Jump to content

glilley

Members
  • Content Count

    20
  • Joined

  • Last visited

About glilley

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. SOLVED!! Alas (sigh), Sgt. Squarehead when I went back and looked at my Huge supposedly clean map that I cut down I found group15 still had movement orders still painted. Weird thing is that group 13, 14 and 16 had no orders, so when I got to 13 & 14 when I was cleaning up first time, I quit looking. Probably have this same issue with the few other maps that have this problem, so it means I'll have to click through all 16 groups just in case! Deleted my small map and made a new one from my "now" clean huge map and after doing the required work (setup zones, objectives, plan/orde
  2. MOS:96B2P -I will test that out, making the painted areas larger and see if that makes a diff. Sgt.Squarehead - No, all the painted zones were removed before I cut the map down.
  3. Oh yeah - the yellow setup area is usually same size as the setup zone I make in the Map menu. But now it occurs to me that you are asking about the size of the areas associated with Order 2, Order 3, etc., (i.e. not where I first set the units up but where they are moving to). Is that correct?
  4. Playing CMFB 4.0. A little background first. Like to make my own tiny and small maps from large and huge maps so I have more map options in QBs. I do this by putting the map file in another folder I call Working Maps. I then remove all terrain/unit objectives, parameters, setup zones, units selected (if any). For the AI, of the 5 plans I will make 2-5 Not Used and plan-1 Used Frequently. Within plan-1 I will go through groups 1-16 and remove all orders and setup from map then remove all supporting fires. I then save the map with "*-Clean" so I know I've cleaned it up. This basically gives me
  5. Bulletpoint - I have observed this for some time, not only in CMFB but also in CMRT. In my CMFB I have roughly 3 dozen or more Tiny maps for Ardennes area in Dec 44 that are either setup as Axis assault, attack or probe but the same 6-8 keep on being pulled when I let the game grab a map. Don't know what the long pole in the tent is on this issue.
  6. Playing CM Final Blitzkrieg, ver 4.0. Between what the game provides for Tiny battles and what I have created for Tiny battles, I have approx 2 dozen or more Tiny maps in QB folder that are not Meeting Engagement and are Ardennes region/December for the Month. The maps I have created come from existing Small, Medium or Large/Huge maps. When I create a Tiny QB and select one of the maps I have created, they work just fine BUT when I let the game choose the map, it seems as if game is only using 6-8 of the Tiny maps for the Region and Month I have selected. I have fired up, one after another,
  7. This was a day battle, light haze, smoke is on but no smoke was being generated on the battlefield, the axis and allied armor were both in open terrain with trees turned on, axis tank cmdr was opened up. This has only happened a hand full of times but I should see the russians coming a mile away in the relatively open terrain but should absolutely see them when they pass right in front of me, crushing a fence.
  8. Playing CMRT 1.03- no mods. A few QB games I have played as Axis (one recently last night), mid day game time, appear to have Allied armor using a cloaking system!! I have Allied armor passing within 10-15 meters of an Axis tank with a clear LOS out to horizon and the Axis tank never spots it or his buds coming up behind. I can tell they are passing that close as I watch the fence line disappear next to the Axis unit. Only when I have an infantry unit Hunt or Assault to the suspected location of the Allied armor does it appear; or, if its that close sometimes I can fire and light it up and the
  9. Thanks a ton folks! This will help tremendously.
  10. Am currently playing CMRT v1.03 on Win XP SP3 with no issues. I meet all the minimum and almost all the recommended system requirements for Upgrade 4 except for the operating system. Before I plunk down $10 and try it, is anyone playing Upgrade 4 on Win XP?
  11. Is there an AI tutorial that does a step-by-step? I have downloaded several maps that are empty of any setup zones, units, terrain or unit objectives and AI. Since I usually play the Germans and use quick battles, setting these maps up for Axis probe/attack/assault works great since all I have to do is 1. create setup zones for both sides 2. give the Russians a terrain objective with points and a name, holding most of terrain where they are set up, then do the same for Germans 3. for Russians, paint a couple of different AI plans for setup in the setup zone (so they don't always come fro
  12. Thanks for reply Joe - I will look at that. Forgot about the AI. Gene
  13. I have all these medium, large and huge size CMRT scenario maps that I can mod to make more QB maps. I know you can just drop a scenario map into the Quick Battle folder and it will be used to support QBs, but I know I can get, say, 4-5 tiny-small maps out of one huge map. After I have removed setup zones and terrain objectives I believe that, at a minimum, the only things needed to turn a modified scenario map into a QB map is to add new setup zones and terrain objectives for each side and this seems to work fine. Are there any other items that I am missing? I ask because I modded one map lik
  14. I remember in CMX1 games and in CMSF when setting up a quick battle you can control the quality of the troops for either or both sides (conscript, green, regular, etc...) or let system randomly choose. In CMRT I cannot seem to find a way to do that unless I go in and manually choose the forces and set their quality. I have read the the CM Engine Manual 3.01 and it not addressed except in instance where you manually choose your force composition but I could have missed it. 1. Is there a way in QB setup to designate force quality for either or both sides while letting system randomly choose eve
×
×
  • Create New...