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LiveNoMore

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Everything posted by LiveNoMore

  1. I now understand what is happening with the bunkers, and this is probably why my opponent is having so much trouble destroying a wooden bunker. So the question is; How do you place a bunker so that this is minimized? The deep hole doesn't appear until the game begins. During set up it look fine.
  2. When I place a bunker on uneven terrain during set up, it sits on top of the ground as you would expect. But the same bunker during game play sits in an area that looks like it was dug out of the ground by a bulldozer. I have seen this on games I create and ones I have played that others have created. Is this a bug? or do I need to adjust my settings?
  3. I have found that bunkers are very tough to take out. My friend and I are playing a scenario now where wood bunkers are taking numerous direct hits from 105mm Priests and not showing any damage. The crews are all alive and happily taking out any exposed infantry. The 75mm Shermans are also inefficient against them. One cement bunker had it's crew killed off with a couple of 105 hits. A couple have finally gone down with multiple 105 and 75 hits. But these last three wooden bunkers are almost indestructible. One has taken 2-3 hits per turn for the last 7 turns. The crew hasn't lost a single guy.
  4. @Womble, I agree with the comment on "house rules", and that isn't an issue we have. I was looking for solutions and it seems we have all thought of the same ones. Too bad there isn't a way to restrict certain artillery units, on or off board, for the first turn only. That would solve the issue.
  5. I have a question/issue/comment on the first turn artillery and it's use by the defender. If there have been prior posts or threads on this I apologize for missing them. In all but a Meeting Engagement, most scenarios begin with one side in defense and the other either launching a probing attack or a full scale assault. In these cases the attackers would have a general idea where the defenders are located and where there might be fortifications. So he will start his assault with a barrage aimed at harassing or neutralizing these spots. So far so good. Now we deal with the defender. He is dug in and waiting for the coming attack. He has laid is defenses with over-lapping lanes of fire and pre-determined artillery targets. The only thing he is lacking is the timing of the assault. So he hunkers down and waits for the first sign of the enemy so he can launch the appropriate response. Sound about right? So why does the defender get first turn artillery that is deadly accurate? Shouldn't he be allowed to plot his response to the attack, but not have the barrage arrive until it normally would? Most of the games I play are PBEM and I think about this at the beginning of each game. Currently my friend and I are play testing a scenario I designed which takes place in Sicily. The Canadian 1st division has to push through a series of heavily defended hills to take the town of Agira, just east of Mt Etna. I tried to restrict the defenders first turn artillery by reducing his platoon/company level mortars at start up and having most of his stuff arrive as the first (5min) reinforcement. This pushes his first real artillery barrage out to about 10-15 minutes. I would like to set it up so that the Germans could plot their return fire during the first turn. It would arrive about 2-8 minutes later. Plenty of time for the attacker to get past the staging area yet not too much time to allow them to "grab the defenders by the belt" to avoid the barrage. Does anyone else have any thought? Does anyone know how I can accomplish this as I continue to create scenarios?
  6. I don't know if some of your issues are hardware related. I have not had them. I am using Fraps for my screen shots. It has always worked great. What I do is take the shot, then open the photo in Photoshop. This way I get to make any modifications or tweak the lighting/contrast before saving and posting.
  7. @StkNRdr I tried downloading JSGME. It came with a bunch of unwanted add-on's so I deleted it. @eniced73 I downloaded ZBee and installed it. If you could send a link to your tutorial I should be able to get it up and running. Thanks all!
  8. Can anyone recommend a good Mod Manager for both CMBN and CMFI?
  9. I don't know if I missed this before, but has anyone created a winter uniform mod?
  10. I found a new bug or something wrong with my system. I made a small map consisting of a small river and two stone bridges crossing it. I wanted to try different movement commands now that the Alt-Left_click is turned off. Now I have a Sherman on each bridge that can't get off. They start moving off, get about halfway over the threshold and suddenly reappear just prior to the end of the bridge. This happens going forward or reverse and at all speeds. I haven't played any scenarios since my last post about the levitating HT issue so I don't know if it will happen in the games. Anyone else see this? I have saved games.
  11. As someone who has bumped into a couple of anomalies in the game (levitating HT and titanium bunkers) I agree. Unlike any other game out there. These guys are responsive to issues brought to their attention.
  12. @Martyr, thanks for the tip. It works great! No more bridge issues.
  13. Thanks for all the input. I will look at the "ALT-left-click" setting. I have had waypoint issues with bridges from the beginning. I am using: HP h8-1020 Intel i7-2600s CPU 2.8CHz 8gig memory 64 bit AMD Radeon HD6570 Driver 13.152.0.0 8/30/13 Unfortunately, I don't have a saved game. Don't get my post as a major complaint. I really like the game system and the new mods
  14. One of them, a 20mm versions, eventually poked through the road and sat there with the gun exposed blasting away at my tanks and terrified crews.
  15. From the very beginning I have had problems with bridges in CMBN, primarily movement across them. I have always managed to work around the issue and still enjoy the game. The bug wasn't fixed in any of the patches nor releases. I thought it might be in MG, since there are a lot of bridges here. (and yes, I have uninstalled and reinstalled everything in order.) Unfortunately, I am still having these issues and now have a new one; the Levitating HT. Just finished the first scenario and thought I'd share the Levitating HT issue. The Germans reinforcements entered the west side of the board and headed towards the main objective adjacent to the bridge. To get there they needed to cross under the bridge. At the same time some Panzers and a couple of Tigers were working their way to the access road to block my tanks sprinting across the bridge. All in all, a good move by the AI. And I don't think what happened next had much of an impact on the outcome; Tiger's will usually win a frontal battle against Shermans. The HT's crossing under the bridge began to levitate...... http://imageshack.us/photo/my-images/822/hrp4.jpg/
  16. Hi All! I may have missed this in a prior post, but is there a way to destroy a bridge other than using arty or air assets? I have these engineers and paratroops running around with demo packs and I can't get them to destroy even a small wooden bridge. You would think they might want to do this to stop the retreat or advance of enemy units. Thanks
  17. Thanks, Jaeger Jonzo. Version 2 was uploaded on 8/5 and should be available in a day or so. It includes H2H and Allies v AI. Any feedback would be greatly appreciated.
  18. This is H2H only. By the end of next week I will upload Version 2 which will have a German AI.
  19. Thanks for the help! The manual looks good.
  20. I'm trying to learn the ins and outs of using the AI for scenario building. Can't seem to keep the defenders from leaving their positions and heading towards the attackers. Does anyone know of a better tutorial then the few pages that came with the game? Or even better, how do I keep them in their assigned positions? Thanks Guys
  21. Your campaign and the maps look great. When I up loaded my scenario I wasn't aware you were working on this. I can't wait to play the finished campaign
  22. I found it in the manual, thanks. Don't know how I missed it earlier
  23. Hey Guys. I'm looking for different building mods for both Normandy and Italy. I can't find anything except the generic buildings that come with the games. I've downloaded the modifications that have been posted, but I'm looking for some of the things I have seen in other scenarios; partially destroyed buildings, church towers, etc. Any ideas? Thanks
  24. I checked my settings and download history. I loaded V1.11 before V2.0 and V2.1. You guys are suggesting that I uninstall V2.0 and V2.1, reinstall V1.11, then reinstall the other two?
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