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eniced73

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Everything posted by eniced73

  1. They should put in another option for timeline rarity. For those that do not really give a shat it would allow them to find all the vehicles under one setting. If you are into playing PBEM's or such under strict conditions then you set it to 'historical' and that only allows you to pick what was available at that time. Too many posts on 'I cannot find this' - 'but all you have to do is look under British / June / 1943'.
  2. I am in. I am in the same time zone EST and am usually online every night from 1000pm until 100am. I can run off multiple turns during that time once I setup and get going. Let me know if that time works.
  3. I believe the code does not know what to do in the situation of coming under small arms fire. Tanks with coaxial or ball mount integral MG's will fire upon infantry with no problem. The tank commander stays buttoned unless you tell him to pop up. In the case with the Stuh or Stug which has neither of these but does have a pintle mounted MG the code does not seem to know what to do. Its only option is to use the pintle mounted MG in which your men have to pop through the hatch to use. In later models you will see that the gun can be controlled from inside the tank. So this does look like a small coding issue to me. Probably fixable later down the line.
  4. Slow down and read the thread again. It is not a matter of using the unit wrong. If the unit comes under fire from small arms the commander will pop out of the hatch to use the MG. If he gets hit then another crew member will take his spot and also pop out thus getting hit. The crew should stay buttoned unless commanded to unbutton - especially when taking incoming MG fire. Unless you always play on HUGE maps the chance of coming under small fire is pretty good.
  5. Amen. Totally agree with you on this. Just played a QB in which three crew members died within two minutes. I had no control as they went into rattled as soon as the commander lost his dome. Then two more of his buddies popped their heads out to take a look and the game of Whack-a-mole continued.
  6. The Close Combat series is taking this leap. Will be interesting to see how it turns out.
  7. Let me know if you get that to work. I would be interested in seeing that.
  8. Not sure how the hell you guys fly through all the campaigns and scenarios so damn quick. I do play a lot of multiplayer which takes up most of my time so there is a lot of **** that I have not played from the original modules. So.....get ready for the boo, boo, hiss, hisssy fit. But I would like to see them slow down a tad and maybe get everything on the same level. Work on the tank riders throughout all games, work on flame units in all games, new graphics, updated UI, or performance tweaks. I dont know surprise us.
  9. Scanned the battlefield and have yet to find the fourth member of either squad. Maybe this video can explain where they went? Getting into the Halloween spirit....can you guess the movie theme song before the end of the clip?? https://www.youtube.com/watch?feature=player_detailpage&v=sHKvbo7cCkM
  10. Ditto here mjk. I figured not seeing at least one soldier at the icon meant they were not there at all.
  11. this is what you want. not sure if it works for the current version of CMBN and doubt if it would for CMSF. I always wanted to try it but never got around to it. if you would pick a force and then surrender right away, run this, and export the units to an excel sheet. That would give you the TO&E you want.
  12. I'll be damned. Missed that completely. I scanned everywhere for them. Huhh. So it does not look like they are missing just misplaced as far as the icon and everything else.
  13. I did a search in all forums and only seen this issue with CMBN. This looks to be a different issue as that one was related to an older patch for CMBN. On turn one my units were visible. I opened the game file and found the unit a couple times to make sure. First turn and two mortar units have disappeared. Their unit icon will appear and I can see their cover arc but the models are missing. I checked other similar units that I have and they are showing up with no problems. It is just these two specific units. Also as I pan the camera up or down or in and out the unit icons will disappear when I get to a certain point. Is anyone seeing this issue?
  14. Are we seriously going down this road again???? How many times do we need to??? I am starting to really feel like this guy!!!!
  15. 666 I can confirm that I also see this. Shreks will area fire at buildings though.
  16. Thanks for this! Definitely going to use this when picking QB maps.
  17. Try turning off 'shadows'. The hit you take on frames is not worth having it on. I have a GTX760 with an I5 + 8GB RAM. I still have lag here and there? Go figure. You are not alone.
