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snake_eye

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Everything posted by snake_eye

  1. @ Splinty That is a sound idea. Yes it can be done. If I do not make a mistake that would mean to release the map by itself, no ? If that is the case as I believe it is it could be done earlier than the usual Blue against Red and or H2H battle.
  2. On my part I never give up against adversity (The one I have to fight against, in order to be able to manage very rare moment to work on that scenario which is areal challenge for me) Cheer
  3. Many testing and RL events have taken their share in the WIP. More, when I am moving I can not get from my laptop the same facilities, I have from my desktop. That is not an excuse, but an annoying reality. To take with the laptop( being on the move) the following, 5 pictures showing my latest work, it took me nearly 7 minutes to load the battle ( not having restarted the laptop to clear the memory). Imagine the time it takes using the editor ! So between my frequent moves, I work on the map which I admit is huge on my desktop (top gear). Therefore, I have layed down the problem to a Beta tester mate and he advised me to reduce the size of the map, since only top gear desktop will be able to play the scenario with some comfort. I wanted first to have all the runway length on the map (6300 x 2700 meters), so I will have to reduce it of 30 to 50% at the most. That is surely, what I will do. The initial map will be finished later for a second scenario. I fully realize the frustration of some of you with that very long delay, but you can be sure that I am even more frustrated than you are. However, I have chosen to give most of my time to some testing that I feel have a wider impact on the CM games than on my own and small (by its importance, not the size !!!) scenario. I am sure you will understand it. Cheer
  4. In many play test, game played and designed through these last years within the CM titles, I have seen many things happening. However most of them find an explanation and the reason of why it happens. I like authenticity and realism, so you can be sure that I have an eye on these. However, when something happens and does not fit with them, the difficulty is to corner that difficulty, or if you prefer to be able to reproduce it. So, the best advice I would give, when you find something is to reproduce it and watch it very closely doing exactly the same thing. Sometimes you will find out that what your pixels troops have done somehow was real troops would have done. No one in real life will be acting like Rambo, or if he does, he will not last long under fire. Pixels troops are behaving the same way and that is a real touch of authenticity. That does not mean that something wrong can happen from time to time. You are there to point it out, but give all you can to explain it clearly with a btt file,if possible, it will be better Cheer
  5. Playing recently V4.00 "baraque de Fraiture" RT Elite on the German side I got a minor victory. some might think, thatI should be able to avoid as much as I Remember it ( having designed the scenatrio) the US defence, but that did not work the way I figured it should. First the US A. I fought very well and I have not seen any German routed.. However under extreme firing and or shelling, They at one point moved a little farther back. I ordered them to assault after few minutes and they did not relinquish it. During the making of the scenario and other testing, I was rather surprised and upset to be unable to have a US flame thrower team using it. However with V4.00 it worked above all I could have imagined. I just had a team of 6 PZ GR moved into a house at the edge of the village and I was Pretty proud of having a foot into the village. I was already moving another squad toward the next house, when I saw a tongue of flame licking the Gr taken house. All 6 were immediately casualties. The US team was somewhere, but I was unable to have a LOS on them. I just discovered them in the AAR screen, having being shot by enfilading firing from the left during a subsequent German advance. THAT and other scenarios testing with V4.00 make me think IMHO that the changes of behaviour that might have been seen, are mostly in accordance with the way some troopers would react under fire, depending of its level. Cheer
  6. Steve wrote: "Sorry for the delays. Here's where things stand: The original CMFI TO&E was put into place years ago and (for coding reasons that have since changed) was kept totally separate from CMBN's TO&E. When we went to make Engine 3 the CMBN TO&E was standardized and used for CMRT and then later Engine 4 and CMFB. This meant that fixes for one were applied to all. Unfortunately, CMFI was not brought into compliance until now because it's a massive amount of work. Such are the joys of maturing a game engine instead of starting from scratch every 2-3 years or just letting things get moldy. We've mostly got the CMFI TO&E straightened out and compliant with the current standards, but we've had to re-work in all the many oddities specific to the Italian theater and/or are related to dates of deployment. Which is one reason we didn't try fixing the CMFI TO&E back when we did Upgrade 3 The point of all this is for you guys to have consistent TO&E from game to game instead of having X unit be portrayed correctly in one game and incorrectly in another, they are now all the same (presuming we've patched all games). OK, now onto the most obvious question... when will all this be complete? Good question I'm hoping it won't take too much longer because it's already taken 4 weeks longer than expected. And I do not want to do any more all night until 5 in the morning marathon fix sessions. I'm not as young as I used to be!" Steve "Hi Steve, The bad news : You are not as young as you used to be. The good news about CMFI," it won't take too much longer " Cheer
