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ArgusEye

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Posts posted by ArgusEye

  1. I like to dabble in making operations. I make the maps from original area maps. My most recent endeavour is an Adriatic coast pursuit: the Germans are falling back from the Ceasar line to the Gothic line, and the Brits (because we don't have Indian) try to overtake them. German delaying action goodness versus British armour-plated awesome.

    The hills are posing a problem, however. They are sufficiently steep to bring the tanks and other vehicles to a complete stop. Making hairpin turns doesn't seem to alleviate the problem. I've traveled in the region, and I didn't find the hills such a problem IRL. Can I ameliorate the problem somehow? Does anyone have tips?

  2. I'm building a nice large town in the Scenario Builder for an operation. The work so far is proceeding nicely, but one thing is really obnoxious: some of the buildings that I place, and are shown on the map editor do not show up in the 3D view. Is this a bug? Is there a limit to the amount of buildings I can put on the map?

  3. I'm not really looking to ban anything. As German I always buy FlaK anyway, since it is quite decent at dealing with light armour, infantry and the occasional plane, whilst being hard to detect.

    Apart from any discussions about over/undermodeled units, does anyone know what the AI uses to decide to pull the trigger after it's spotted, targeted and slewed the gun around?

  4. Thanks for all the replies, this is a very lively forum for a game that is so old.

    The problem is not that my tanks won't target. Even if I don't manually assign targets I get red target lines from the AI. My guys spot the target, proceed to set up an attack, but never pull the trigger. This is a problem that surfaces intermittently, mainly with vehicles, and on both sides. It doesn't seem to have much to do with troop quality, either. I'm puzzled. Human opponents suffer this too sometimes, but I've never seen the AI hesitate.

    As for scared tanks, I've had Tigers do it too, so I don't think it's exclusively Soviet. I have the impression that Soviets do it more often, but this could be because I have many more tanks when I play Soviet.

    I don't mind my opponent keyholing his StuGs. It's only common sense. I do think the StuGs get some lucky breaks in the modeling, but they suffer disproportionally from the sucky vehicle turn modeling, so if I can exploit that I'll just hope that they cancel out.

    I don't like buying air strikes. Suddenly the Hand of God strikes down the opposing armies without any control or merit to me. No fun, and too strong if you ask me.

  5. Hi everyone, I'm new to the forum, but I've been playing CMBB and CMAK for more than a year off and on. I figured out a lot of quirks about the game, but some things still puzzle me. Chief among these: what makes my troops and tanks hesitate so often?

    For instance:

    I play Soviet. An elevation is flanked by forest on both sides, and the Germans have a vehicle there. It is listed as a PzIII?, but it shoots like a much bigger vehicle. I send some infantry to get a better ID, and it turns out to be a StuGIIIF/8. There's no way I'll kill it through the front, so I decide to send a veteran T34 around the back. It does a fast move (obliterating 2 HMGs in the process, yay!) and pops up 100 meters straight behind the StuG before being spotted. The AI places a target line into the exhaust pipes of the StuG, and I wait for the shot. The StuG starts turning in place. My T34 doesn't dip its barrel. It's not reloading, it's just standing there. The minute ends with the StuG turned three quarters of the way.

    I maneuver two of my other T34s into firing positions from the opposite direction, just to be sure. The next minute has my flanking T34 still not firing, and the StuG kills it with one shot.

    My other two T34s then get target lines into the back of the StuG. One of the two suddenly shifts fire onto a mortar in the distance, the other (regular) keeps its target, but doesn't fire. The StuG starts turning in place again. The T34 suddenly starts doing the dance of death, and doesn't fire at all. The StuG proceeds to immobilize the dancer and kills the one shooting at the mortar.

    I've had the same thing with a SIG33B that popped up in an ideal firing position behind a field gun, but didn't fire and got killed. Flame thrower troops sometimes refuse to fire for no apparent reason. I don't get what I'm doing wrong.

    How do I get my little virtual men to fire?

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