  18. I can help out with the 3d pics. Shoot me a list and I will do a couple tonight. You can let me know what you think.
  19. Excellent 76mm. I started to do this for my own reference. I got tired of wading through the numerous maps when picking for QB's (Don't think I should be complaining about too many maps ). One thing I was doing that I do not see on your sheet is adding a 3D screen shot of the map. The scenario editor top down view is good but a 3D view in my opinion is even more helpful. If I can find some time I might be able to give you a little help on this.
  20. Wondering if it would be smart to copy the scenario and campaign files before upgrading and then drag back in after??
  21. Ridiculous. I wish they would grab a couple of you guys with the talent of modding and put you on the team for new games/content. Just think our games would look like this from the get go instead of hoping someone like you will sacrifice his OWN time making the game look like it should of out of the box. Nothing personal but if I was BF artistic/graphic/texture designer (or whatever they are calling it) I would hang my head in shame. Nice work! Major improvements!
  22. Hmmmm... Version 1.11 Feature List -------------------------------------------------------------------------------- Turn-Based Replay •Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for improved performance of large battles on older computers, and for convenient "skipping ahead" in the early turns of a battle before enemy contact. •Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too early). •Smoother vehicle and soldier movement. •The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed. •Incoming rounds from air support attacks are displayed at the correct elevation. •Moving vehicles sound better in email replay. •Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay when calculating victory. •Correct animation is shown after a soldier switches weapons. •Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay. •Corrected a rare case where, after replay, a casualty could be shown using the animation he had just before becoming a casualty. Vehicles •Improved pathfinding and obstacle avoidance. •Vehicle secondary explosions do not continue for too long in email games. •Improved coordination between the rotations of vehicle hulls and turrets. •Fixed a bug that sometimes caused vehicle ammo to increase. •Stryker MGS uses an improved APFSDS round, the M900, rather than the M833. •LAV-25 will use its coax MG, not its 25mm cannon for "Target Light". •LAV-A2 series armor thickness reduced. •Modified ammo loadouts on early-model T-72 tanks. •MTVR trucks have a new floating icon image. •In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to use the FS-3. •The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is aboard to man it. •Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed. •Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle. •Crews will not retain a pop-smoke targeting order after bailing out of their vehicle. •Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weapons. •Passengers consistently close the rear doors on the LAV-25 when required. •When a vehicle driver is hit, another crewman takes his place even if there are passengers on the vehicle. •Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader. •Light vehicles have tighter suspensions. Infantry •Improved soldier pathfinding. •Soldiers can "fire on the move" when inside buildings. •Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand too close to the walls. •When a squad splits into teams, the teams divide ammo amongst themselves more evenly. •Corrected a problem where a soldier could become "stuck" moving up a steep slope. •When a squad splits into teams and later reforms, its original targeting orders from before the split won't still be active. •Accuracy of marksmen slightly increased. •Split squads reform when aboard vehicles. •Grenade throwing between adjacent levels in a building works better. •RPG-16 reloads correctly. •A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop. •Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the next turn of an email game. TacAI •Improved infantry team evasive movement logic. •Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subsequently appear in the targeted area, especially in buildings. •Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later disappears from sight, the target order is not immediately canceled. Instead, your unit will continue to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it will again be targeted directly. If it does not reappear for about 45 seconds, the target order is canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry without targeting orders from the player. They will continue to area-fire at their target's last known location for about 30 seconds. •Soldiers are