyway!
×
×
  • Create New...