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Javolenus

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Everything posted by Javolenus

  1. Hi There, I'm running Windows XP SP3. I bought this game online from the BF website. When I ran the intall exe everything went fine until the Direct X installation - basically, Windows wouldn't allow the DirectX install and I got some error message (DirectX is already installed on my PC anyway). OK, so I cancelled the DirectX install and finished the game's installation wizard. But when I tried to launch the game for the first time, I got an error message about some file not being found. The message advised me to reinstall. Well, I did this and exactly the same stuff happened all over again. Can someone please advise? I'm feeling a bit jaded because a few days ago I also bought 'Down in Flames' and that won't work either. I'm now 70 dollars down - so it would be good to at least get ToW working. Thanks in advance for any help.
  2. As a post script, here's what my server.config file says: <servers> <server name="BFC" address="downinflamesgames.com" port="8080" default="false"/> </servers> But I can't log on. And if I edit the server.config file it always reverts back to the above.
  3. Hi There, I bought the full version of the game yesterday and cannot log on to the server. I tried editing the servers.config file as suggested above but it makes no difference - it just reverts to "false" and will not log on. I get a message saying the server cannot be found and advising me to check the server name. If I make the file "read only" then the game won't update and I get another error message. This game looks interesting but is infuriatingly hard to get started online - on the verge of giving up.
  4. Hi Guys, That's great - many thanks indeed for the advice, which I'll be sure to follow. For some reason I had a mental blank on this scenario but I can see the sense in the pointers given above. Thanks again - now to complete the scenario . . .
  5. Hi Guys, Have been doing well with the Brit campaign so far - at least for a newbie. But looking at Scenario 7 - the Police Station scenario - I just can't think of a viable plan. Looks like a suicide mission to me. And so, without asking for spoilers, I just wondered if anyone had any hints or ideas? I mean, the map is full of buildings, any of which could be hiding enemies. There's no decent LOS and if you task your Friendly Militiamen to move, chances are they'll get slotted - something you're tasked to avoid. As for the QRF - they've seemingly got to negotiate a series of defiles in order to get to the Police Station. Short of flattening the place with off-map fire missions, I'm just not sure how to proceed. The only other idea that occurs to me, is to ignore the bit about getting the QRF to the Police Station quickly in favour of establishing a solid base of fire at the corner of the map where the QRF enters. Then, work up to the Police Station house by house. But is that feasible? Would there be enough time? In previous scenarios I've been able to form a plan, but now I feel really stuck. I mean, you're supposed to achieve the scenario objectives without incurring casualties!
  6. I noticed this too - would be interested to hear more about the issue.
  7. Hi Phil, Yeah, I agree with these points. I did play one stand-alone scenario with US forces and was amazed at the difference in firepower. I returned to the Brits because I felt up for the challenge. I've been doing OK so far, but the 5th Scenario (airfield assault) left me wondering if life was meant to be that difficult! But you're totally right about studying the map - I've tended to rush in, and am guilty of not zooming-in close enough to appreciate some of the finer tactical points. And so, still plenty left to learn! I like the game a lot, though, and am not really used to tactical themes so much as strategic ones, so I'm still finding the game interesting and new. Shame the Brits don't get more Javelins - definitely my favourite toy.
  8. Hi Phil, Thanks for this. I can see that some of the above issues are realistic outcomes, and in any real situation luck plays a part - so no problems. My main concern was that the game was OK and not buggy. I'm still fairly new to the game and am playing the Brits coz, well, I am one! Seems to me that I may be guilty of not zooming in often enough, in order to to really appreciate the nuances of the map design/terrain. I'll rectify this. Meanwhile, that's a fair point about restarting the campaign post-patch - maybe I should do just that. Thanks again and all the best.