better at moving to advantageous firing positions inside a building. •When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the guided missile takes a long time to reload. •Grenadiers are more willing to use their rifles, not just the grenade launchers. •Hunting units are not so quick to halt if they encounter distant explosions. •Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates to catch up. •TacAI aims a little lower versus certain vehicles, especially those without turrets, for better accuracy. •Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than lie prone, so they can get a clear LOS/LOF over the rim of the slope. •Heavy-weapons gunners and forward observers are less likely to fire their light personal weapons (in order to keep a lower profile). •Javelin gunners fire missiles at enemy infantry in buildings less often. •Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed. Computer Player •Computer player is quicker to surrender when most of its forces are knocked out. •Computer player is more aggressive with its artillery and air strikes, and better coordinates its artillery smoke missions. •Computer-player units don't arbitrarily change their facing when the battle starts. •Computer player does a better job organizing movement destinations of its vehicles. Bunkers •Fixed the "floating bunkers" bug. •Bunkers can reliably be placed near trees in a scenario without being shifted. Medic/"Buddy Aid" •Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't drop their scoped rifles to pick up grenade launchers. •More likely to happen between soldiers in the same squad/team than in different squads/teams. •Works across action spot boundaries. •Less likely to happen when under fire. Air and Artillery Support •Building protection versus artillery airbursts is increased. •You no longer hear enemy artillery and air support communication even if you have spotted their forward observer. •Targeting support fire on building domes works correctly. •If an artillery spotter loses sight of the target during the spotting round phase, accuracy of the fire mission is reduced appropriately. •U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes. •Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is steeply sloped. •Joining teams together to reform a squad when one team is already spotting for air or artillery strikes works correctly. User Interface •Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons. •You may change between real-time and turn-based mode between battles of a campaign, or exit to the game intro screen. •The automatic prompt to save a campaign game now comes just after clicking away the end-of-battle screen, not after loading the next battle. •Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause. •Camera zoom up to x20. •Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not the first waypoint. •An enemy unit will no longer remain "selected" in the game interface if it disappears from your units' view. •The game won't allow setting area targets that are a little too low for your gunners to see. •Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team". •Target orders given to a double-clicked HQ (which selects its formation) do not apply to reinforcements in that formation that have not yet arrived. •In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately plotting a move into a building. •The target cursor shows "Reverse Slope Target" instead of "Reverse Slope". •"Hint text" is not shown when there is a priority message (like reinforcement arrival) so they don't overwrite. 3D Graphics •Faster frame rates in large battles. •New blown-out building wall models. •Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC, and M16 rifle. •When walls of different types abut, the sides render correctly. •Foxholes are no longer darkened, so they won't give away infantry positions. •Columns of smoke look correct in internet/LAN games. •Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality option. •Light from moonrise appears more gradually. •Landmark text is more readable when it's positioned below the distant mountains but above the edge of the map. TO&E •New Syrian Mech Airborne Infantry Battalion formation. •Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery formation names. •Marine sniper teams carry more sniper-rifle ammo. •Syrian forward observers have binoculars. •M4A1 rifle renamed to M4. Quick Battles •Syrian forces always have a forward observer if artillery is available. •Troop Quality parameter has a greater effect on force size: low-quality forces are larger than before, and high-quality are smaller. •If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a Quick Battle won't import two copies of the objectives. Miscellaneous •Smoother internet play. •Fixed a bug that caused some newer sound cards not to use enough sound channels. •The effect of experience on spotting