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BletchleyGeek

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  1. Upvote
    BletchleyGeek reacted to sttp in What I'd like to see in CM3...   
    After having put the CM2 titles down for awhile, and having tried a handful of other similar games in the interim, in my opinion the single biggest change that's needed for CM3 is a more efficient way to check spotting / visibility from the various points on the battlefield. Related, but a somewhat different issue altogether, is that I'd love for there to be a way to quickly generate high resolution terrain relief maps for any scenario or QB map.
    Improved animations -- more of them, for more specific actions, with better resolution / granularity -- would also be on my list of high priority changes for CM3.
  2. Upvote
    BletchleyGeek reacted to Zveroboy1 in What makes this module worth buying?   
    Adding more stuff to FI and BN sure but there is a pretty big imbalance right now. You have three games with 2-3 modules each and RT, FB and BS have no extra content. It would be nice if battlefront focused on these a bit more instead in my opinion.
  3. Upvote
    BletchleyGeek reacted to danfrodo in What makes this module worth buying?   
    In this holiday season, let us all remember that we are just grown men (mostly men?) playing w little army men and toy tanks.  No one is right or wrong in which army men they want.  
  4. Upvote
    BletchleyGeek reacted to ASL Veteran in Is main gun elevation modeled?   
    I think you actually understand the situation completely, but because 'you don't have much of a problem with elevation restriction' you can't identify it as a problem.  However, the fact is that you don't actually know if you have a problem with elevation restriction because it isn't in the game.  Sure, you can eyeball your tanks and assume that they would always fire when you want them to, but inevitably there would be situations in the game where you might assume that a vehicle could fire and it wouldn't.  It would just sit there doing nothing and in some instances where you exposed your vehicle to enemy fire by carefully positioning it in a location where you assumed that it would fire I'm sure your response to that would be - well I won't assume, but most players would immediately post to the forum that the game was broken.  However, let's just assume for the sake of argument that Bulletpoint is always going to be 100 percent accurate in his assumptions about when a tank will be able to fire and when it won't.  How many other players will make a mistake at least one time when positioning their vehicles?  80 percent?  50 percent?  20 percent?  How many posts do we already have on the forum about 'my tank won't fire' and elevation restrictions aren't even a factor?  
    I don't know how many scenarios you have made … perhaps you have made a few, but the idea that a designer can just spend hours upon hours micro positioning tanks at every point that they will occupy or potentially occupy just to check for elevation restrictions is pretty comical.  It already takes many hours of work to create an AI plan (many aspiring designers don't even try and make their scenarios H2H) and in some of the bigger scenarios you will probably not be able to position tanks individually since an AI group will contain several tanks in it.  It's already difficult enough to get all the tanks in one AI group to point in the right direction when you want them to let alone individually checking for elevation restrictions.  That's not even considering the fact that any given vehicle might choose a different action spot to stop at when arriving at any given waypoint.  That's also ignoring the fact that tanks in AI groups can be given orders where they individually stop in spots between waypoints designated by the designer - for example I can give a tank platoon an Advance order from one location to another and half the tanks will move and then stop somewhere in between waypoints - where?  Don't know and I have no control over where they stop.  How about the AI in Quick Battles?  The guys who do all that work creating Quick Battle maps have no idea what the player is purchasing.  It is simply impossible for an AI plan for a Quick Battle to account for elevation restrictions.
    So, don't get me wrong, I would love to have elevation restrictions in the game as much as the next guy.  I would also love to have elevation restrictions in terms of where vehicles can move since all tanks can negotiate any terrain grade no matter how steep - short of cliffs of course.  They also don't lose any speed while driving over said elevations.  However, I also recognize and accept the reasons BFC has given as to why they haven't included these things.  We were actually able to convince them to put some sort of penalty into the game for some of the extreme examples which crop up during city fighting so at least they added that in, but to have historically accurate elevation gun restrictions is probably never going to be in the game.
  5. Upvote
    BletchleyGeek reacted to markshot in Is main gun elevation modeled?   
    And if so what would be the max elevation of a Tiger's main gun in degrees above the horizontal?
    Thanks.
  6. Upvote
    BletchleyGeek reacted to markshot in Fools rush in ...   
    ... where angels fear to tread!
    I have noticed a disturbing tendency among both squad and teams, when positioned near a wall and the enemy is shooting on the other side.  Occasionally, 1-2 soldiers will hop over the wall to shoot it out from the other side.  And sometimes, they come back, and sometimes they don't.
    First, in RL, going over a wall is a risky proposition.  You increase your target profile.  One theory as to why Picket's Charge was such a disaster was there was a log rail fence on the way to The Union lines.  Rather than pulling the fence down, soldiers were going over it by scaling, and momentarily becoming very good targets.
    Second, you lose the cover of the wall if you are on the wrong side.
    Why do they do this?  Is there a soft factor called "death wish"?
    Thanks.
  7. Upvote
    BletchleyGeek reacted to markshot in Drunken movement?   
    An ATG is given an order to move a gun maybe 30M down road.  They are not under fire as their eventual target is obscured by smoke.  And yet they cannot just push the gun down the road ... they wobble back and forth ... up one embankment ... down another embankment.  Now, perhaps these terrain detours are just abstractions and are not costing any time.  But the whole crew looks drunk and hopeless.  (50 mm L/50 A1 American).
    Now, I can understand a squad QUICK or RUN across a field doing this.  Zig-zag to make harder shots for the enemy and the ground is irregular.  But a gun is not a light (normally towed by a vehicle) weapon.  It is far more unwieldy than an HMG.  It is hard to imagine why the crew would not want to follow the road and move in a straight line.  I guess this crew has also been tagged with the soft factor "death wish" like my men who prefer to position themselves in front of wall to face the enemy.
    ???
  8. Upvote
    BletchleyGeek reacted to Falaise in first small mod for R2V French troop   
    the mod is now available there
    https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-fortress-italy/cmfi-infantry/cmfi-rome-to-victory-french-uniforms/

