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mjkerner

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Everything posted by mjkerner

  1. I'm about ready to take back what I said aboutr digital download. I need a new activation key because I don't have internet connection and must install manually. So I used the code the installer gave me and submitted a ticket about 5 hours ago to get a new activation key, and haven't heard a peep from BFC yet. I know the Helpdesk has to be swamped, but does it actually take a help desk person to email the key? I have to catch a ride home in a few minutes so won't get to the internet until tomorrow. Another night without CW! This is a flukey situation, (lost connection for a few days) but the digital download isn't helping me any at this point. Rant over. There's probably a long line of tickets.
  2. +1. Same here...and I don't recall seeing a separate patch last night, but then I didn't have much time and was pretty beat when I got to downloading and installing.
  3. Yes, I am definitely a believer in your digital distribution, Martin. I'm back at work downloading the installer now...4 minutes left, then back to the house and...Oh Joy!
  4. Never mind...I won't be installing it on another comp...only downloading. Thanks again, Schrullencraft.
  5. Wow, that was quick! Thanks Schrullenhaft! But will there be a problem if the user privileges in Windows is different...especially if I have to use my work computer?
  6. ...and load it on a zip drive (64 gig) and then load it onto my comp at home? Forgive the stupid question, but my home PC lost Internet connection and I won't be getting it back until Thursday or Friday. I pre-ordered the CW download+CD and so have the notice email, have my password and all other secret handshake stuff. But because you can only have so many downloads on a particular computer or some such restriction, can I pop over to my buddy's house and download it there and pop it onto a zip, etc? Reading the posts about it is killing me!
  7. CMBN was released sometime around 5:00-6:00 pm, Central Time in the US, IRRC, because it happened while I was on my way home after work. Matter of fact, I didn't bother to even check until just before bedtime, since I had figured they wouldn't release it in the evening. Makes no difference to me, though, since I am still without home IT service for the time being.
  8. usgubgub, Well, since no one else has commented, I'll take a stab at it. Bear in mind there are many others who are real pros at this, and the following information is from trial and error, reading the manual, as well as some very good discussions here and on the CMSF Forum. (Hint: The search engine won't search just for "ai" because of too few characters, so try "ai plans" "ai groups", etc.) Also, I haven't taken notes as I putz with the editor, and the game isn't handy atm, which means I'm relying on my memory...not necessarily a good thing for you! On the other hand, these comments will actually be those notes that I didn't write down before! Be careful to paint the map zone so that it doesn't bleed over the hedgerow/wall. This also brings up how big should the zone be? Big enough to fit all the units/subunits in the AI Group comfortably...not too tight, not too big. Experiment until you find what works for the various size units. For example, 10-12 Action Squares wide by 2 or 3 deep generally seems to be about right for me for a German platoon in an "average" advance to contact. The Tac AI should face the troops (eventually, anyway) in the direction of the main threat. It generally faces them in the direction of the move, so to get them to face left/right of the axis of advance...time + threats? Movement Orders deal with movement types and Stance Orders deal with fire discipline(or lack thereof)--for the most part, that is--when the AI is executing the Order while moving to the next Map Zone. You can find this out by testing on a plain map (I use the default "New" scenario map in the editor.) I end up using Assault and Max Assault Map Orders alot when I want the AI to come at me, since they order the AI truppen to use Assualt and Quick Command moves mostly (more Quicks used in the Assault Order, more Assault moves in the Max Assault Order). These Map Orders do also use the Slow Command, and probably others, in order to keep the group together, but the two mentioned are used the most in those two Orders. I assume "Advance" uses more Quick and Fast Commands, with "Dash" obviously using more Fast Commands. Cautious, Normal, Ambush, Active and (another one???) Map Orders deal with when and how often the Group will stop to fire at threats before moving on or going to ground. From firing away at anything to firing little or not at all. Depends on what you expect them to encounter while executing the Order. Probably, but see above. If you want them to stay put and are not going to have them move for the remainder