ability is increased. •It's slightly less easy to spot enemies who have just fired their weapons, especially antitank launchers. •Scenarios with big maps load faster. •Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Destroy, and all •Unit objectives are preserved. •IEDs can be detonated by nearby explosions. •Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spotted. •AT-10, AT-11, and AT-12 missiles have a 100m minimum range. •Elite mode allows friendly fire in dark conditions. •Trees are tougher to destroy, especially palm trees. •If a scenario author accidentally leaves an "empty" reinforcement group in a scenario, it won't generate an arrival message during the game. •Corrected some rare problems with LOS/LOF and buildings. •Marine Assault (aka SMAW) squad shows an antitank floating icon. NOTE: Saved turn-based games started in earlier versions of the game often won't work with v1.11 (though campaigns are OK if saved between battles). Please complete turn-based battles before upgrading to v1.11. NOTE: User "mods" made to the text string table or to hotkeys are not guaranteed to work with v1.11. v1.21 features Soldiers •Soldiers on rooftops receive better cover. •Speed difference between Fast and Quick moves is slightly increased. •Soldiers tire more quickly moving across difficult terrain or in very hot weather. •Split teams that are in close proximity but on different vehicles will not attempt to join. •Teams that rejoin will retain the target orders of one of the teams instead of erasing them all. •Buddy-aid will not pick up heavy weapons from a different Team. Vehicles •Passengers manning a vehicle weapon may use it even if the crew has bailed out. •Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of action. •Vehicles do a better job using alternate crew to replace MG gunners who become casualties. •Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available. •Refinements to vehicle damage from mines. •Added radio to UAZ vehicle. •Bradley IFVs and CFVs carry some 40mm grenades for their passengers. •Vehicles move more smoothly in PBEM and hotseat replay. Weapons •Times to set up SPG-9 and most ATGMs are reduced. •Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopped. •Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion. •Corrected a small problem where automatic weapons had a pause between the first and second rounds that was slightly longer than it should have been. •MGs on bipods are a bit more stable than before. •Corrected a rare instance where ATGMs could fly too low and hit the ground when they should not. Terrain •Roads are smoother when traversing rough ground or steep slopes. •Large rocks (flavor objects) are more of a deterrent to navigate over. •Flavor objects tilt to fit slopes when necessary. •Trees are less resistant to damage from heavy artillery. Artillery •Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders are now allowed to call in artillery from batteries at battalion level or below (e.g. light mortars). •Corrected some issues affecting artillery arrival time after target adjustment. •Corrected the display of artillery mission type in PBEM games. •Artillery battery and aircraft pilot voices use the correct nationality when they differ from that of the spotter. User Interface •Troops may be given simultaneous Hide and Face commands, but changing facing often requires a soldier to change position slightly, during which time he will not be "hiding". •When acquiring missiles from a vehicle, it is now possible to take the last missile without its reloadable launcher (e.g. Javelin). •"Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy units to be fully displayed to the player, but not additionally "known" to player's troops. Editor •AI Plan #0 can be deactivated in the editor provided at least one other plan is active. •In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2". •Corrected some small issues with elevation controls in the editor. Miscellaneous •Large saved games that take longer to load do not advance the game clock in the process of loading. •Corrected a slow framerate problem on the first PBEM turn. •Small bullets kick up a tiny bit of dirt and dust when they hit ground. •Computer-player air strikes aim at smaller areas, reducing friendly fire. •Corrected a problem where some ATGM teams would appear to leave their ATGM launcher temporarily behind when embarking on a vehicle. •Corrected a problem that caused the turn-based computer player sometimes not to dismount troops fully when instructed by the scenario AI plan. •Corrected a PBEM synchronization problem caused by saving and reloading the game. Marines Module Only •US Marines sometimes have M203 grenade launchers instead of M32, especially at lower Equipment Quality settings. •Added US Marine Mk11 sniper rifle (equivalent to Army M110). •The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear. British