Jump to content

Garm

Members
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Garm

  1. SPOILERS AHEAD: OK, I haven't finished the campaign yet, I've just finished the mission where I have to hold the bridges I captured in the second mission. In general, the size of the forces is perfect. As I play real time exclusively, I find it quite hard to handle more than 3 or 4 platoons. The balance is quite good, the first three missions are a challenge, but not too hard. Well, as I said, I have just completed the fourth mission (hold the bridges, isn't it?) and I must admit that I suffered a total defeat. Maybe it's just my poor tactic, but I really don't know how to defend those bridges. In my first attempt, I just positioned my men in the buildings and tried to hold till the last man standing, but I was overrun by the ennemy. In my second attempt, I retreated to the hill (the fall back position) when the ennemy approached the bridges. Then, I waited for reinforcements to arrive. But I wasn't able to get near to the bridges again, my men got pinned at the ridge. When the 40mm Stryker arrived, I managed to kill two of the BRDMs (one with a Javelin from the Stryker) but the gunner in the vehicle got killed. Finally, the time was over and it was a total defeat for me. But it was great fun anyway. Maybe some air support or more artillery would make things a bit easier. But thanks a lot for your hard work again.
  2. OK, thanks for the information. Well, I guess that CM:SF can also be regarded as some kind of beta test for the WW2 game
  3. No, thank you very much I don't know why, but somehow I thought that those action spots were 8x8m. Never mind. But the question if the WW2 game could be released this year is more interesting anyway, I guess.
  4. Is there any chance for a release in 2008? And another question concerning the engine: Will it be possible to reduce the action spots from 8x8m to, let's say, 4x4m? And are you planning to add the old quick battle system which allow the player to choose units individually? Quick battles in the old CM games were great. Thank you for 1.06, by the way.
  5. Webwing, thank you very much for your great campaign. I didn't play beyond the first 2 missions some weeks ago because of the low wall bug and other bugs which are now fixed. So I've restarted the campaign and can fully enjoy it with 1.06.
  6. You can download it now here http://www.gamershell.com/download_23071.shtml
  7. http://www.gamershell.com/download_23071.shtml Description: • Enhanced LOS system takes into account the dynamically changing heights of soldiers in different stances, and vehicles of varying heights and the height of their crew positions and attached weapons. • When a squad/team of soldiers is placing a target command, the line to the target is light blue if the LOS is clear, part dark blue and part magenta if it's blocked, and gray if it's mostly clear but not for every soldier in the squad/team. • Trees block LOS more strongly. • Moving vehicles are easier to spot than previously, especially when kicking up large dust clouds. • Moving units are less likely to move quickly past an enemy and not notice him. • It's no longer as easy to spot enemy soldiers just because they are standing up (all else being equal). • Not all the soldiers in an enemy squad/team will necessarily be spotted when some are spotted, even when there is a clear LOS. • Spotting in extreme-dark moonless night conditions is handled correctly.
  8. There is a link for 1.06 in the download area, but it does not work yet.
  9. I witnessed something that seems to be a bug while playing the second mission of Webwing's great campaign. A I wanted a squad to attack a technical standing on a road and firing on another squad. I moved an antitank team next to the technical using the "hunt" command but they didn't see it. Then, I moved the rest of the squad using the "quick" command on the street just behind the technical. Guess what? They didn't see it. I repeat, it was not a single hidden sniper but a pick-up truck. That was a bit frustrating. Sorry, I have no screenshots or saved games. Has anyone here experienced something like this?
  10. I have tried to create a multicam uniform-mod. My first mod ever, by the way.
  11. Thanks for the information, Steve. But I think DaveDash is right concerning snipers. They could be a bit more effective and accurate. By the way, I have the impression that they rarely shoot at ranges above the usual engagement range of a normal rifle squad. And...when can we expect the patch? This week?
  12. @M1A1TankCommander: I might be wrong, but I think that medic units wouldn't be too complicated to integrate in CM:SF as the basic mechannisms (first aid on squad level) are there. Medic units should just have a much better chance to prevent a WIA from becoming KIA.
  13. @M1A1TankCommander: I might be wrong, but I think that medic units wouldn't be too complicated to integrate in CM:SF as the basic mechannisms (first aid on squad level) are there. Medic units should just have a much better chance to prevent a WIA from becoming KIA.
  14. @M1A1TankCommander: I might be wrong, but I think that medic units wouldn't be too complicated to integrate in CM:SF as the basic mechannisms (first aid on squad level) are there. Medic units should just have a much better chance to prevent a WIA from becoming KIA.
  15. As I posted some months ago, a M1133 Medical Evacuation Vehicle would be nice to get wounded out of the action without delaying the rest of the squad. But I must admit that I don't know anything about battlefield medicine although it is a very interesting subject, in my opinion.
  16. As I posted some months ago, a M1133 Medical Evacuation Vehicle would be nice to get wounded out of the action without delaying the rest of the squad. But I must admit that I don't know anything about battlefield medicine although it is a very interesting subject, in my opinion.
  17. As I posted some months ago, a M1133 Medical Evacuation Vehicle would be nice to get wounded out of the action without delaying the rest of the squad. But I must admit that I don't know anything about battlefield medicine although it is a very interesting subject, in my opinion.
  18. I don't know why, but I somehow hoped that the 1.05 patch would be out yesterday.
  19. That's exactly why a "hold fire" button would be nice.
  20. Q1: I would definitely appreciate a hold fire button. Would be nice for scouting and a button would be a bit more comfortable than a covered arc command.
  21. I have just finished the scenario and it brought back the fun to the game. Thanks a lot, George Mc. It was great and a bit easier than Hammertime, too. Very well balanced. I hope Battlefront will soon release modding tools (and the new patch, of course) for creative people like you . Battlefront, if someone from your team is reading this: Hire this man.
  22. Thank you for your help, I have just done what you suggested. I will try this scenario again, I was quite bad the first time anyway The scenario is a quite a challenge.
  23. I am also quite happy with this patch. But I just played the scenario "Hammertime" and saw something which seems to be a bug (although I have seen this in earlier versions of the game, too). Two squads of mine where rested & ready I wanted to move them. I tried several commands (move, quick, fast) but after a second or so, the movement indicator disappeared and the squads where not moving at all. Does anybody know this problem?
  24. No problem. At least, I have a scenario I can try immediately with the new patch (which I hope will be released today...). By the way, thanks again for all your efforts. I am just realising how many great scenarios there are on CMMODS.
  25. thewood, thanks for your reply. What you say may well be true, although it seemed to me that my unit had clear LOS and LOF. I played the scenario Choke Point which I downloaded from CMMODS. The enemy was a HMG lying downhill and I wanted to return fire with the M2 of a Humvee. Nevertheless, it is frustrating not to be able to return fire without knowing why.
×
×
  • Create New...