  9. Hi There, I installed version 1.21 and continued my Brit campaign (Scenario 5), playing 'Veteran' turn-based. I noticed a few things and was wondering if they were normal? I thought I'd make a post just to check. I'm still fairly new to the game, so it's entirely possible that it's me, not the game, but wanted to check. Here goes: 1. One of my vehicles was hit but the crew survived. They were armed with a grenade-launcher and the 'Deploy Weapon' button was available. But they had no ammo at all - not even for small arms. And so this unit could not operate at all. 2. I had real problems with LOS, even though the Scenario 5 map is fairly flat. What really got to me was that my C2 units were armed with mortars, but I couldn't use them as they could not get LOS - even at 400m across flat terrain. Once again, these units could not be used. 3. Some of my commands to move or assault were ignored. This would be understandable if my units were pinned or if they had a postive contact, but this happened when there were no positive contacts and no incoming fire. It took several turns to get troops to move, thus wasting time. 4. Although the Pop Smoke button was accessible, when I tried to use this feature, no smoke appeared ingame. I'm not sure if the AI 'saw' smoke or not, but from my viewpoint, I had Inf. units advancing without apparent cover. 5. I had a nest of enemy MGs causing trouble. I got my units within 300m and surrounded the enemy on 3 sides, but could not get LOS for long-range weapons (only small arms) - this was near the AA batteries, in open terrain. I called in both available Apaches and they both missed the MGs. I called the Apaches in again - same thing. Eventually, I overran the MGs, but this took several minutes and caused casualties. 6. I ordered 2 companies of Inf. to assault the two AA Battery trenches. Only one Coy obeyed, the other went to ground. Although the first Coy took both trenches, they suffered casualties. Byt his time, I was ordering WW1-style assaults because I couldn't effectively use modern weapons, for the reasons listed above. I could have done with a 'Fix Bayonets' button. Well, I'm not sure if this is the right place for this post, but just wanted to raise the issues. If the problem is my lack of understanding or skill, then fair enough, I'm happy to learn. But these issues puzzled me, so I thought I'd ask. Thanks in advance for help. I hadn't really noticed these issues before the recent patch. Just a final point: I think it's OK to be hampered by operational difficulties and systems failures - I guess it adds to the realism - and I'm not griping or complaining. I just wanted to make sure that these issues were not bugs or flaws. Just tyring to get my head round what's going on. Thanks again.
  10. Hi There, I recently installed the latest version (1.21) and resumed my Brit campaign (5th Scenario). But when I click the Pop Smoke button no smoke is actually visible ingame. Just to clarify: the Pop Smoke button is accessible, and I get a purple waypoint indicator on the battle map, but the smoke effect is not visible when previously it worked fine. I'm presuming that when I Pop Smoke the AI "sees" the smoke, even if I can't? Anyone else had this?
  11. Hi There, I was wondering if any modders out there could do something about the ingame clock? My problem with the clock is that, in night scenarios, I have real difficulty telling what the time is, and basically have to press my nose against the monitor. Not only are the clock numbers a bit small, but the colour is too dark for night scenarios. Could this be fixed by modding files? Just thought I'd ask. Fingers crossed - and many thanks in advance for help. Perhaps the clock could look like an LED or something? Just a thought.