Module Only •Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British Infantry Rifle Company, when the equipment rating is good (otherwise they get a WMIK). •Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton. •Warrior has slower (hand-cranked) gun elevation. •Gunner in LMTV will use his personal night-vision gear when appropriate. •LMTV carries more passenger weapons and ammunition. •British Engineer Troop has 3 TUM ST vehicles, not 6. •Corrected a problem with a US IBCT soldier carrying a British rifle. v1.20 features Soldiers •Infantry on rooftops are easier to spot. •Soldiers will not move into or out of a building, nor up or down a level in a building to perform "buddy aid". •Demo charges will be used by the TacAI (automatically) against bunkers at very short range if no grenades are available. •Mine marking works properly. •Soldiers are pre-boarded onto their vehicles when first "deployed" in the editor, or in a Quick Battle. •Aiming time is slightly increased for targets roughly 50-200m distant. •Weapons teams won't recombine into a squad when their heavy weapons are lost. •Some new animations. •Forward observers are less likely to use their sidearms. •Fixed a problem that could cause troops to move across "missing" upper levels of destroyed buildings. •US M240 gunner does not ignore facing orders when using the bipod. •Doors to roofs of immediately adjacent buildings can be moved through correctly. •US Army specialist rank icon shown when appropriate (instead of corporal). Vehicles •Fire-on-the-move accuracy is improved for modern vehicles. •Vehicle crew morale suffers more when the vehicle receives internal damage. •Increased armor thickness of turret sides of Abrams tanks. •Night vision corrected for M1046 Humvee. •Fixed a bug that could cause a quick burst of unrealistically high rate of fire from a weapon mounted on a moving vehicle. •Vehicle crew "up top" as gunners or in open hatches have a more natural pose. •Vehicle crews may "bail out" in the setup phase. •Vehicle doors don't open too far. •Static tanks can change facing in the setup phase. •Vehicle radios are more easily damaged by external hits (i.e. on the antennae). •Fixed a "jittery gunner" problem related to vehicles using covered arcs. •Unbuttoned vehicle passengers, and passengers of unarmored vehicles are not overly vulnerable to explosions, especially mines. •Driver casualty is replaced by an able crewman (if available) in the BRDM-2 and MTVR. •Antipersonnel mines are not overly damaging to vehicles. •"Target Light" is active for BTR-60, BRDM 2. •Corrected a bug that caused vehicle-mounted autocannon to cause too much recoil. •Vehicle crews bailing out in turn-based replay animate correctly. •Fixed a problem with popping smoke from an LAV-C2. •T-55MV is less resistant to Javelin hits. •Explosion damage to vehicle tracks is calculated with improved precision. •These vehicles no longer automatically button up even when under heavy fire: MTVR trucks, Humvees, and pickup trucks. •M707 top hatch animates correctly. •Strykers carry more ammo for passengers. •Taxi holds 5 men, not 4. •Armed pickup trucks hold 4 men, not 3. Weapons •Slightly increased practical rates of fire (ROF) for "LMG"-type weapons: RPD, RPK, RPK-74, M249 SAW. •Mk19 and AGS grenade launchers have increased cyclic ROF, but practical ROF is largely unchanged. •Hand grenades can bounce a little on the ground before exploding and will occasionally airburst. •Lethality of large HEAT warheads vs. armored vehicles reduced slightly. •Coaxial MGs have increased max range of 1500m. •IED Mines are more likely to explode. •Artillery impact pattern is more oval-shaped, especially for low-trajectory weapons. •Rockets have slightly reduced shrapnel effects. •TOW launcher deploys correctly. •Heavy weapon "parts" (like a tripod) are not lost between battles in a campaign. •ATGMs aim better at hull-down vehicles. But they will still sometimes "hit the dirt" in front of a hull-down vehicle or miss just overhead. It is intentional for this to happen some of the time. •Helicopters launch weapons from higher elevations when required to engage a target in a valley. •Javelins orient properly during final descent. •When Javelins fail, it's not always at the same (very early) point in the launch sequence. •Small model fix for M16 with mounted M203. •Fixed a problem with small-arms accuracy at extremely close range. Computer Player •Computer player moves its troops faster in turn-based mode, to better match its behavior in real-time mode. •Computer player does not change unit facing in the setup phase (although it may change its position). •Computer player is smarter about how it faces troops when arriving at a "plan" destination. •When instructed to set up on the roof, the computer player will adhere fully to that instruction rather than also randomly placing a few units