    thanks to Bootie
  9. Upvote
    BletchleyGeek reacted to benpark in Rolled Back - CMFI Rome to Victory???   
    Mark- I'm certain (through knowledge of your own good works) that you are savvy enough to explode the BRZ files, and then to start looking at what the naming convention is for the files within. That might allow you to do some renaming of files you liked that may not work due to a change, or adaptation of the new ones.
    Not necessary by any stretch of the imagination, but it allows another layer of experimentation. Knowing how a decent amount of the stuff works hasn't ruined the CM fun, either.
  10. Upvote
    BletchleyGeek reacted to Pete Wenman in Here is What I Dont Understand about BF?   
    Just quoted for truth - LOL 
    P
  11. Like
    BletchleyGeek reacted to Commanderski in Here is What I Dont Understand about BF?   
    No game or marketing concept is ever perfect. There will always be people who love the game and the way the company handles it and there will always be people who complain about the game and the company whether they buy anything or not.
    Personally I like the way BF is doing things.
  12. Upvote
    BletchleyGeek reacted to Arjuna.R in Bravo!   
    Hi, came to say the same. It's a dream come true to have Indian troops to play with. It sounds like this was a lot of hard work on the part of BFC so thank you, thank you!
  13. Like
    BletchleyGeek reacted to Wicky in Playing as Brazilians   
  14. Like
    BletchleyGeek reacted to Warts 'n' all in Where are the Goumiers in djellaba?   
    Hahahahahahahahahahahahaha. That was brilliant! 
  15. Like
    BletchleyGeek got a reaction from A Canadian Cat in Rome to Victory Pre-orders are now open   
    The Windows installer is by default pointing to a "generic" path on the C drive, rather than the folder I had CMFI installed in. So watch out for that eager clicking installing R2V somewhere else you want it in.
  16. Like
    BletchleyGeek reacted to Combatintman in Heaven & Earth: Project discussion thread   
    Maybe not do all of them - the 1 Australian Task Force TO&E would be a cinch to write.  The only real changes to the Infantry Battalion were the introduction of the Kiwi Company to form ANZAC Infantry Battalions and the withdrawal of the Owen SMG and introduction of the M-16.  The dates for the introduction of the Cavalry Squadron and the Armoured Squadron plus their composition are well documented too.  Speaking from experience, having done the Brit TO&E for CMSF, I could write it to BFC standard's in about a month I reckon.
    You would have to do the ARVN I think and that would be a headache and the US wouldn't be a cakewalk either even though both are well-documented.
  17. Upvote
    BletchleyGeek reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    If anyone out there feels like they have a score to settle with a certain 'Mg Pyay Ag'.....Firstly your previous help has been much appreciated, and secondly, your opportunity to catch up with him, is close at hand:

     
  18. Upvote
    BletchleyGeek reacted to Attilaforfun in CMFI gift for son...How?   
    His first comment...kids these days:
     