  12. OBJECTIVE: Recce the Syrian airfiled and don't get caught. The place is due for a surprise attack a few hours later. TERRAIN: Dark patches of undergrowth offer possible concealment. Wherever possible, I'll try to HUNT along these patches of scrub. The airfiled is criss-crossed by roads - maybe they'll be patrolled, so best avoid if possible. NOTE: I feel that the main thing here is not to get caught. And so I don't set target arcs and I move all units on short HUNTs followed by HIDEs. SETUP: 2 Team enters at FRV 2 and makes for OP8; HQ enters at FRV 1 and makes for OPs 6/7; 1 Team enters at FRV 1 and makes for OP 1; 2 Section is split into A and B Team, which enter at FRV 3 and make for OP3. 2238: 2 Team spot Enemy vehicle, range 350m, and go to ground. HQ recces the minefield, heading for a point halfway between OPs 6 and 7. Meanwhile, OPs 1, 3 and 4 are reached. 2240: HQ now heads for OP6, as does 1 Team. 2 Section B Team heads for OP2. Units HUNT, using scrub for cover where possible. I set fairly short way-points followed by HIDE commands. The key thing here is patience. I'm concerned more with not getting caught, not sustaining casualties, than with heroics. 2245: 1 Team spots Enemy MG unit plus several other unclear contacts - the Toms go to ground. Meanwhile, HQ reaches OP 6 and HIDES. Shortly after, 2 Enemy vehicles appear on the road near OP 6. Both vehicles pass within metres of HQ (SM MacClachlan) but contact is avoided. Nevertheless, HQ goes to ground. 2250: Now only 2 Section (A and B Teams) active - other units risk compromise and so freeze. 2 Section B Team makes for OP 2 but spots an Enemy vehicle and goes to ground. A Team nearly stumbles into an Enemy MG post - again, the soldiers freeze and go to ground. At this point, all my units risk compromise if they move, and so they stay put and sweat it out. RESULT: Minor Victory with 346 points. We had no casualties. According to next briefing, the recce was a success and useful info was gained. The attack will go in as planned with, it would appear, the element of surprise still in tact. NOTE: the scenario AAR gave Enemy casualties as 1 KIA, 3 WIA and 1 MIA. But at the time I was unaware that any of units was compromised - heard no weapons firing. Also, the next mission briefing hailed the recce as a success and made it sound as if the coming assault would still be a surprise attack. Just thought I'd mention this.
  13. PARAMETERS: Turn-based, 'Veteran'. 3RD BRIT SCENARIO AAR OBJECTIVES: Ocuppy the Crossroads, Bridge 1 and Bridge 2 in that order. TERRAIN: All three objectives are commanded by low hills. These features are crucial: 1. The reverse slopes offer cover. 2. The slopes offer good firing positions and LOS. 3. The peaks offer good OPs for spotters. Each of these features must be secured before mission objectives can be accomplished and held. SET UP: I divide my force into two groups of equal strength: Gp 1 will operate East to West, advancing a little towards the Crossroads and suppressing Enemy units there, as well as those presumed to be sheltering behind the western hills. Gp 2 will operate South to North, advancing to secure the range of hills lying NW of the start line, on our right flank. PLAN: GP 1 will suppress then clear Enemy units lying to the West, making sure to secure the western heights as well as the Crossroads. Gp 2 will secure the NW heights commanding both the Crossroads and Bridge 1, setting up a base of fire and OP. Once the Crossroads is secure, Gp 1's line of operation will switch South to North. Enemy units defending the bridges will be suppressed and cleared. The heights commanding the approaches to Bridge 1 will be secured as a base of fire and OP. When local dominance is established, a fast assault on both bridges is envisaged. 1700: Operations begin. Enemy units are concentrated on the Crossroads and on the reverse slopes of heights. 1705: Gp 1 halt 300m from Crossroads and pour in suppressive fire. Gp 2 advance on the NW heights and engage enemy units on the reverse slope. We take casualties and a Challenger (Cpl Templeton) is immobilised while breasting the ridge, but its gun remains in action. Enemy units destroyed and a counter-attack is repelled. 1710: Gp 1 remain in line formation, blasting the Crossroads. Gp 2 set up C2, AT and Spotter teams on NW heights. Cpl Templeton's stranded Challenger adds muscle to this base of fire. Remaining vehicles shelter on reverse slopes. 1715: Group 1 splits in two: Challengers advance on western hills, AVs advance on Crossroads. The Challengers advance using western hills as cover. On arrival, they split into two groups and work around both sides of hill to engage enemy units sheltering behind. Meanwhile, the AVs speed onto the Crossroads and mop up Enemy resistance. Gp 2 repel several Enemy sorties, the Javelin teams destroying Enemy vehicles at will. As soon as situation stabilises, AVs plus mounted Inf. skirt round base of hill and, using high ground as cover, begin a flank march against Bridge 1. 1720: Enemy units on the Crossroads and the western edge of the battle zone neutralised. And so Gp 1 occupies Crossroads and forms up to suppress Enemy units defending Bridge 1. Meanwhile, the Gp 2 assault force secures the heights commanding Bridge 1 and sets up a base of fire and OP. We now dominate the whole battle zone and Enemy units are easily destroyed as they deploy. 1725: Forward elements of both Gp 1 and Gp 2 converge on Bridge 1 and occupy it. Enemy sorties are smashed by heavy armour and AT units. Bridge 2 is undefended, so AVs advance rapidly to occupy, covered by remaining forces. RESULT: total victory - 1000 points. Our losses: 3 KIA, 4 WIA, 1 MIA, 1 AV. Enemy losses: 152 KIA, 76 WIA, 52 MIA, 9 Tanks, 31 AVs.
