Golani
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Posts posted by Golani
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Alt T works fine here also.... maybe its a mac issue ?
Nope, using a windows here.
Looks like there's no tendency either way...
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Alt-T works for me mate
I know that's how it's suppose to work (and it does for CMBN) but for some reason it ain't happening for CMFI and now Gustav Line. Makes the game a lot more difficult to play...
Also I tried to find some permanent settings to override it but couldn't.
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I know this isn't the right place to post this- but that damn post count for opening a new thread...
Anyway, I can't seem to be able to toggle trees, which is rather essential for those Mediterranean maquis- anyone know how to solve it?
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God bless you two
Thanks.
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Hello everyone,
I recently bought and started playing Commonwealth, all is fine aside for one small, yet incredibly annoying thing- the objective markers (both floating words and base colors for objectives) are missing.
I'm not sure if it's me or is that just what the updated version does?
As a side note- I'm only using juju's tweaked UI mod.
Thanks for any help.
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I finally got around to doing a little testing on this one because of problems I ran into creating a scenario (orchards are important in Normandy).
The test was an orchard (single trees in a grid pattern) on dirt vs dense forest on heavy forest terrain. Flat elevation in both cases. What I found was that the orchard provided more concealment than the dense forest. Essentially, units in an orchard could easily get to within 30-40 meters without being spotted. Units in the dense forest were often spotted within 50-60 meters. A spotter looking down into an orchard from an elevated position could see nothing.
Differences in cover are hard to detect at those ranges, but it seemed like the orchard on dirt provided cover that was just as good as the dense forest. In fact, an orchard on dirt would provide a more realistic Hurtgen forest than the dense forest would.
I have been seeing this for some time, so I don't think it's a fluke of my test.
An orchard tree is usually significantly shorter then that of a forest, with it's foliage smack in the face of a standing average height man.
A forest tree will have a much longer (taller?) trunk to a point where it's foliage would usually be considerably above the average man.
In 9 out of 10 times, in real life, an orchard would provide better concealment then a full fledged forest.
As for observing from outside-in, again- due to the foliage if someone is looking into an orchard from a vantage point it's reasonable he won't see much, if he's lying flat on the ground at the same height as the orchard- he should be able to easily spot the bottom half of people inside.
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Downloaded both, thanks for the advice
Last chance for hats off to the designer of Devil's Descent and a request for more
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I want to open up with really giving respect to the designer, not only a fun campaign but a fantastic background work!
My question- is there any other campaign similar to it? I understand none would probably have such "designer notes" and COA choice, but I'm thinking of an infantry company level vs. infantry in a non-frustrating campaign.
Thanks!
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That'll give you the total of board weapon kills, which is not quite what I want.
Since I usually use at the very least 2 spotter teams (be them dedicated or HQ) per battle I'm interested of knowing how successful each team is.
Of course there's no vacuum, in game spotting is based solely on LOS, C2 and the likes and not on talent or luck, but it'll be interesting to know that detail (and I'm pretty sure it's not a big deal adding it up to the game).
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I'll skip the redundant part of how great the game is and skip right to the meat-
Spotters- why don't they get "credit" for kills?
When spotting for on board mortars the gunners get the credit, this is less of an issue since you can still keep track of the numbers through them (though it'd be nice to have both the spotters and the gunners share the 'credit')
But when dealing with off-map weapons one can't see the kill rate, since, well, it's off map....
It'd be a real nice (and simple?) addition to have in order to keep track of the success ratio and effectiveness of the spotters, as well as being more 'realistic', the spotters deserve just as much credit.
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Close Combat 2 in 1997.
Yes, I was 9 back then.
Darn, I discovered Close Combat only when 5 came out...
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Ain't alcohol free at casinos?
It's your fault the, should have drank 300$ worth of booze to cover up your losses.
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Not that it's unbuttoned per se, but standing up on the roof of a tank/AFV approaching a ridgeline or embankment is still the best for spotting while avoiding exposure of the vehicle. The need is less these days with UAVs and whatnot but not even a UAV can beat eyes on (especially when it's YOU who might die when a mistake is made). :cool:
edit: of course the speed should be quite low and the driver told to apply the brakes with care lest the commander rips off the helmet cables doing areal acrobatics.
