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A Canadian Cat

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Everything posted by A Canadian Cat

  1. Bummer. I cannot personally fix it but I can pass this along and get is sorted. PM me your email address and I'll find out what's up.
  2. We lost the domain and access to the provider. So, the web admin had to get things moved to a new provider and there are still some glitches to work out. Please note the address has changed the new address is https://www.theblitz.club The .org domain used to have a redirect on it but no longer does. I'm sorry I don't know the back story on what happened - nothing very dramatic though but I just don't know the story.
  3. Just paint the area for each step and don't set the time at all. What should happen is the AI group moves to the first area and once everyone has arrived they should move off to the next without additional waiting.
  4. OK ... just keep in mind this is a CM2 forum you are posing in. I for one only finished the PBEM games I had on going in CM1 once CMBN was released. CM2 games are vastly better in my opinion and I don't understand why people still play CM1 games but if you are happy that's great. You may already know but in case not there is still an active community at theBlitz.club (domain used to be .org but control was lost) that plays CM1 games. You can find the forum here: https://www.theblitz.club/message_boards/forumdisplay.php?fid=10
  5. The AI plans only had orders for two groups. A1 (in the unit list they appear with no label) and A2. I reviewed the plans and made sure they all did something and that there was a passenger dismount for the armoured infantry to use - one plan did not have one. Then I reassigned the armour to one group and the armoured infantry to the other (I for got to memorize which was which but in the unit purchase screen you can see. I ran a test and got a two pronged attack. I did not test both AI plans just one but I think that will get you on track. testModified.btt
  6. Here is the summary list: https://www.battlefront.com/cmfb-upgrades/cmfb-upgrade-4/?tab=features Hull down and solider behaviour (spacing, avoiding HE and peaking around corners) are my favourites but there is a lot there Stated policy by Steve, they don't want gore in the game. I had a quick look and could not find a thread to quote. I see @MOS:96B2P showed off a couple of mods that introduce this. I could not find them on the CM Mods site - @MOS:96B2P do you have links? It is not. The game supports re skinning of the UI and the models but it does not support changing the AI behaviour and the properties of armour or weapons. The campaigns in the game take place over the course of a day or part of a day. At most a few days. In real life soldiers don't get significantly better or promoted that fast. And I am sure someone will come along with a specific counter example but having it happen from time to time does not change the reality that in the CM time frames it is not normal or even rare.
  7. No you see your own mods and you opponent sees their own.
  8. If the person still has 2.03 installed then that would explain it. The Steam vs not Steam has no effect since the version and the code is the same between the two.
  9. That's actually a pretty cool idea. And that's the brilliant part. Since units assigned to exit are considered to score VPs for the opposition if they do not exit the battlefield. That means you can assign some number of points to those units and by keeping them the player is shifting VPs to their opponent. The more they decide to keep the more points their opponent starts with as a handy-cap.
  10. I am fond of target light - which for mortars is a slower rate of fire. That way you can let the team zero on the target without burning through their whole ammo supply.
  11. I have not seen anything like that. I usually use FireFox to access the forum.
  12. You should get quoted because you are correct. In order to keep things simple and avoid long discussions about how a tank's commander should have known to have X type of round ready because it's obvious that Y. Etc. Really smoke rounds are the same. If you give a tank a smoke order they don't have to first fire the HE round they have loaded they just start firing smoke. It's just an abstraction that makes game play smoother.
  13. What he said. Once you think everything is quiet then follow A, B or C just to be sure. Sure sure bring those too
  14. Dismounted as @Vacilllator says but only for the owner of the tank - I think I remember it that way...
  15. I am not sure about the KO status being per unit. But keep in mind that crew can bail on a tank that is not KO'd. So, in this case it may not have been.
  16. There are lots of explanations that contribute: poor play on our and the computer's part, a misunderstanding of how different casualty rates were at he tip of the spear vs the over all numbers, various (mostly incorrect) theories about fortifications and modeling etc. The biggest difference is that we don't act like real commanders. We press far too much and don't withdraw when we take casualties. In a real action units rarely stay and fight on and on. They pull back to fright another day or bring up extra fire power or wait for support etc. We are playing a game so we don't do that. If you play a game with someone like @Bil Hardenberger or another professional they will tell you when they would be done in real life and trust me it is way way before most people stop. Including myself.
  17. Yep, the units in the game do not automatically know if they KO'ed something. Unless their is smoke and fire. I once had a sherman pump 7 rounds into a PzIV from under 50m (it was in thick woods so viability was still not great). I was worried there was a bug but my opponent reported that the Panzer was dead after the second shot. The Sherman crew kept firing because they just didn't know it was already toast. That's the most extreme example I have personally seen. PS your Sherman crew is smart. The last time one of my Sherman tanks got a clean shot at the back of a panther it bounced of the turret and then I watched in horror as the Panther gunner turned the turret around and took out the Sherman in one shot.
  18. Yes, I believe so. However there are a few things you should be aware of. The automatic selection of enemy forces can be spotty at times. Things have gotten better in the later releases but they still sometimes pick goofy forces. One way to mitigate this is to set the QB for human force selection and then use the suggest button. Try to not look to closely at the enemy forces but re do the suggestion if it should pick nothing but flame thrower units for some thing else odd. Unless you feel like facing a wall of fire - that could be interesting. Also, the later maps and AI plans are better than the early ones - @MarkEzra got better and better at making them. You can also manually select maps. You can make it feel pretty random by just scrolling and picking a map with a high number. I'm right there with ya. However I feel I get that from CM2 games. It is not really clear to me why you feel CM2 games are less good at this than CM1 games in this regard. I just cannot play CM1 any more. CMBN was so much better in every respect (except in variety of forces when it came out) I just could not go back. Agreed there are a few scenarios that I really like. Huzzar! and Carbide Carbide from CMBN being two (note they both use a variation of the same map - maybe I like the map :-). I normally play H2H so I don't have much campaign experience.
  19. Correct there is no branching. I'd like to see it however there are things you can do that come close. The thread @George MC linked has a bunch of ideas. Yes, that is a thing that people do etc. However WRT battalion HQ you don't need to have them in a never arriving reinforcement group for them to show up on the C2 list. They just will appear as in C2 to the Company HQs when they have their radios up and running and out when they do not.
  20. Cool. Thanks for sharing your experience and we all look forward to seeing something to play with. Also, smart move starting small. It is so tempting to go big but getting started small really helps.
  21. I'm pretty sure that will work. A while ago BFC made keys work for either platform so if you update to CMSF2 you can choose to play on a PC and you can have those keys moved over to steam. If I recall correctly you need to contact support to get your old CMSF1 game upgraded to CMSF2, press the blue new ticket button here: Scenario List - local
  22. Who me? No offense. I think @rocketman has the right idea. I am hoping that others will help him out. No offense to be taken. Unless you are referring to my pointing out the time you are wasting speculating about stuff you have no idea about. In which case I'm still not offended. Sure there is a third option - I laid it out. You can choose not be believe me that is your perogative. I don't really care other than it could detract from work that @rocketman is doing and that would be #sad. Hey I don't actually speak for BFC and I have not seen the code I'm just reporting my opinion from what I have observed. And giving you guys a bit of a hard time for being so whiny. Yes, call out bugs when you find them. Better yet, organize around @rocketman's effort to go find some. That's a good thing (tm).
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