  7. Erwin, as you know I am a fervent defender of Real Time playing. However, I must confess that since, I have play tested many scenarios and had no choice but to play WEGO in order to keep a situation awareness of my tactical movements and of the enemies. That to be able to report a workable AAR to the scenario designer and help him in his appraisal. Sure enough I always fought better than playing it R.T. So my advice is, if you want to get some results and fewer casualties play "UK Helluva Road Opening" WEGO. If you want to find what troops at lower echelon usually feel in a real engagement play it R.T. That is the best advice I can think of. The next one to come should be the one I called for the time being "Donetz airport" with CMBS. I started it a year ago but with a map of 6300 X 2700 meters it takes a long......long time and a lot of power for the Editor and my laptop when I travel is unable to open the file !!!!! there are so many houses that it could be compare to the RAMADI map. Longleftflank would not deny that. Cheer
  8. Combatintman was referring to the Special Iraqi Force. They are wearing black uniforms and riding black Humvees. A way to distinguish themselves to their foes. They have a fierce reputation.
  9. Yeah, it's really about time. Still working on it when I have some free time. the map is very big and it takes an awful long time to put the things together. But it should be later rather interesting to set a battle on it. I have quite a few ideas for the OOB and I am eager to have it completed. Here after are the latest shots taken today. Enjoy Cheer
  10. In the game a tank is considered knock out when a Red cross appears. However when a tank has its main gun damaged, its engine killed, a track thrown and or had had some non entirely penetrating AP shot hits, it is still considered non destroyed, even if its employment is rather greatly reduced. In real engagement usually in the heat of the battle a tank is primarily considered as knocked out when it blows up and or is set on fire and secondarily, when it is firstly, unable to fire back and secondarily when it is also unable to move (its crew having maybe bailed out). Therefore, an abandoned tank or an immobilized one could have been considered wrongly as being knocked out. That explains the high difference found in the AAR of some tank battles. Each side having knocked out more tank than is admitted by the other side since their recoveries and repair could have been be done. In some battles more than 50 % of the tanks accounted as having been knocked out were recovered and repaired by first, second or third mechanical echelons. It was done when the battlefield allowed their recovery. In Combat Mission Campaign that is more or less found depending on the percentage of repair allowed by the player. The Germans during WWII had a very efficient recovery system. unless the tank had been blown up and or had been in fire it was quickly recovered unless the ground was lost to the enemy.
  11. Since there are no proper way of dealing with mines easily, besides having a flail tank found in the most recent Combat Mission titles, I have my own way of using them as a deterrent while designing a scenario. Usually, since mines are a deterrent I mostly use them within an area clearly indicated and delimited by barbed wires. That is what is usually found in an area with built up defensive works. I use that to warn the player and to induce him to move another way to avoid the mines. If he avoids the mines, he will move in a kill zone usually covered by an MG, a mortar and or an ATG depending on what you have. Another more tricky use is to lay some mines at crossroads and in front of inviting shelters like a house. Then there are no indication at all of them. Now, you are going to tell me, how do we find them ? There is only one way besides the flail tank. A trooper steps on one and you know that they are there. A vehicle rolls on an AT mine and you know it. In both case you get one casualty or more. It is only after the explosion that you will see a picket with a mine warning. You can have an Engineer remain alongside the mine area for a long time and you might in some rare instances have one warning sign turning to green. But it takes an awful long time and if you are exchanging shots with the enemy, you can be sure of only one thing, that is that you better take your chance across the mine area than stay stuck were you are for an enigmatic mine defusing scarce possibility. I have seen in the game few times an AT mine exploding and triggering another one close to it by sympathetic effect. But that does not help you much. You had already one tank blown up by one AT if another one, close to it explode it rather make things worse than it helps you. As you see, there are not much things to do. You can say that it is fatality and do nothing or you can think of the spots where mines could be and avoid them the most you can. They are a perfect deterrent weapon and as such they are a Pain in the A...........In real life it is more or less the same, it takes time to get rid of them and you are never sure you have done it correctly. Gaining time is exactly what the enemy wants and the game in that way depicts that, since time you will need to find them and neutralize them.