on the top floor. •Mines and IEDs pay attention to AI setup plans, except when it's "Group 1" (the default) and that group contains both mines and regular troops. This protects old scenarios from redeploying mines and mixing them in with positions of friendly troops. Fog of War •Muzzle flame, smoke and dust from enemy weapons, dust and exhaust from enemy vehicles, and shell casings are displayed only if the enemy unit is currently spotted by at least one of your soldiers. •"Camera shake" obeys Fog of War. User Interface •Special equipment icons display their names when under the mouse cursor. •Pop Smoke will not execute until any existing Face command is completed. This gives you more flexibility to "aim" defensive smoke, especially in turn-based mode, by preceding it with a Face command. •Floating icons briefly blink for friendly units that take casualties. •The icons of all group-selected units light up to make it more clear that they're ready to receive orders as a group. •New floating icons for sniper and grenade launcher teams. •Ammo bars include ammo already loaded into soldiers' weapons. •Ammo counts for heavy weapons update correctly in replay. •Abbreviated formation names in the chain-of-command display are more readable. •Soldier "types" displayed on the left side of the screen (in green, showing current actions) are more accurate for soldiers inside vehicles. •Artillery and Air Strike lines and circles look more distinct when selected. •Smoke launchers that have run out of ammo will be shown in gray in the vehicle systems damage list (in the same way that unloaded weapons are). •"CO" and "XO" text labels are replaced by "star" icons. •Coaxial MGs are listed as "Coax" in the vehicle systems list. •The "acquire" popup menu is better-organized. Campaign Game •When a campaign scenario is updated, you can "import" your current progress from a saved game into the new scenario. Steps: 1. Update CMSF to v1.20. 2. Using v1.20 or later, save your current campaign between battles - from the point just after you dismiss the end-of-battle screen. Importing will not work for saves made at any other point. 3. From the main intro screen, start a New Campaign, and select the updated version of the campaign you want to use. HOLD DOWN THE SHIFT KEY as you click the OK button. 4. Immediately an "import" screen will appear. You'll see your saved game here. Select it, click OK, and then things proceed as normal. The game does the best it can to match battle history and core units from your saved game to the new version of the campaign, but if the author has made major changes then this will be difficult, so the whole process of importing works best when updates to the campaign are relatively small ones. •(For campaign authors) Campaign scripts can specify a minimum and maximum overall campaign victory level in the entry for any battle that ends the campaign. Normally, to signal the end of a campaign, the [NEXT BATTLE IF WIN] and/or the [NEXT BATTLE IF LOSE] fields are left empty. However, any of the following list of keywords can optionally be entered there instead, signalling both the end of the campaign and either a minimum required overall campaign victory (if following [NEXT BATTLE IF WIN]) or a maximum allowed victory (if following [NEXT BATTLE IF LOSE]). This is most useful for "early ends" to campaigns where you want the final score to reflect the fact that the campaign ended early more than the success or failure of each battle along the way. Note that each keyword must start with an underscore. ◦ _total defeat ◦ _major defeat ◦ _tactical defeat ◦ _minor defeat ◦ _draw ◦ _minor victory ◦ _tactical victory ◦ _major victory ◦ _total victory Miscellaneous •Corrected various Quick Battle problems including an issue where the player would switch sides at game start. •"Dust" from explosions, gunfire, etc. tends to last longer before dissipating. •Syrian Unconventional forces add a Forward Observer Spy. •When you reload a campaign game that was saved between battles, you are given the chance to choose real-time or turn-based modes. •LOS from building to building is blocked at steep vertical angles. •Corrected a problem with setting elevations in the editor where "white" elevations could receive unpredictable values. •Enemy minefields and IEDs are displayed in end-game map review. •Scenario max time limit is 4 hours. •New brick building facade texture set. •ATGMs no longer have "rotation creep" after successive deployments in the editor. •Program startup is faster. British-Module Only •On-map mortars can area-fire at unseen locations a little beyond LOS-blocking obstacles provided the obstacles are not too tall. •Bulldogs and Warriors have IED-jamming ECM. •British FBCB2 is called VUDT. === Version 1.30 feature list -------------------------------------------------------------------------------- Combat Mission Shock Force