  14. 2ND BRIT SCENARION - AAR Objective: Occupy 'Cyrus' and Touch 'Orontas' by 11.30 a.m. with as few casulaties as possible. Terrain Features: 'Orontas' - a roadside station probably occupied by the Enemy; 'Cyrus' - entrenched Enemy position protected by heavy weapons; Dry Lake Bed; Jabal at Tanf Hill; an unnamed low ridge running North from the Hill and offering some meagre cover. Plan: At the start of the scenario, I feel my forces are too weak to achieve even a probe along the road to 'Orontas'. The idea is to await reinforcements, then set up a base of fire and OP on Jabal at Tanf Hill and see what happens. 1030: Dismount Inf. and units fan out in a broad semi-circle. Idea is to 'go firm' and await reinforcements. 1040: My Javelin team (1 Det. under Cpl O'Brien) spot an enemy tank at 'Orontas' and take it out with little fuss. Reinforcements arrive and they are filtered North to the Hill, using the reverse slope as cover. C2 units occupy the buildings there. Vague Enemy movements are discerned to the far West. It seems they are moving in a northerly direction to defend the perimeter of the Dry Lake Bed. 1050: Enemy units continue to concentrate on the edge of the Dry Lake Bed. Left to our own devices, we probe North from the Hill, using the reverse slope of the low ridge as cover. The technique is: Inf. dismount and move behind vehicles. Vehicles advance by 'leap-frogging', cautiously advancing by turns. Heavy MGs and a tank are spotted on 'Cyrus'. The tank is attacked by an AT team, causing it to retire. As soon as off-map gunnery is available, this tank is taken out. 1100: Units continue to advance North with caution. As Enemy is moving North, so we are attempting to outflank him, covered by the low ridge. As the Enemy concentrates, our off-map gunnery will take a heavier toll - and so we let him complete his movements. 1110: Air support and off-map gunnery is called in to pound the perimeter of the Dry Lake Bed, as well as 'Cyrus'. Our flanking maoeuvre is almost complete. Very few postive Enemy contacts - lots of Question Marks. 1120: Fire Missions continue as our units swing West, advancing very cautiously almost up to the brow of the low ridge. Units are now flanking 'Cyrus'. 1125: Fire Missions are cancelled as time is running out. Vehicles execute a fast general advance over the ridge and into the Enemy's flank. Inf. advance in support under cover of smoke. Now most Enemy positions are revealed and quickly suppressed. A recce party storms 'Orontas', taking out Enemy RPG units. 1130: Vehicles now move onto 'Cyrus' as Enemy resistance crumbles. Infantry are advancing to occupy 'Cyrus' when time limit is reached. Result: Tactical Victory. Points: 587. 'Orontas' successfully touched. But 'Cyrus' not occupied. Also, we had a negative result on Enemy casualties. That said, we accounted for 82 Enemy KIA, 23 WIA, 31 MIA and we knocked out two tanks. Our own casualties were 1 KIA, 2 WIA, 2 vehicles lost.
  15. Many thanks indeed for this - yes, I now see that using Instant Commands would help me a lot. That's really useful info and I'll certainly apply it. Thanks again and all the best. And a general Thumbs Up for the forum - I've had a great deal of help over the past few weeks - much appreciated.