of the game, start them hiding, then whatever time you want them to start "Ambush at 75", set the Leave After accordingly (say, 5 Minutes), "Add" Order 2, paint the Map Zone in the same place as the original Set-up Zone, and set the Stance Order. Not sure. See above. I am pretty sure that they don't move without orders. When they arrive, they will begin to execute their Map Orders, even if behind schedule. If ahead of scheduled Map Order, they should sit until the time is triggered. As to getting off-schedule because of the variable entrance time, it's really not any different than the battlefield delays and schedule muck-ups that will occur due to the enemy. I don't know of any way to script the time, except of course to have the assets come on as reinforcements. FO's would be good to allow for Officer casualties and to just increase the chances that some AI troop has eyes on the prize to start hitting the Human Player with arty. One of many reasons we need a lot more AI groups. I have never used Armored Infantry in a homeade scenario, at least not mounted. But you would want to use the "Dismount/No Dismount" option in the Stance Order when appropriate. I assume Tac AI puts the vehicle in as safe a place as possible after dismount, but just don'yt know. Sure. Another reason we need a lot more AI groups. Depending on your palcement of the AI troops, and how you paint the Map Zones, it is indeed possible and practical. I feel your pain. The Editor and Tac AI is a really marvelous tool. You can really work some wonders with it, but I would like to see the following changes: 1. ability to cut and paste maps into the Map area. 2. Triggers 3. More than anything, even Triggers, is alot more AI groups. Oh, I already mentioned that we need a lot more AI groups? Then I won't mention again how much we need a lot more AI groups. I have some tips I've picked up but have to go for the moment. Back later. Cheers!
  9. Michael, I have drafted, edited, reviewed, analyzed, and negotiated construction and procurement contracts for a living the past 27 years, and occasionally edited and drafted legislation to boot. I just can't bring myself to proof as frequently on my time off. Especially when our cats want to swarm in my lap and swat my fingers as I type!
  10. Damn it to hell! Yes, "doubt", not "don't". I have to start proofing everything I type on this thing! Also a possible caveat...I do paint the red and blue set up zones when I am in the Map section of the editor, because I seem to recall that there might be a problem with reinforcements or even with troops that start on map having their orders mucked up without a painted red/blue set up zone. It's when I'm in the AI section that I don't paint them in.
  11. This happens when the scenario author paints a yellow set up zone in the AI...the AI repositions seemingly everything from what you laboriously set up. When I make my own scenarios, I never paint a yellow set up zone for either side anymore. Things stay put that way. So I suppose you could go into the editor and remove the painted setup zones before you start the game. I don't if a poem would act any differently, though.
  12. Hi Myles, no, I didn't do any of those. I did do the armor crews for all the armor divisions, but not the infantry...I got burned out on doing these and the Herman Goering Division uniforms. But, I can use just the generic armored service patch...w/o a unit designation...and put it on the infantry uniforms if you'd like. That way I'd only have to do 3-4 uniforms.
  13. IIRC, weren't shotguns outlawed by the Geneva Convention, and since Japan was not a signatory, some were used in the Pacific against them, but like you say, not very common even then.
  14. You, we also need motorcycles with sidecar, and horse-drawn transport for the Germans. Odds andSods, maybe? Although I doubt the animations for horses won't come around until Ostfront.
  15. Oh well, at least I can use the II as a stand-in for Renaults and Chars at La Fiere. You know, Bernie, now you're such with the German accent for eternity on this forum.
  16. I thought the Pz III was included in CW. I'd check it out, but the online manual isn't working for me atm. Hmmmmmmmm...maybe some fink is afoot as we speak?????
  17. I hope they implement the option in the editor to simply add a squad or even a platoon to a formation from the "Specialist Team" section. I like the current Formation system, but when you simply want to add a platoon of Sherman's or a pioneer squad, it's a little unwieldy. And that option would almost be a necessity with the German Orbat.
  18. Bernie, you spelled "will" wrong. It should be "vill". ;-)
  19. Also, they may allow 3rd party programmers to build some of those other theaters, a la CM:Afghanistan. Lucas, IIRC, Siegfried Line will be covered in the Bulge Game Family, since fall/winter conditions and terrain will be needed.
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