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DaddyO

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Posts posted by DaddyO

  1. Chris, watched your latest today, and I noticed you were concerned about the engineers not using their blasting charges to ascend floors of a building. It's probably because it's been so long since you played Shock Force, but I noticed that you used the Quick movement command (Yellow) and apparently expected the unit to automatically use their charges. However, a special Blast command is needed, and it can be found in the Movement orders panel toward the bottom.

     

    Also, I'm not sure what happened when some vehicles you were attempting to move directly through a tree line instead made a circuitous route to the other side. It certainly didn't look like the tree line should have prevented direct passage, but if you are at all unsure you can test any patch by selecting a movement order and moving the cursor around over the entirety of the path through the treeline. The cursor will change and indicate any action square that contains impassable terrain for the selected vehicle.

     

    One other thing. When the RPG hit your Bradley on the right flank and the troops inside panicked and fled the vehicle, I didn't notice, but it's possible they were Green troops and not Veterans. That could help explain their actions, which admittedly were stupid to the point of being fatal.

     

    These comments are intended constructively. I really appreciate your videos and always enjoy them.

  2. I'm curious what people think about the limit of a single parameter, Fire Location, to the adjustment of indirect fire missions. (Of course, there are multiple parameters available as to target location and pattern.)

     

    Specifically, I wonder why we don't have an option to extend the duration of a fire mission. If the spotter sees the target and sees that the mission is effective, why can he not radio the mortar(s)/gun(s) and say, "We're blasting them to hell, Harry! Keep it going another minute or until you run out of ammo!" ???

     

    The question is prompted by a situation in a game I'm playing (vs AI) where a fire mission has less than a minute remaining, but the remaining mortar shells in inventory are such that it makes sense to just expend all remaining rounds. What rounds that remain would not even allow for decent spotting on any subsequent fire mission.

     

    I'm not complaining, just curious if there is some rationale for this limitation.

  3. But with the full installer you might see grayed out entries in the scenario list.

    To activate your other other modules you need to run the active "app". There should be a link in your program group. Run it once for each module.

     

    Ian, that's what originally got me to raise the issue. When I tried the "Activate Modules" app it was not working, so I contacted Battlefront Support. Anyway, somehow, in a way I don't understand, everything seems OK now. Thanks for chiming in.

  4. If you have MG and CW icons in game main menu then you have them activated. Being able to play missions/campaigns requiring those two modules also means they are activated. 

     

    I take it the CMBN icon is a tank with one star underneath, the CW icon is a tank with two stars, and the MG icon shows parachutes? If so, apparently they were all activated along with my 3.0 license key. Thanks.

  5. After deleting my old install, then downloading and doing a fresh install of the CMBN complete installer, I launched CMBN. It prompted me for my base game license key, for which I entered my 3.0 key. The program confirmed a successful unlock and showed multiple (five or six IIRC) colored blocks of text which all said the same thing (can't remember exactly what it said, but something like CM Battle For Normancy PC).

     

    But it never prompted me to enter my module license keys (I own both CW and MG). How do I do that? I see both CW and MG battles in the available list, but I'm not sure whether this means they are already activated. If so, how would I confirm that? I sent a help request early in the week and have yet to receive a reply, though I understand it is the holidays.

  6. So, about a year or so ago, I stumbled across a link on the BF website that was "advertising" a 15 part

    "documentary" put together using the CMBN 2.0 engine. 

      At the time, I tried watching it but kept getting "This video has been removed by the poster" message.

    Searching all over the net failed to find any other versions of it.

       In any event, it's now viewable and is absolutely fascinating to watch.

     

    Here's the link to the first episode.

     

    https://www.youtube.com/watch?v=gwJNWc1ERJA

     

    Enjoy.  

     

    Cool. Thanks for the heads up. I very much remember the disappointment when this became unavailable.

  7. Speaking of watching at a later date, it was mentioned here that last Sunday (Dec 14) you did part 2 of the Char and Char Alike battle. I am normally unable to watch live, so I'm hoping at some point you will upload that file. I'm sure Black Sea is probably taking all your time right now, Chris. Thanks for all you are doing.

  8. Not exactly what you are looking for but this mod should help you overcome the loss of the penetration tables. The UI mod provides some options to view armor effectiveness and ammunition penetration charts on a glance!

    http://cmmods.greenasjade.net/mods/5311/details

    Interesting. One of the primary pieces of info I want is weapons range, which this mod addresses. It also appears to work with Juju's UI, which I use. However, it says it's for RT, and I only have BN with CW module. Too bad.

  9. Has anyone made a fairly comprehensive table of CMBN weapons and vehicle specifications and capabilities? I was toying with the idea of making a baseball-card type quick reference that I could pull out before or during a scenario to make sure I remember key aspects of the strengths and weaknesses of weapons and weapons platforms (vehicles). I don't want to have to reinvent the wheel if the basic information is already out there.

    I realize there is a lot of info in the UI in-game, but my 60-year-old eyes just can't read it easily. Besides, I'd like to be able to add custom notes and analysis to the raw data.

  10. this upgrade isn't really worth $10

    I dunno, command links by itself is a big deal for me. I admit not having tank riders will be disappointing, but after listening to Battlefront's explanation I think I understand their point of view. In the end, if they didn't do something to recoup their costs of development we would just have old versions dying on the vine.

    We all got what we paid for, it's just a bit confusing because I misunderstood how it worked. I had been figuring all along I would just buy Red Thunder to get the engine upgrade, which would apply to all titles. I figured wrong, and now I understand why.

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