  16. Thanks Apocal - that's neat. Needless to say, I never even thought of zooming out to select all units! OK, now I know, and will do the same - thanks, you helped me out again.
  17. Yeah, I really like Sergei's compass - well done. I actually tried to unpack the game files in order to see if I could mod the clock - for me, the numbers are too small and/or too dark. Would prefer a brighter clock - maybe one that looks like an LED readout. But although I managed to unpack the files I had no idea what to do next and so gave up! Meanwhile, another thought occurred to me about an improvement, but I don't know if it's possible (I already mentioned ingame automatic casualty stats, map refs for big maps etc). I wondered if a General Clear Target button could be added to the GUI? That is, a button you could select to order all units to Clear Target - could save a lot of mouse clicks. Thanks again, Sergei.
  18. Hi Tyrspawn, Just read your excellent reply. There is much to digest and I'll read it through again later. But basically just wanted to thank you for taking the time to share this info - a massive help and much appreciated. That's a good tip re. the Javelin! But all this info is good - many thanks again. I just signed off the 1st Brit mission and posted an AAR. Having read this post, I now feel better equipped to deal with the next scenario.
  19. Hi There, I played through the first Brit scenario four times now and have finally signed it off. Just for the record, I scored fewer points each time I played! I'm new to the game and play turn-based on 'Veteran'. Each time, the scenario played out differently regarding enemy dispositions and actions. I wanted to thank everyone who's helped me with info and advice - much appreciated. Anyway, here's my newbie, and pretty non-military, first attempt at an AAR: Main Objective: To secure the Enemy compound with as few casualties as possible. Terrain Features: Pre-mission intel has already identified certain buildings - BARRACKS, PREFABS, and so on. But other significant features have since been spotted. The Centre of the compound is dominated by a 2-storey strutcure comprising two connected buildings, designated CROWN & ANCHOR. On the Left Flank, 3 buildings mask the BARRACKS - the one on the left is designated MARY, the one on the right, MUNGO, and the small one in rear, MIDGE. Plan: Hold Phase Line Alpha and the BORDER POST. Pour in suppressive fire to pin the Enemy, while assault teams secure buildings on the Right, Centre and Left - in that order. The BARRACKS and the PREFABS will be avoided and dealt with by off-map Fire Missions. In general, suppressive fire to be delivered from at least 500m and main weapons to be reserved for positive contacts. Efforts must be made to conserve ammo. 0355: Approach Left Flank: 3 Scimitars advance QUICK to PHASE LINE ALPHA (PLA) and TARGET LIGHT the BORDER POST. Right Flank: 3 Scimitars + Guided Weapon Trp advance QUICK beyond PLA and TARGET LIGHT the BORDER POST. Centre: 2 Scimitars + 2 Support Troops MOVE and TARGET on BORDER POST. 0400: Phase Line Alpha Left Flank: PLA reached without incident. Suppressive fire switched to buildings in front. Right Flank: Vehicles halt beyond PLA to suppress STORES and CHECKPOINT. Centre: Objective reached without incident. BP cleared of enemy units. 0405: Consolidation Left Flank: Stable. Suppressive fire continues. Right Flank: Stable. Suppressive fire continues. Support Troops prepare to assault STORES. Rear: Reinforcements arrive. C2 units to occupy BP. Support Troops to bolster effort on right flank. 0410: Right Flank Secured Left Flank and Centre stable. Action intensifies on Right Flank: 1. STORES assaulted and occupied by 2 Team (Cpl Mason) and 3 Team (Cpl Mcinroy) - vehicles POP SMOKE, soldiers ACQUIRE ammo, dismount QUICK to TARGET buildings before entering and HIDING. 2. CHECKPOINT assaulted and occupied by 1 Team (Cpl Vandersleen) and Guided Weapon Trp. Once secure, a spotter (Capt. Ridley, 33 FOO) and AT Team take position on roof. 3. Enemy action takes out 2 vehicles. Survivors bail out and are recovered. 