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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Steve has explained some of this before on the forum. Basically firing "on the move" by stopping briefly and then continuing is what has been abstracted into the tank firing while moving. Their accuracy is lower than a stationary tank. That is because you don't get to *be* the tank commander in real time:-). By default the tank gun will be pointed in the middle of the arc. However soldiers and tank crews also spot, aim and fire at things that they have not even told you about yet. Often when you see tank aim a few moments later a spotted unit appears in that direction. Sometimes they never fully spot it and nothing is reported and the gun goes back to the centre of the covered arc. <shift> key cover arc is there - it creates circular covered arc. I forget what it did in CM1.
  2. I beg to differ. I said: Helmut fired second. Therefore... I know I can feel my hair splitting to
  3. Do you mean back and froth along the path over and over? Like guards pacing. Interesting but I am not sure when this would be used. Right now I can fairly easily throw down some way points and have a couple of minutes of something similar. Sure I would have to choose between move and hunt commands but other than that.
  4. Please do not turn this thread into a whining festival with all the troll bait that will throw down. So far we have been good about asking for cool things we want and discussing them. I would really like this. I tried to use it once I found out about it and thought I had dreamed setting the camera groupings the previous turn. This would be really appreciated. Or some way to toggle them off or between a line only out line or something. Some way to make it easier to see the underlying terrain. Interesting idea to codeify it as part of the game. Not sure *I* would play it but cool idea. +1
  5. It looks scary but you do not need separate installs to cover all that. I have on my machine currently: CMBN 1.1 + CW CMBN 2.01 + CW CMFI 1.1 + GL The only people I cannot play with are those with the original unpatched CMBN, CMBN with the first patch and the original unpatched CMFI. To those people I say - install the patch. I will retire CMBN 1.1 + CW once my on going 20 000 point quick battle is complete. As long as you and your opponent's game are at the same version you can play with them. If only one of you have the CW module, for example, then all you have to do is pick a scenario from the original game or pick QB parameters that the original game supports. Same goes when MG comes out. So, here is a crazy but possible case (note I am *assuming* that the patch version of CMBN after MG will be 2.1 that is still a guess): You have CMBN 2.1 + MG Your opponent has CMBN 2.1 + CW You guys can still play - you just have to stick with the scenarios made for the original game ditto for QB nationalities. Here is what I do. When a new game comes out I make a copy of my existing game install and give the new directory a meaning full name then I install the new module to my original installed game's directory. Take care of mods before you do that. Considering an example when the MG module comes out I will: Copy my c:\Programs\Combat Mission Battle for Normandy directory to c:\programs\CMBN201 Remove the mods in my c:\Programs\Combat Mission Battle for Normandy\Data\z directory Install the new module on top of the original game c:\Programs\Combat Mission Battle for Normandy Activate the new module Now I can play out my remaining games using the original version of CM and start any new ones with the new version. Remember you can play against people without the new module using your install that *does* have the module as long as you just use scenarios or QB forces that are part of the game and modules your opponents do have. Once you have no games going with the old version and you feel that your opponents have all patched their games you can delete the old version.
  6. Horter's 1 squad pulls back and syncs up with its scout team. Once the fire calms down they can go back to the line. Kraft's 3 squad is going to mix it up next turn. That artillery has allowed the enemy to get close so this will be a close range fire fight. I also have Ober's Shrek team the go ahead to engage the three Stuarts. The range is a bit long at 170m but there are three of them all bunched up. Wish him luck.
  7. One of the enemy infantry made it to the north road. He seem to have managed to get separated from his fellows (the icon was way further north than he was). He paid dearly for getting ahead. There are now three Stuarts supporting the infantry. The lead ones are firing at my squad near the AT gun. So clearly we have couple of platoons of Stuarts in the fight now. The shells keep raining in from those tanks. Horter's 1 squad still has taken no casualties - thankfully. Soon I am sure they will stop and when the do I will send this squad back to the hedge row. The members of the first platoon of Stuarts spotted continue to fire speculatively. They continue to miss. Although this squad moving to face the infantry thought the incoming fire was a bit close. The overview of where we are now. None of my men have been killed or wounded yet. I consider that pretty amazing. I am sure that will not last. Especially given Kraft's 3rd squad is about to go toe to toe with the lead elements of the attack.
