theFightingSeabee
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Everything posted by theFightingSeabee
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Thanks MikeyD, that means a lot coming from you. Yeah, the first 10-15 minutes are pretty hectic. But once you have control of the trenches, it becomes a lot more "tactical" as you try to move your men out toward the road.
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When it plays like a puzzle ...
theFightingSeabee replied to giovanni705's topic in Combat Mission Battle for Normandy
don't forget that many scenarios and campaigns, such as Paper Tigers Road to Montebourg have multiple ai plans. This allows for different experiences when replaying. -
Are you mac guys using the recommended mods? If so, try without them. Please let me know.
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Sequoia, I may do a map or two. I could have but worked on this instead. BFC didn't want to release a scenario with the game that highlights a bug. Plus, landing craft and other things beach landing related are not modeled. Almost all the maps made were made by beta testers who work out of love and dint get paid. TAL, il bring it up with the beta testers on the inner boards. Don't know what else to try.
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Hi TALinski, I returned your pm with a suggestion, basically to re download in case the file is corrupt. Read the pm and let me know.
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Mord's War Ravaged German Faces
theFightingSeabee replied to Mord's topic in CM Normandy Maps and Mods
Mord, You gotta play the game man! Play a campaign or two and then go back to modding. I can't believe you haven't finished a scenario yet! Move out soldier! Once you do, maybe some blood running down the side of someone's face? That would be pretty cool. -
Off-map mortars ridiculously inaccurate?
theFightingSeabee replied to afreu's topic in Combat Mission Battle for Normandy
They ALWAYS listen. They don't always agree, but they do a great job of taking requests into consideration. It's one of the great things about this company. My fiance recently beta tested for "Elemental-something" and they were jerks who didn't utilize their testers well and constantly shut down any/all criticisms. I've been involved in MANY heated debates here with BFC and they always try to argue the best point, rather than just sticking to what they want no matter what (there's a difference). -
How many GIs can you get in a Priest?
theFightingSeabee replied to womble's topic in Combat Mission Battle for Normandy
Yeah, after reading the title of this thread, I was looking for a punchline. -
Situational Awareness..
theFightingSeabee replied to Hafer's topic in Combat Mission Battle for Normandy
Well, right now any unit under fire will have a flashing icon. This is supposed to alert you that they need attention. As a field commander, you just need to pause from time to time and make sure you know what your troops are up to. -
Veins Germans & 2nd Rangers (pic heavy)
theFightingSeabee replied to Vein's topic in CM Normandy Maps and Mods
Strelok2011 A) Make sure they are unzipped. You may be playing with Airborne (?) or some other unit not covered by the mod. Hope that helps! -
Mord's War Ravaged German Faces
theFightingSeabee replied to Mord's topic in CM Normandy Maps and Mods
Yet another great Mord mod! Thanks! -
Reversing Rhinos?
theFightingSeabee replied to Hawkmek's topic in Combat Mission Battle for Normandy
I'm pretty sure this bug is already known to BFC. I would be surprised if it didn't get fixed in the next few patches. -
What is correct about these impresions
theFightingSeabee replied to Federico's topic in Combat Mission Battle for Normandy
Don't care much about Nemesis. Until someone names a better game, the hubris remains. -
What is correct about these impresions
theFightingSeabee replied to Federico's topic in Combat Mission Battle for Normandy
Here is the bottom line: There is no other game in existence ever made in the history of mankind that portrays fighting in Normandy to such a realistic degree. None. So, even with it's problems, it's still the best out there. -
para, I sent you another email. You should deploy both forces where you want them to start the scenario. Remember that your last camera view before exiting (and saving) the troop deployment will be the first camera view when the player starts the scenario for that side. Keep on working. It looks like it'll be a crazy battle! This reminds me of my first couple of scenarios.
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I'll take a look at it. I'll PM you my email address.
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Check in if you love RT!
theFightingSeabee replied to bobo's topic in Combat Mission Battle for Normandy
I like the control I have in RT. I do pause a lot, so I can coordinate attacks probably better than someone could in WEGO. No replay is missed though. -
Off-map mortars ridiculously inaccurate?
theFightingSeabee replied to afreu's topic in Combat Mission Battle for Normandy
You guys need to consider that it's WW2 era artillery. They had crappy radios and were doing all calculations with a pencil and paper, looking at a map that may/may not be correct, estimating distances, etc. All of this, sometimes, under fire or at least with a battle raging near them. There are so many opportunities for someone to screw up, whether it's the FO, the radio guy on the other end, the artillery plotters, or the gun/mortar crews themselves. Remember there were no GPS's, no computers, no satellite comms. Sometimes I think that CMBN artillery is too accurate considering all the above. -
Any Beach maps?
theFightingSeabee replied to Tactical Wargamer's topic in Combat Mission Battle for Normandy
That is the first mission of the campaign "The Road to Montebourg". PT posted it because it is basically a beach landing map, although the water is not shown, it would be just to your back off the edge of the map. -
Mod manager anyone ?
theFightingSeabee replied to Thin Red Line's topic in CM Normandy Maps and Mods
The mod manager should work if you start fresh. I am working on a special version for cmbn, but not badly ready yet. If it doesn't work, please let me know. -
Sorry, Alt+L.
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One mistake: I left the hidden gun position on the terrain markers, so turn them off for a greater challenge. Control +L.