4. Remaining 2 Scimitars take post beyond CHECKPOINT and suppress PREFABS. 0415: Reinforcements Situation stable. Reinforcements arrive - Engineers plus Supports. Now two assault teams are formed, each comprising Engineers, Infantry, C2, etc. First team advances to shelter on 'blind side' of first STORES building - task is to assault and occupy CROWN & ANCHOR. Second team assembles on Left Flank at PLA - task is to assault and occupy MARY, MUNGO and MIDGE. 0420: Centre Before assaulting CROWN & ANCHOR, troops under Capt. Wright take possession of low building left of STORES. More units sent to bolster first assault team assembling at STORES. Troops and vehicles now established in centre and able to pour flanking fire into MARY, MUNGO and MIDGE. Fire Support is now available and Ridley calls missions on BARRACKS and PREFABS. 0430: Centre Secured Centre: Assault on CROWN & ANCHOR goes in under cover of smoke. Buildings cleared by 5 Section, led by Cpl Findlater. Enemy units evicted and 5 Section reinforced. Now Centre is secured with reasonable LOS across compound. Also, soldiers can now pour fire into MARY, MUNGO and MIDGE from front, flank and rear. Now off-map fire suppresses BARRACKS and PREFABS. 0435: Left Flank secured MARY, MUNGO and MIDGE now assaulted: 1. 4 Section (Cpl Buchanan) occupies MARY. 2. 1 Team Fd Trp (Sgt Maj. Macsporran [sic]) occupies MUNGO. 3. 3 Section (Cpl Doak) occupies MIDGE after taking a casualty in firefight. 0440: Mission Completed At this point, with objectives taken, flanks and centre secure, and fire missions levelling both the BARRACKS and PREFABS, the mission is complete. A 'Tactical Victory'. Losses: 1 KIA, 4 WIA, 2 Vehicles. Enemy casualties are considerable with scores killed, wounded and missing. But we failed to touch or preserve the Document Store. We also had a 'Target Failure'. Points awarded: 555.
  20. Yes, I second that - excellent job. Have installed and it looks great. Many thanks indeed.
  21. Hi Pandur, And many thanks for this. I really appreciate this good advice. Thanks for taking time to address these issues - very much appreciated. Thanks also for commenting on Stock/User Scenarios - that's exactly the kind of info I was after. Thanks again.
  22. That's a useful link, Geroge MC, many thanks - I'll certainly be checking out those manuals. Thanks again and all the best.
  23. Wow, that's impressively fast work, Sergei! Many thanks indeed - look forward to seeing your work in the repository! Excellent!
  24. Hi George MC, Many thanks for this - that does throw light on things and explains why the AI seems to react differently in repeats of the same scenario. In fact, that's good. Now all I need to do is improve my performance by hard work! Thanks again.
  25. Hi There, I'm fairly new to CMSF - been playing a couple of weeks. Great game. Basically, I want to learn some 'military tact' and apply it ingame, just to see how I shape up. As I've been playing the game and checking the forum, my knowledge has been gradually increasing. Have also read a few extracts from field manuals, which have helped. I now feel that, in a minor way, my knowledge has increased a bit - at least for a complete novice. And so I keep returning to the first Brit scenario, in order to measure my progress. But here's the thing: each time I play the scenario my score gets worse! I started out as a rank beginner playing on Veteran and got a Major Victory with 2 KIA and a few wounded. Since then, I've gradually slipped to a Tactical Victory with 13 KIA! Maybe, in the first place, it was just 'Beginner's Luck'? Maybe I haven't actually learned much after all? Or maybe the scenario plays differently each time? And so, I just wondered how the scenarios actually work? Do they play differently each time or not? Also, on a broader point, I'd like to ask experienced players: are modded scenarios generally more difficult than the vanilla campaign scenarios? What general comparisons, if any, could be made here? Thanks in advance for replies.
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