  12. @Haiduk 14 stories that is the most we get in the Editor. I will see if I can make the tower taller as you preconize. Height is important to control the area. Will be back to you to get some details. Take care @ Artemis258 Sure multiple scenarios can be done for the most enjoyment of us all.
  13. OK, everything now works from V 1.00 + 1.10 + 1.20 (CMFI + GL + V 3.0). No licence key was needed at every install step. The originals DVDs were used for V 1.00 and V 1.10 and the downloaded file for V 1.20 I had since I bought it. I had already a CMFI + GL + V 3.0 installed in a folder in the program files named "Combat Mission Fortress Italy" and in documents \ Battlefront \ Combat Mission \ Fortress Italy the game files So I had to give a new name for this second install being done on the computer. Now I have in the program files "CMFI 110GL" (the new named folder) and I still have in Documents the same game files folder. That game files folder is being shared by the two install During the install I therefore gave a new name for me it was : E\program files \Battlefront\CMFI 110GL and for the program shortcuts for the start menu folder, I have not changed the automatic address done by the install . it is "Battlefront\CMFI 101" Up to that point everything can be considered correct. I have now two install having the same patches level on my computer. Before having installed V 3.0 on the new install, the saved I had made with the first install having V 3.0 could not be seen , until it was patched up to V 3.0. That was normal. Thanks again to all of you.
  14. Thanks to all of you, Within few hours I shall do the install once again and take notes of what I am doing. My license keys are ready for CMFI, GL and V 3.0. The only thing I shall do is to create a folder with a new name "CMF1 110GL". The only thing I noticed in my earlier attempt, was that it had no effect on the original install of CMFI + GL + V 3.0 . That was a good point !
  15. Thanks Schrullenhaft, I will install the game in a new folder having another name -CMFI 110GL- I will try to past V 3.0 key first and so on......I have not noticed the "white spaces". This time I will have a closer look. I had earlier no specific error besides the "key not valid".
  16. I already have CMFI + GL + V 3.0 upgrade on my OS computer. I have few weeks ago installed it again, but in a new folder (I named it CMFI 110GL) but I have had every time an activation key being required. Not one of my 3 setup keys worked, So I erased my install. What should I do ? Remaining
  17. Thanks, I am really glad you enjoyed it and Lille Fiskerby already gave you the answer to acquire enemy vehicles. You might have to set a specific date depending on the vehicle and or tank you are acquiring
  18. It is time to show you some views of the battlefield. just take notice that the trees square patches along the side of the parking are just there to remind me of what they look like. I put them there starting from left to right ( A, B, C.......) in that order. Just an easy way to see how they look like ! There still are a lot of work to do, but if I can allow myself to leave some testing aside, I should be able to move forward more quickly. i have already made an OOB for the Ukrainians and set the troops on positions on the far left of the map when you open it in CM. On the view it is before the control tower and the small river, looking toward the houses being on the right of the airport. Cheer
  19. B Company Commander last recommendations to his Platoon's leaders; Gentlemen, we are about to assault Halifax objective. We will move forward as soon as the artillery barrage will move on. Make sure all your guys have picked up their full ammo and grenades load from the crates near our DL. We will need it badly till we will be able to get more being brought to us once the objective will be taken. Make sure all in your Platoon move at a space keeping up with the safe range limit of the barrage and that they don't get too close from each other. Make sure 1s t and 2nd platoons will stay level in order to provide mutual support fire to each other. The Engineer squad will be right behind them with farther back the third Platoon. They will primary support the two forward platoons in breaching the walls of the objective's houses and secondary if condition prevails assist them if mines are found on the way. However since speed is essential they should in no account lose any time trying to clear the mines. Marking them will be all. Third Platoon is our Company reserve and it will reinforce and or provide suppressing fire to each of the forward two Platoons. Speed being essential, I have to remind you that in no case should we stop to care for our wounded. Doing so would only bring more casualties. To allow rear echelon medics to take care of them safely the soonest, we have only one alternative jump on the objective and take it. Don't forget to report as it may come the location of the mines encountered. That's all gentlemen. Have them put on their bayonet ,and may God take care of us all.