    I can't figure out how to download
    I know very boomer of me
     
  19. Upvote
    BletchleyGeek reacted to danfrodo in Smoke not smoking   
    oh, there it is, alt-k.  I must've accidently hit this.  Thanks, that fixes it.  Didn't even know it existed
  20. Upvote
    BletchleyGeek reacted to markshot in Another contentious topic: CMx2 vs Mius?   
    Well, I have continued with CMx2 training.  I am not a noob, but I think the missions are good for me.  I completed CMBN, CMFI, CMRT, and have CMFB to do.  Yes, I am playing them in order of release.  (Also, I have been playing Alea Jacta Est the classical wars of Rome.  This is not a sandbox game like TW & PD games.)
    But I am here to talk about GTMF as I have gotten more time with it.  I playing Shilovo as the Germans in 42.  The op has I think 13 turns.  The terrain is wooded, open, and village ... flat and rolling.  The forces vary between all infantry, motorized, and armor.
    The style of play is very different from CM which is both good and bad.  Did anyone ever play Panther Games?  I was a team member.  I you played that one, then you will know there were no turns.  But order delays and time made it very different than many operational games.  How so?  Well, things don't have a beginning and an end.  Yes, strictly speaking an order is given and it with be carried out until termination.  But you quickly learn that the wait for termination is often counter-productive.  Why?  Suppose you order an attack.  I see my attack has succeeded and broken through.  I could wait for the conclusion which involve exploiting beyond the objective, regrouping, and finally securing.  That will take 4 hours of simulated time.  Then, I may have another order like to take up a defensive position.  So, 6-8 hours could go by before the force gets to that defensive position.  If the enemy gets there during that time soon, he could deploy heavy weapons and dig-in.  So, you see my point.  You want to detect the changing state on the ground and react as soon as it is reasonable to do so.  This was the heart of PG's system.
    Now, GTOS/GTMF are not exactly like that.  The order delays are not nearly as "painful" in PG full realism was called "painfully realistic".  The delays exist more to discourage micro-management than to simulate the famous OODA loop.  But it is still very much about detecting/sensing transitions; rather than being like a city builder where one step is completed before another ... and all is meticulously done in space and time.  You will have some critical units which you will want to micro-manage.  The best example I can think is an FO and TRPs.  We are talking controlling 3-6 men, but very important.  However, in general, you may not even command platoons (which can be commanded as squads), but at the start of a battle combine platoons into forces.  The force will then get missions like:  clear the woods, deploy in the tree line across from the town to keep enemy occupied, another larger force may be using smoke to make a frontal assault, etc...  The orders you give will take care of lines, spacing, close to contact, close to close combat, close to grenade range, bound, run, find cover, ...  Go mounted or dismounted in support of ...
    So, I am defending this town as the Germans on hill over looking a river; in particular a bridge which is the only crossing point for armor.  I will have armor up in about 12 hours.  I have already taken the town and bridge in a prior battle.  I know the Red Army (intel) will be coming across the bridge and mainly hitting one side of the town.  This is suggested, but not guaranteed, in fact, I am very fearful of the woods on the other side since they get close enough to fix bayonets before they are spotted.
    I place most troops in buildings mainly on the side overlooking the river.  I set up some TRPs at the bridge choke point.  I set up my very limited ATG resource on a center of the river island which the bridge crosses hoping to catch armor in a cross fire; turn them into a natural road block.  But my real armor plan is to retreat.  I don't have as much as a stick of chewing gum to try to get a T-34 to throw a track.
    The battle begins and there is a very heavy preplanned barrage by Soviets of one end of the town.  There are many wounded and KIA.  Besides the heavy losses, this concerns me as it not directly across from the bridge.  I am wondering if I can trust my Intel.  The Red Army has been known to give their officers false plans until the last minute to foil interrogations.
    But the intel turns out to be correct when they come.  My TRPs are spot on, but enemy comes well strung out preventing an easy massacre; they will rally after crossing.  My other main problem is that I have great TRPs, but only a few minutes are arty for a two hour battle.  I will draw blood, but by no means will this break their attack.
    The Red Army takes the bridge in the first 30 minutes.  This does not bother me.  The town, Shilovo, is everything.  The bridge is one of those objectives that is easily traded ... there are no blowing bridges in this game.  From the river up the town is a steep slope with little natural cover.  However, there are enough shell holes and some former positions that fire and maneuver is quite feasible.
    It was said, "How can enjoy the beauty of an RTS?".  Well, I spend most of 60 minutes watching the USSR work their way further and further up the slop and closer to the town.  So, this is no movie.  This is tense live drama.  If they manage to reach buildings and get a toe hold, the whole nature of the fight will change.  Breaking their grip on the town will require many more lives than gunning down Russians climbing the slope.