1 word- thermals :cool:
It's better then your eyes, mostly
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I always order my tanks to unbutton for the added sighting advantage they recieve (Israeli tankers do this too.. at least they did in their heyday of the Arab-Israeli wars)...
There's simply no need for that today, most of the time...
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CMBO did not handle Beach Invasions
Hadn't played nearly as much CMBO as most of the people here, but I do vaguely remember a beach landing scenario, IIRC involving the Rangers.
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somewhat related. every time i've watched the market-garden episode of band of brothers, when the troopers warn the british tanker there's a german tank hiding just up the street behind a building. the tanker refuses to fire at the building which would have revealed the german tank because they were under orders not to cause unnecessary damage. tell me that didn't really happen. tell me he wouldn't risk his tank and the lives of his crew because he wasn't supposed to damage property...
Don't know if that truly happened but in this case it was not an order and there was no subordination, that was a force (XXX corps-Irish guards?) passing through another force.
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Is it poissible to fire a javelin from indoors then in CMSF? Or is that one thing the game kept "realistic"?
I never fired a Javelin but IIRC it has a "soft lunch" i.e it can be fired from inside a room with no problem (same for the SMAW)
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My usual rant is why Israel was not involved in one of the CMSF modules (I mean, seriously, we have the Marines assaulting from the North West, NATO from the North, the US Army from the east and the British from the South East, what are we missing? the South West border with Israel...) so I'd be keen to see something like that, although non of the IDF ammo (except for the GIL and TOW) exists in the game...
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Shouldn't this be SOP for most all mechanized units? If you have the asset, take it with you when you dismount.
By this logic they should take everything else too....they'll be quit bulky and slow wouldn't you say?
If it's needed- it's taken, if not- it's left behind.
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Don't rely on the circle graphic at all, CAS will engage targets far from it if they spot them. Even friendlies. It's much worse in CMA though, I remember one campaign mission where, in low-light conditions my defensive positions were rocketed to oblivion by Hinds when the circle ended some 250 meters away. It also depends on the quality of the spotter and the aircraft itself. No FLIR on those babies.
Try calling some archaic fast movers dropping dumb bombs with a Conscript DRA HQ team and watch where they end up.
250m is still danger close, mistakes will happen...
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Wow, if that is a statistical thing, like once in a blue moon a WIA recovers, that is a super feature that really makes taking care of the WIA mean something.
Or a bug
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Well I've either read in the manual or heard BFC say it can happen, and I've seen it happen. It wasn't what you said, a squad with 1 man left went to 2 men after the red WIA got treated by his squad mate, and he ended up yellow. I specifically remember this squad going from 1 man to 2 men, and it was no where near any combat.
I actually saw this happening right now (for the first time).
Divided a Marine Squad to 3 FTs, one team caught some fire before entering a building, one casualty, I got them inside the building and suppressed the threat, then sent them back out to treat the wounded- meanwhile I jumped to a different location to see another event and when I jumped back to see if they're done i saw the wounded guy on his feet and back in the team.
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Didn't Clint Eastwood once make a 'gritty war movie' that involved the invasion of Grenada? :eek:
"Heartbreak ridge".
The Invasion part was marginal, however the 2 battle scenes were based on actual events.
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There is a possibility of French stuff showing up in the final CM:BN Module, but definitely not until then. Same for pretty much anything "exotic".
Steve
IIRC it wasn't very exotic, the German 91st division in the peninsula had only, or mostly R35 and H39 and had enough of them to make them significant.
Abandoned tanks question
in Combat Mission Red Thunder
Posted
Don't know about WWII in general or the eastern front specifically, but its SOP in the IDF for an HQ tank crew to switch tanks with another crew if their tank became immobile or destroyed. There was a lot of that happening in '73.
It also only makes sense that if, for example, there are 2 tanks- tank 1 destroyed and crew bailed out and survived and tank 2 had its crew dismounted but killed, that crew 1 could mount and operate tank 2.
I also can't see why different crews can't operate a tank that had some of its crew members killed to a point where it is now immobile/unable to fire.
Non of the above is ideal by far, but not only is it good sense, its also done in combat (again, don't know about the east front, more about later years over here).