  20. I am still working on the 6300 x 2700 map. The airport buildings can be considered to be finished. The runway also. The old airport is having at the moment my attention as well ,as the area on its right. The control tower is done and its surrounding will be treated next. The area where the small lake is found and the small river flowing from it on to the right are done. Next I will have to put the houses along the roads which have been positioned. Some earth work made for protecting the SAM launchers and some tanks have been emplaced and judging from the pictures they seem to fit well in the landscape. Many flavors objects have been used on the parking lots. They are more time to spend designing the map awaiting me, but I am on the right way. Cheer
  21. The airport on the new map is mostly done. to my feeling, It is more accurate than the first one. Being abroad for the next two weeks, Some pictures. More details have being added since. Cheer
  22. I understand that doing a scenario being playable in either one , Allied, Axis -and or H2H , might result in scenario not as good as the one designed for only one side. That was what I thought a long time and the scenario I have loaded in the Repertory in the past were mostly done to be fought rather on one side than the other and that did not prevent them to be played H2H.. However, we have to keep in mind that designing a battle which is fictional is easier than a real one. A fictional battle can be fought on Allied, Axis and or H2H more easily, since the battle ground can be adapted to that need. However, when you are designing a real battle and you want to stay as close as it is possible within the game limit to what happened at the time, each one of the three possibilities, might be more difficult or impossible to make. But, if you modify some of the blocking points you are having while designing the ground, making the OOB and or the AI plans you can end up with a scenario playable for each choice. For some battles that is impossible and you will have only one choice or two at the most with the H2H. Another thing that prevents a real battle to be played both sides with an equal pleasure, is that if you integrate the forces, the assets, the ground, the timing and in the AI plan or plans, the way it was fought at the time you will have a result more or less similar to what it was at the time. That is a victory and or a defeat. It then does not matter which side you are fighting , you will get more or less the same result. To change it, you will have to fumble into the editor or do something different from what is ordered in the briefing. Stay in defence, for example, instead of attacking or the contrary. But, nothing will be granted and you might end up with the same result. However you will derived away from the historical battle. That happens when the ground is tactically suited for one side only. We have to keep in mind that since Antiquity the militaries used constantly grounds better tactically suited for defence, attacks and or movements than their adversaries. So doing a scenario even if it is the best one done for all three choices, tactically these three choices won't be equal and there is nothing wrong in it. So you will always have for an historical battle a winning side and a losing side. If you want to change the results, go in the editor and put the Allied on the Axis positions. If the change puts you on tactically advantaged positions you will more probably end up winning. Naturally that does not take in account the Armor and theArtillery that one side might have in quantity when the other side has none. So the tactical feasibility offered by the map is the primordial reason which makes for BF, at least I think it is, a necessity to have the three choices : Allied, Axis and H2H Cheer
  23. As i wrote it earlier in response to your answer, I don't know if a mod has been already done to replace the white star insignia by the German cross and if that is something that can be modded. Cheer
  24. We are speaking of the Ardennes battle. There, the US vehicles being captured and or used for the Greif operation had the US insignia on. that was a way to deceive the US forces during an attack. In subsequent battle after the Ardennes campaign or even earlier in Tunisia , the US insignia was replaced by the standard German cross on captured vehicles replacing the sustained losses.
  25. Actually at the time the German kept the US star on the captured vehicles and at the most obscured them with mud and or paint. That way they were able to be recognized by US outposts troops at the last moment. It was for them a Trojan trick used many times. For the rest, I have no knowledge of a mod replacing the star by a German cross
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