    So, each little group of Russians is a drama.  A few drop to lay down fire, and couple of others race forward.  Yes, we are in a much better position.  But every now and then, a bullet finds one of my men, and I hear "Sheise, Ich bin getroffen."
    It has been 60 minutes, the volume of Red troops is starting to wane, and they don't seem to be able to make any closer to the streets than 50M.  Occasionally, a single courageous Russian dashes the final distance, but so far, they have all been gun down before finding an empty building.
    Having watched this drama, I am pretty sure this is the main (only) attack.  I now shift the rest of my troops to this flank as I see the Soviets have lost their momentum.  It will take far less now to break the attack.  There are no more green flares sending new platoons our way.  If anything, I am expecting orange smoke, and the attack to be recalled.  But the Soviet command treat their men as dogs; they may just die here.
    It has now been 90 minutes, there is no new activity down by the bridge.  If there are reserves, they are not going to be thrown into this attack.  Yet, there are many Russians holding on tenaciously.  No doubt, they would rather face German bullets to Bolshevik bullets.  I order a general attack down the slope to a shell marked area of my TRP.  It is time to push the Russian off my position, and guarantee the bridge will be ready for armor when it arrives.
    The first few Germans bursting out the town don't elicit a response, but as their numbers swell, the Soviets either lay down their weapons or turn tail and try to beat my men to the bridge.  The ones on the slope won't make it, but the ones at the rally point may fight another day.
    This battle was full of graphic drama.  I think if you are playing this game right, there is plenty of time to appreciate the full glory of the graphics.  Of course, you will always miss something ... but it is the nature of things.  Also, with experience, you soon realize where to bring the camera.  Events tell you where and when an arty strike is starting or new enemy has been spotted or heavy fire is being taken.
    ---
    I originally said this style is better and worse.  You can play in broad strokes.  The AI handles little details like smoke or calling in mortar strikes.  On the other hand, you know with the ability to control 5 men units, positions would fall easier and casualties would be lower.  What you lose in control, you gain back in the campaign game.  You feel more attached to your men in CM; because I ordered them across that street ... they died on my direct orders.  However, on the other hand, I feel more attached to the Town of Shilovo.  German blood is splattered on the buildings.  We have repelled 3 attacks already.  Nothing tells me probe, attack, assault, meeting engagement ... I have to decide will I risk Shilovo if I detach a platoon to go for the bridge.  Will Battalion say I was reckless or demonstrated initiative so that the tanks are not held up?  This operation is not just an exercise in moving shells, men, and armor.  It is a test of German martial skills.  Can German commanders read the battles?  Take ground when needed?  Hold when needed?  Preserve troops for tomorrows push as opposed to squander them and hide behind some notion of maintaining German honor.  For many, the war will be over in hours or minutes, but for our nation and army, we fight the long fight.
    I hope this has helped you to get sense of GTOS/GTMF (NOTE:  GTOS is the precursor.  The later is the better game, but the former is well worth it if you are running older hardware.)
    PS:  This is not an inducement to give up CM.  I have the battle of Trushinko waiting for me, but tonight is CM time.  I am enjoying the best games on the market for WWII tactical combat.  It is a wonderful time to be a gamer.
  21. Upvote
    BletchleyGeek reacted to markshot in Another contentious topic: CMx2 vs Mius?   
    German voice files?  Ah, you would have loved GTOS.
    There was constantly a voice crying before even a single shot was fired:  Wir werden alles sterben.  If it had been an FPS, I would have turned around and put a bullet in his head and fulfilled his prophecy.
    Now, the Germans wherever they go, there is always someone saying, I think "Walter?".  I think ... did Walter go missing last night?  Is the point of the Barbarossa simply to find Walter and deliver him to his mom and apple strudel?  Is this this the Russian version of "Saving Private Walter?".  At least, I cannot understand Russian.   But I would happily send Graviteam, the guy from CM who keeps saying "Take a look at that!".  Obviously, his first time off the family farm. 
  22. Upvote
    BletchleyGeek reacted to markshot in "Ah sh*t" moments captured on film!   
    When the building you are hiding behind is demolished by 152mm round from an SPG. (CMRT)



  23. Upvote
    BletchleyGeek reacted to Wicky in The Moroccan Technicolor Dream Coat   
    Is that a cigar or a knife he's clenching in his teeth?

  24. Upvote
    BletchleyGeek reacted to Seedorf81 in Rome to Victory Release Date   
    Aragorn2002,
    I need to apologize. Reacted before I  saw who wrote the comment (your comment) about Goumier and rape.
    Thought it was an ignorant rightwing "the Germans in ww2 hardly did anthing wrong, look how bad the Allies were" view.
    I should have looked before I reacted, because I know that you are a well informed and decent chap.
     
  25. Upvote
    BletchleyGeek reacted to bweiß in Rome to Victory Release Date   
    Huh, those must be the 10th Bedu of Foot.
    Sir Lawrence's Own.
     

     
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