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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Yes, you cannot use paint .net to edit the BMP files. It does not know the incantations for the correct variant of the arcane file format:-) I can never remember the name of the editor I use. I'll have to check when I get back to my computer.
  2. Lets start by asking are you plotting the way points to cross the bridge right? Yes, we have to help the game to behave well . When plotting a vehicle's way points to cross a bridge you want to plot a way point just before the bridge on your side and then the next way point should be just after the bridge. Continue with way points after that. After that, it all comes down to what is an issue? Normally I find bridge crossing pretty good - nearly smooth. Occasionally there is a little bit of side to side on entry or exit. That is not great but the vehicle gets across and the delay is short - not perfect but OK. That's how it should work. Are you experiencing worse? Or are you unsatisfied with the short delay that happens sometimes? Only answer those questions if you are plotting your way points right . If you have worse behaviour: such as 20s of hesitation and turning around. Or if you have vehicles getting stuck. Or if you have vehicle falling through or popping up. Those would be bugs and sharing a saved game will get it logged and eventually fixed - as long as you plot your way points as I described up top.
  3. Ah but if the defender is targeting known choke points and you are waiting to see where they target, one question springs to mind: Why aren't they just bombing the heck out of your setup area? The problem with first turn bombardment by the defender when speaking of CM is you you cannot choose, as the attacker, to not be in your setup zone on the first turn. You can choose your timing anywhere else on the map but you cannot choose to not be in the setup zone on turn one. Not a huge problem with some scenarios where there is a large setup zone but there are many with a small setup zone. It is best to play with people that can agree to simple things like not bombing the attacker's setup zone on turn one.
  4. This is exactly right because you cannot get a tank to go crashing through a fence at top speed in the game! The driver will slow down to push over the fence. This is built into the game. The driver is specifically slowing down so there is no increase in the chance to become damaged because the actual speed the driver goes through the fence is the same regardless of how fast you told him to drive. Ditto for walls. Ditto for hedges. Which is awesome. +1 You know I should probably pay more attention to those
  5. The Blitz is running two scenarios this month. Sign up for the December Scenario of the Month has started over at the Blitz. This month the scenarios are: CMRT Der Ring der 5. Panzer-Division CMFI One of Those Days (requires Gustav Line) The form post on theBlitz for sign up.
  6. The Blitz is running two scenarios this month. Sign up for the February Scenario of the Month has started over at the Blitz. This month the scenarios are: CMRT Der Ring der 5. Panzer-Division CMFI One of Those Days (requires Gustav Line) The form post on theBlitz for sign up.
  7. Yep, that pretty much sums it up. A whole bunch of these issues were logged and fixed before (see above) and during testing but bridges were not in the mix. If @Bulletpoint specifically reported bridges then we missed it. If he didn't then we missed it. I'll put it on my list...
  8. For some things, such as knocking down fences, tanks with fast orders slow down all on their own just like you would expect a good driver to do. I am not sure if that applies to crossing railroad tracks or not. It probably should. As for speed off road: I am not sure exactly what would be best in real life but in the game, as it is currently designed, the ordered speed does not effect chances of getting bogged. In real life driving slowly through snow is not really the best option since it actually makes it easier for you to end up stuck (of course driving fast is not a good choice either since that leaves you vulnerable to loosing control). At any rate the point is that in the game it does not make a difference. Having said that if you, or I, or anyone else want to use a slower moving speed for bad conditions or just off road in general then I think that is just fine!
  9. Some of us just had a discussion about movement speed and bogging chances. Granted that the testing was in CMBN but I still think it applies here: the speed of movement orders has no effect on the changes of bogging or becoming immobilized. The best way to avoid becoming immobilized is to remain on the roads.
  10. I cannot add anything more other that the reason it was requested was so that you could have a QB with snow covered ground but be sunny. Not strictly necessary I suppose but much more satisfying. Yet another request that BFC implemented.
  11. Yeah camera level one or two and you can see elevation changes much better. I cannot recommend a grid mod because I didn't find it helpful so I abandoned the idea.
  12. Exiting will not trigger the scenario to end. I have played several turns with no surviving troops too (don't ask). The game only ends when the time runs out, one side surrenders, you cease fire vs the AI and when both players select cease fire for multi player. In your case cease fire would probably be appropriate.
  13. We'll have to remember to bring it up next time there is a wish list thread.
  14. Perhaps, honestly I had forgotten about it so I have missed many opportunities to advocate for it. Yes, for even medium sized battled I usually have two or three ongoing actions I want to watch and it would be nice to set a camera up to watch each so on play back I could just jump to each spot in turn. Thanks for the reminder.
  15. That is how you have to look at it and yeah anything can happen and close assaulting a tank is dangerous. Close range interactions are a challenge for the game. Things have been made better over the patches but it is a limitation that we have to live with. Infantry are the first to spot tanks the vast majority of the time (in ww2 titles) and frequently get ? contacts where tanks never do. But in close, if the infantry don't already see the tank you can get some surprises. The slower tank reaction times for close targets and the spotting tweaks that have been done helped a lot.
  16. Sigh, I so wish they persisted. I would dearly love to make use of that feature but for PBEM the fact that they do not get saved makes it no good for that type of play. I actually forgot about that feature, now I want it again...
  17. Correct CMFB is using the v3 upgrade. Actually you can use mods with the demo. So, go for it and try some out.
  18. Yes, some liberties exist with collision detection (to allow that the AI to function more smoothly). But it is still possible to block a bridge or other narrow gap. In CMRT I had a PzIV taken out crossing a rail bridge and the second tank was just about passed it and was taken out too. After that no matter what pathing I tried the bridge could not be crossed.
  19. Large caliber artillery can also deal with hedgehogs but they might also "deal with" the bridge
  20. And the Dutch too: https://www.google.ca/amp/s/amp.theguardian.com/world/2016/feb/01/dutch-netherlands-police-birds-unauthorized-drones?client=ms-android-bell-ca
  21. Ah, my bad I thought you were asking for a command to control what munition was fired. Yes, I agree 100% with fixing things like goofy ammo choices should be coded into the TacAI. For the reasons you just stated.
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