kohlenklau
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Everything posted by kohlenklau
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Back when I turned the half-century mark and busted out some moola for a new PC, I got an SSD and reinstalled CMRT and CMFI on it but also kept my regular HDD. I then had a struggle with CMBN and all the keys and modules so decided to keep it on the old HDD. My personal observations, CMFI and CMRT load MUCH faster using the SSD. CMBN loads MUCH slower with the HDD.
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More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
...and the Volksgrenadiers might have some Soviet SMG's? -
Operation Hercules: The Invasion of Malta [WIP]
kohlenklau replied to kohlenklau's topic in CM Fortress Italy Maps and Mods
Thanks. I will have to consult my Maltese advisor... please standby. -
How about a Kickstarted-funded Tunisia module?
kohlenklau replied to jurpo's topic in Combat Mission Fortress Italy
ASAP I PM'd the OP about this Mod per SOP to ask WTF if he was AOK to be the OIC but no reply so maybe it is TBD or OBE or perhaps he is MIA eating a BLT and sipping a GnT so I guess it is all up to BFC. -
Operation Hercules: The Invasion of Malta [WIP]
kohlenklau replied to kohlenklau's topic in CM Fortress Italy Maps and Mods
Thank you waclaw! I will listen to it right away and see how it sets the mood for the axis parachute forces making their drop on Malta... -
More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
..and now I think we know that one of the 20 standalone scenarios is JonS doing an Operation Varsity battle. 17th Airborne in March '45. 20 Scenarios: 1. Operation Varsity 2. Nordwind 3. Bloody Aachen 4. Hurtin' Forest 5. Bulge: Lanzerath I&R platoon battle maybe 6. Bulge: Team cherry Armor battl? 7. Bulge: Foy attack by 101st? ? -
More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
More on the KG Peiper campaign...I really appreciate BFC for changing their minds or whatever you call it and including FJ with this main game. The KG Peiper campaign can have the FJ riding along with Peiper's forces as it actually happened and we don't wait til the first module. Thank you BFC! Thank you very much. I would be curious if it was a decision based on my humble thread or just some internal decision... -
More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
I am excited to see what the chefs cook up for the stock campaigns that "tank ride" in with the game! One is a KG Peiper campaign as axis and the other is a US campaign something about Bastogne. So, that US Campaign most probably a 101st as core unit and NOT what I really want/hope would be the units that delayed the Germans so the 101st could do the part they did. "Alamo in the Ardennes" is a great book that tells of the 28th Infantry Division's and other unit's sacrifices to the east of Bastogne. If the KG Peiper campaign does anything interesting with immobilized vehicles using the current set of kitchen spices, then I guess we don't need anything added... But the 4 R's for campaign post-battle don't include refuel specifically. It is rest, refit, resupply and repair. Resupply seems to me from my limited observations to mean your ammo supply.... Has anyone ever seen a campaign battle show an impact on vehicle immobility as a symbol of lack of fuel? Edit: I seem to recall something like this happened in the old CMX1 "operations" when you were cut off. Do I recall incorrectly? -
Los, Juju is about to release discarded chutes mod.
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CMPzC Operation "Nyak Leves" (Budapest '45)
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
hey grungar, please do a separate thread if you want to state your views about game design policy or whatever. This thread is for a project. Thanks! -
Operation Varsity 17th Airborne!!!
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CMPzC Operation "Nyak Leves" (Budapest '45)
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
Later someone remind me please. Silentotto41 will now slide over to be on the Allied team and fenthedog will join as axis. -
More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
Maybe they fix A as they develop B. We get both things and not just think A or B. -
AI controlled paratroopers can be sprinkled around by the 5 AI plans but who wants AI paratroopers I guess... Player controlled paratroopers can get some start position variety by tucking the scenario into a mini-campaign. Basically use the first battle of the campaign to branch off to A or B and you then have 2 start position versions of the same scenario. Random coin toss can be the first battle with heads is high winds or whatever. tails is not so bad of winds and make the dispersion greater with the A scenario. You could even do another branch off from those 2 before you fight. Some other factor such as enemy AA fire. So, you'd have 4 different start positions for the same scenario. The coin toss battle takes 2 minutes so the player is not put off with any lengthy waiting. I am now experimenting with a "final approach" scenario for a CMFI Operation Hercules Campaign. It allows AI AA units to engage your transport aircraft and cause losses. Then in the follow on scenario that starts on the drop zone, the missing units from the core file are your random holes in the plan.
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More Bulge Info! (and a few screenshots...)
kohlenklau replied to ChrisND's topic in Combat Mission Battle for Normandy
I couldn't find it but there was a recent maybe Wargamer? article about each of the i can't recall but around 2 dozen games made about the Battle of the Bulge. I am excited to think this new CM Bulge will be an award winner for the Ardennes genre. I wonder if there is any new campaign feature that could be sprinkled in to better capture the essence of the Bulge? I already suggested a new type objective. "Fuel supply" and a new type of vehicle status "immoblized - low fuel". Maybe beyond the scope of CM battle? Maybe too hard to link the 2 items via the code. The game doesn't track fuel anyway..so I guess you already "round filed" all that! How about trying to get us head to head campaigning? To play a human opponent and not old "Otto Maddox" the AI soldier.... EDIT: On the start screen we'll see a new button "H2H Campaign" and press that button and you see the stock H2H campaigns. Pick one and it fires up a briefing and then a QB type screen and you force pool to grab some forces from and then save and send file to human opponent.He opens and also sees the QB type screen. The author of the new type "H2H Campaign" is the one who gives you the forces to select from, availability changes by day over whatever he set up. Too much coding? -
If you loaded one game and it had an icon for every module that would be one crowded splash screen! It would look like my desktop! ...and you better not lose those 2 dozen "license keys" when you take those couple hours to reinstall the game and modules. and writing scenarios would be tough because you'd need weird prefixes to define the scenario module requirements! CMETO HYP TURK AX NYC CAN "The Battle of Niagara" This would be for CM ETO hypothetical Turkish sides with the axis and attacks the US through Canada module! So as not to be confused with a scenario for the module where they attack through Mexico of course! CMETO HYP TURK AX TEX MEX "Blood on the Rio Grande"
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I have to teak it a bit..but my Hungarian camo shelter quarter (sátorlap-esögallér) is looking pretty good!
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I recall now that I played this one a ways back and did send guys out on all 3 routes but most were assigned to A3. 1 squad and a tank on A1, a couple squads and a tank on A2. A full platoon on A3 and the rest of the tanks. I used the engineers to blow a few new passages through the hedgerows along the sides of A2. Definitely my reserve platoon waited to come up on A3. I remember being successful. Against the AI of course.... 2 cents please! EDIT: Having guys out there on my left flank at the start line to going on A1 gave me LOS to potential targets. They didn't step off the line of departure til late in the show. The same with A2 IIRC, not so much as a LOS issue but I wanted to have them ready to haul butt up the A2 road if things fell apart for the enemy defense.