Jump to content

Lethaface

Members
  • Posts

    4,026
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Lethaface

  1. I'd try to uninstall + reinstall from scratch and if that doesn't work open a helpdesk ticket.
  2. I think the yellow circle is actually a green circle? It is on my monitor at least.
  3. I'd say there is a fair chance some of those who get to play with it professionally become interested in the trying the other game families.
  4. I guess they just use a screencapture program and a laserprinter, should be easy enough. capture screen, open picture, print. But they might have some feature for it implemented, I don't know. I liked the idea too, but don't have (laser)printer at home! I usually just make a capture and use paint.net or whatever.
  5. I did download it a while back and played with it a bit, had a blast! Didn't create two separate installs though and currently engaged in other battles, so it has been sitting in my unused mods folder for a bit. Can't remember if I gave feedback or not (should have at least), but it's for sure a great effort with great results! Felt like playing a different CM game.
  6. The manual says: "Two player Real Time Mode works just like in Single Player games, with the differ- ence being that players must mutually agree to a pause in the action. Players can request a game pause during TCP-IP play by navigating to the Menu Options Panel and selecting one of the Request Pause options. The second player will be prompted to accept or decline the pause request. If the request is granted, the battle will be paused until both players press the Resume button, at which the action will continue. Three types of pauses are available. A Playable Pause allows players to move their camera around the battlefield, select units, and give commands. A Viewable Pause allows players to move their camera across the battlefield, but they cannot issue commands to their units until the pause is lifted. A Locked Pause prevents players from moving their camera or interacting with units at all until the pause is lifted." So I guess it's sort of possible if you have another player with the same wishes
  7. Yeah it shouldn't be a big problem in theory. But don't know under which user windows is installed, who created the folder, what permissions Erwins user has, etc. With Vista (iirc) I walked into strange problems with the 'virtual store' about similar reasons. Not sure if that's still a thing. Just checked, the '2004 May update' is actually very new. Windows says my device isn't quite ready for it yet, so I guess MS is still working on drivers etc. Could be a thing, but almost everything could be a thing ;-). Best would be if some logfile somehwere would point in the right direction, but those aren't always in the most obvious places in windows. Anyway, Schrullenhaft and Elvis will get you sorted probably; they are at least in the best position to do so. My point was more that in general I would advise to just install things where the OS likes it. That guarantees the most compatibility with OS features, securities, permissions, etc. When you know what you are doing, you can do it of course do all kinds of stuff but in general I'd say just stick to the script. And indeed that sounds like an interesting story!
  8. @Erwin, fwiw didn't have any problems installing any of the cmx2 games on my win10 machine a while ago, nor with windows defender and afaik I haven't setup any exclusions. I also have two disks, on is fast SSD with windows and some games on it. Other is large SATA disk. I guess the main difference is that I'm an 'IT guy' myself One question: why do you install the games in on C:\sims\? I used to do that as well long time ago, but programs are supposed to be installed in the \program files directory and since windows has been more active with security and permissions, that could be one explanation: some sort of under the hood permission violation. It's a shot in the dark, but you could just try installing in the usual directory to see if that gives a different result.
  9. Bootie is the admin of the scenario depot. Some CMSF1 scenarios are less playable due to changes in engine since CMSF1, but most I tried work fine imo. With regards to the amount of CMSF2 scenarios: when CMSF1 was released, it was the only CMx2 game available. now there are many, so designers will divide attention between all the different CMx2 families. Also, there is H&E mod and other initiatives so I wouldn't say that it's dead. Although I wouldn't mind more content obviously!
  10. wouldn't call myseld an expert, but have some experience with CM. i would try to lure in the enemy with token resistance inside your trp zone. have the rest of your infantry setup outside, in cover, hiding. When the enemy is almost where you want it to be call in the fires. Unhide just before FFE to pin the enemy infantry in the firefight and enjoy the FFE together with your infantry fire. The TRP will also aid MG fire.
  11. Indeed a big difference. Considering the smg is firing 9mm (MP-40?), which has much less penetrating power compared to 8mm mauser, the volume of fire is much less and on top of that the only automatic fire (9mm) is probably not very effective at all against strong buildings.
  12. You can play CMSF1 scenario's with CMSF2.
  13. Perhaps the secret is the 'hide' command. Soldiers hiding and or cowering are much less likely to take casualties, especially inside houses and fortifications. I can't recall the scenario from the top of my head, but if it's a very good position than it might be difficult to take without taking casualties. Better troops in general also do better in firefights and so probably can make use of the cover more effectively, for many reasons. Luck might be a factor too. Against strong buildings a 50mm mortar isn't really great. A PzFaust round might have better results. Suppress the house for several minutes with MG fire, move some infantry covered on the flanks. Move infantry next to the house first and target inside for nade attack. If the enemy is properly suppressed your troops can usually pick most off from here. But casualties are a given if you have to storm elite infantry in a 'fortified' building with only light support weapons and poor infantry. AFAIK there is nothing magical for the AI going on.
  14. You forgot the Delirium tremens! Take two in order to solve any problem.
  15. I usually use one of my FO's for preplanned, preferably with eyes on the objective so he can adjust the bombarment should the circumstances dictate. Yes this was my idea, why I mentioned it. In my case I'd rather had my HE FFE continuing, or that was at least my intention when calling in the fires. It could be quite handy though. Also, as we can order an FO to start a new barrage after one is FFE, adjusting that new barrage shouldn't affect the one in FFE I'd say. The UI allows you to cancel them individually, but not 100% if that works.
  16. For preplanned missions there is no spotting necessary.
  17. So it is intended that a preplanned HE mission which is currently FFE, will be adjusted into a smoke mission because I adjust another preplanned smoke mission (with the same observer)? I don't think that is really intended, because it can give you the option to (ab)use this for changing a HE mission into a smoke mission on the fly. To be clear: * FO "Jean" (I was using French troops) ** Preplanned mission 'A': circle, HE, light intensity, medium duration, no delay (105mm howitzer battery) ** Preplanned mission 'B': line, smoke, maximum duration, 15 minute delay (81mm mortar section, off map) So, if after few minutes of FFE for mission A in the game I adjust mission 'B', this should change mission A into a smoke mission? If it is really intended, it is a nice way to end a HE bombardment with smoke on a different position, to cover the attack, using the same battery
  18. @George MC has actually made some. For modern I do remember the Armour attacks! scenario (iirc that was the name) for CMSF1. Back then (2010 orso) loading took ages, but I guess that will be less so now with optimizations and new CPU. Seems like a great H2H match for those that have the stomach to manage the appropriate forces over such a vast area. I have wanted to try it out again in CMSF2, but it's on the rather long list of things I want to try. Some other maps / scenario's people have been working on are also quite large. But indeed, the amount of work required is also 'quite large' I guess. From map work, AI plans, PC requirements and player workload; so I guess you are right that it isn't that simple
  19. Lol it crossed my mind too, well I wouldn't mind a pack/module whatever
×
×
  • Create New...