v1.30 features/changes Soldiers o Teams and Squads can share ammo with other members of their immediate formation (usually their platoon). o Soldiers with movement orders will move before reloading their weapons. o Area fire orders are immediately canceled when any active member of the firing team/squad enters the target area. This allows for better room-clearing. o Troops have better discipline sticking to covered-arc orders. o New animations: idle, aiming, and reloading for ATGM gunners, and idle-prone for riflemen. o Soldiers won't fire grenade launchers at point-blank range. o Updated Syrian soldier model. o Corrected issues with some Syrian soldiers having wrong uniforms. o Operators of non-deployed man-portable AT-7 and AT-13 ATGMs won't stand up prematurely, and firing "from the shoulder" works properly. o Fixed a bug that occasionally caused fatigue too rapidly. o Troops are slightly less likely to use AT weapons versus infantry targets that are not in buildings. Artillery and Air Support o All-new Syrian air power: MiG-21, MiG-23, Su-17, Su-21, and Su-25 jets; Mi-24D Hind D and Mi-24P Hind F helicopters; AT-2 Swatter, AT-6 Spiral, AS-7 Kerry, and AS-10 Karen missiles. o When a support mission is activated, its estimated time of arrival continues to be updated in the Support View as time passes. Note that this is only an estimated time, and the actual arrival can come sooner or later. o "Light" artillery missions have slower rate of fire. o Corrected a bug that prevented a few types of blue-force weapons teams from calling in artillery. o When air support expends its ammo (marked "empty") it also displays "landed" rather than "busy". User Interface o Floating icons for units that are not capable of receiving commands (e.g. panicked, destroyed) are partly faded. o Team weapons that are not deployed, and cannot be fired in that state, show a "Not Deployed" message over the weapon silhouette. o More descriptive names are shown for ammunition types in common calibers, e.g. "7.62x54R" instead of simply, "7.62mm". o The morale state of Shaken is highlighted in red (like Panic) instead of yellow, since, like Panic, the unit is out of player control. o RPK and RPK-74 show the correct green and yellow icons. Vehicles o All BMP and BTR series vehicles have passenger firing ports. o BMP vehicles allow passengers to acquire much of their MG ammo. o Slight increase to Bradley vehicle armor. o Fixed a bug that could cause a BMP-2 gunner to reload for too long a time. o Vehicles create even less dust when driving in wet conditions. Weapons o On-map mortars will fire when given Target Light orders, but at a very slow rate of fire. o Accuracy of SPG-9 reduced slightly. o Antipersonnel mines modestly reduced in blast power. o Updated RPG-16 rocket model. o Updated M72 LAW model. Sound o New sound effects for collapsing buildings and walls. o Sounds for armor penetrations and ricochets by large projectiles are louder. Editor o Changing door/window layouts on the sides of buildings is easier in the editor 3D preview. When control-clicking buildings, for convenience, door configurations are skipped for upper levels without balconies, except when your camera view is inside the building. This makes it easier to set up "interior" walls between immediately adjacent buildings. o In the unit editor, when you rename a unit that is not a formation (e.g. squad, vehicle) the name change applies to that unit's leader, not the unit itself. Miscellaneous o Updated TO&E. o Fixed a PBEM bug that occasionally caused orders to be skipped. o Corrected a problem that could cause both players to set up in the same zones in a Quick Battle. o Computer player can set up mines and IEDs better. o Nonexplosive projectiles hitting dirt at night don't show "sparks". o Doodads (e.g. grass) are properly darkened when in shadow. Marines Module Only o Corrected a gun barrel alignment problem on the T-90 tank. British Module Only o Fixed a bug related to British Jackal/WMIK crews and their dismountable heavy weapons. o Scimitar is more likely to fire APFSDS than HE at a BMP. o Fixed a bug where a 51mm mortar gunner could switch to his rifle and abandon the mortar unnecessarily. Combat Mission: Shock Force v1.32 Patch July, 2011 BEFORE CONTINUING WITH THE INSTALL, PLEASE TAKE A MINUTE TO AT LEAST READ THE "EXTREMELY IMPORTANT" AND "IMPORTANT" MESSAGES BELOW! !!! EXTREMELY IMPORTANT! COMBAT MISSION SHOCK FORCE VERSION REQUIREMENT: This v1.32 Patch requires Combat Mission Shock Force updated to v1.31!! It does not matter where you purchased the game, or if you have any Modules installed or not. If you are playing CMSF v1.31 now, with or without any one of the modules or all of them, then you can install this patch. !!!IMPORTANT! PATCH INSTALLATION DIRECTORY REQUIREMENT: The v1.32 Patch needs to be installed in the same directory that currently contains your v1.31 full version. The Patch will attempt to automatically select the correct folder for you, but due to the number of different game versions out there, this check is not always 100% accurate. **Before installing, please make sure that the Installatin Path points to the correct folder, which contains your full version of CMSF v1.31!