  8. Either that or there would be such a blow up *every time* they posted information to the dev blog. I wonder which it would be
  9. LOL that was a whole lot more entertaining than trying to set these guys straight. Thanks for that.
  10. Yep +1 there Signed Mr. Lemming (we all have the same name because after all if you are just going to copy each other what do we need different names for)
  11. Nice - then go ahead break your record for most mods released in one day and then have a good time.
  12. Two of those Stuarts open up with all they have on my Squad that has been firing at the infantry. The incoming is pretty intense but no one is hit. Those flanking Stuarts are still too far away. Reposition the Shrek team to keep those Stuarts from getting into town. Now that the barrage is over Kraft's 3 squad moves forward again to try to hit that infantry heading their way.
  13. Kraft's 3 squad managed to avoid the artillery barrage. One of the newly spotted Stuarts is getting closer. Two Stuarts seem intent on flanking the town. My MG42s score a few more hits on the infantry out in the open. Repositioning continues, including both pulling back scouts and positioning squads to meet the attacking infantry.
  14. The Blitz has restarted its screen shoot of the week program: http://www.theblitz.org/message_boards/showthread.php?tid=64760 Lots of good screen shots here that could win over there.
  15. The Blitz has restarted its screen shoot of the week program: http://www.theblitz.org/message_boards/showthread.php?tid=64760 Lots of good screen shots here that could win over there.
  16. Slow down man. You released two mods already today and now you are close to releasing a third. Don't burn your self out in the first week.
  17. Bummer, I was hopeful after your earlier post. Can you make frequency choices for the different plans to compensate and end up with settings that are close to equal when there is a fire plan?
  18. It must be agree with @YankeeDog day today because +1 there. I used to miss the old hunt command too but really I don't find I need it any more. I use the new hunt command for the final leg of a move - just so the tank will stop moving when it has eyes on the target. So, in the example of the Panther trying to get eyes on the Shermans on the other side of the buildings I would have used quick (or fast) for most of that and Hunt for the last bit - just so the Panther would move such that it would stop once it saw a Sherman to shoot at and no further. I do sometimes find it frustrating that a vehicle stops early because it spots some other unit instead of the one I was hunting. But if you keep the hunt commands sort and at the end of your paths the downside of that happening is greatly reduced.
  19. All good advice and I feel much like @YankeeDog wrt how "my" suggestions have been received. I put my in quotes because nothing that only one person wants is ever going to get done so really one person does not own an idea. Some rebuffed directly some actually done eventually. The other thing we should all remember is to get a realistic idea on how long the process takes to get any new feature actually in our hands. Advocating for something since when CMFI was released is not a very long time. There has not been a major feature release point since CMFI came out. There was the CMBN 2.0 upgrade but that mostly brought the CMFI features to CMBN (small opportunity for new stuff there) and then the GL release but that was for a module so no real major features there either. In other words there has been no opportunity to release a largish new feature since CMFI came out. So, the pace is not super fast. And frankly that is normal for software development.
  20. Agreed. I often have a convoy with an awkward L shape to it due to restricted setup space.
  21. That is an important bit of information. It would seem like a good idea to have a fire support plan for each AI plan. That leads to a question: How good is the AI at making use of its artillery on targets of opportunity? What I am trying to figure out is this: if I have a force with a decent amount of artillery does it make sense to create multiple AI plans and forgo a fire support plan? Or would I be better off sticking with one plan but having a fire support plan that works with it.
  22. I believe it was in short supply. I am not sure if the current situation of no resupply at all is correct or not. I, too, would like to see some resupply available of that amo type.
  23. By that you mean safe secure routes between units and the front and the rear - I totally agree.
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