** !!! IMPORTANT! During installation, this patch will allow you to select which components of the game you would like to patch. Multiple choices are allowed, and you have to choose ALL the game components that you have currently installed for the patch to work correctly. The choices include: - CMSF (you select this if you have just the base game and no modules installed) - Marines Module (you select this if you have the Marines module) - British Forces Module (you select this if you have the British Forces module) - NATO Module (you select this if you have the NATO module) Example: if you have CMSF and all three modules, you would make sure that ALL FOUR options are CHECKED. Example Two: if you have CMSF and only the NATO module, and no other modules, you would make sure that the options for CMSF and NATO are CHECKED, and the options for Marines and British Forces are UNCHECKED If you make a mistake, simply re-run the patch and make sure to select the right components to update. PREVIOUS SAVE GAME COMPATIBILITY NOTE: NOTE: Save games from v1.31 ARE COMPATIBLE with v1.32, provided that you save your turn-based games in the COMMAND phase (not the replay phase) before upgrading to v1.32. COMPATIBILITY WITH MODS: Due to the potential of conflicts with pre v1.32 game Mods, we advise uninstalling any mods prior to installing this Game patch. Mod authors will need to updated their mods using the v1.32 strings.txt embedded into the new "Version 132.brz" file. NEW v1.32 GAME FEATURES This patch will update your core CMSF game and all modules to v1.32, which includes many enhancements and improvements. Below is a brief list of some of the new v1.32 game features. Combat Mission Shock Force v1.32 features * TO&E corrections. * Computer player is a bit more aggressive in moving on the attack. * Squads split into specialized teams and reallocate their grenades more intelligently. * In a campiagn, vehicles with decimated crews that don't refit won't be brought to the next battle with that decimated crew only to be immediately considered knocked out as a result. * In a campaign, heavy weapons teams will receive a new heavy weapon (if the previous one was lost) even if the force as a whole does not refit. * Camera movement and zooming keys are smoother. * Corrected a problem that gave too much much protection to soldiers on rooftops against airbursts. * Explosive power of minefields is toned down. * Marder IFVs carry a panzerfaust for passenger use. * In hotseat games, the arrival of reinforcements does not occur until after the next player has entered his password. * Assault moves work better. * Flashes of light, at night, look better. * Numerous small fixes. * Various stability improvements. BATTLEFRONT.COM INTERNET BROWSER COMMUNITY TOOLBAR: This new patch includes the optional install of a new, and we think, exciting tool. This tool seamlessly attaches to your internet browser (currently Microsoft Internet Explorer
  23. Are the explosion and smoke graphics being redone. In your video when the Bradley blows it looks different than what we have now. Or am I just seeing things?
  24. Sorry to resurrect this thread but was thinking about this the other night when trying to select my force for a QB. Is there any talk on implementing this?
  25. Medium size battles are not that hard to handle. I usually suggest to my opponent a 60-40 or 40-60 split of infantry to armor. That stops the mad tank rushes or waves of infantry. I find it gives a decent balance to games. Small and most Medium maps suck to play on as you do not have much room for maneuvers. Large maps tend to give problems with load times but offer room to actually conduct flanking moves. I started to think about suggesting to my opponents that the purchase of troop transport trucks be free. Not counted towards point allocation. But the drivers cannot be used to fight and have to retreat if damaged or destroyed. Solves running your troops across a large map. Also thought about allowing so many points towards recon units. AC's or jeeps. Say the first 5-7 minutes are recon moves and then you are allowed to move your main force. May stop the ME rushes to the middle of the map to occupy the OZ. Just some thoughts. You could also have someone pick your opposing forces for you. You could email me your picks and I could set up the QB with your forces and select an opposing force balanced towards yours. I could then save the file and send it back to you to play single player. Pretty sure that would work.
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