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Hilts

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Posts posted by Hilts

  1. 54 minutes ago, sburke said:

    BF makes a very deliberate effort to insure you are not obligated to purchase any module you decide not to.  It really complicates work on ToE and scenario design as you have to make sure the module is self contained and does not require anything beyond the base game so no BF doesn't consider it "disloyalty"  In fact they go through a lot of effort to insure you have the option.

    Does that mean that one player who has not purchased R2V can still  play a PBEM (obviously not a R2V scenario) game with someone who has, even though they appear to be on different version numbers?

  2. I don't think all is as it should be. I'm playing through the Kampfgruppe Engle campaign (which I started in engine 3) and my troops seem skittish. Two half squads, one vet the other crack were behind a bocage hedge. A mortar round landed nearby (at the other side of the hedge) and both squads ran through the gap towards the enemy and cowered in open ground. I thought this was precisely  what the patch was supposed to correct. 

  3. 2 hours ago, IanL said:

    Oh definitely.

    Let us know what you find. I am at a very reduced game computer time right now.

    I don't think that is right. We has a bug logged (reported here during the demo) where soldiers were going through a gap in the join between two modules. That has been fixed but it is possible that there are issues left. I am pretty sure that soldiers should only go through a totally destroyed wall. Pretty sure :)

     

    I have noticed that those annoying gaps that are present where modular buildings are joined are a lot more noticeable in industrial complexes where the internal walls have been removed. (The gaps are the same width as the thickness of the internal wall). FYI Ian it's the same in Final Blitzkreig  too. I haven't checked the other titles but I suspect it's a common fault in all the games. Will they be also fixed in the 4.0 patch?

  4. 9 minutes ago, rocketman said:

    Can you post screenshot of an example? I saw a gap like that, but couldn't fire out through it or move through it on ground level. This was in the Alamo scenario.

    I haven't got a screenshot of that particular example. It happened a while back when I was playing the demo. I don't think you can order a move through it. It my case it happened when I entered a building with no windows in the far wall. The troops gravitated towards the gap because there were enemy across the courtyard as if it was a window/door and one slipped through into the open and was promptly shot. The gaps are visible in all the demo scenarios where buildings join but you will only notice troops firing through them if there is no window available.

  5. 4 minutes ago, IanL said:

    Ah which bug is that?

    The big unsightly  vertical gaps where modular building are joined. Looks ok from outside but move troops inside or even just the camera and you will see them on any urban scenario. Troops can can take and give fire through them and even move through them at ground level. Particularly annoying on Breaking the Bank where you can take fire through a supposedly solid wall.

  6. I have to say I'm quite impressed with the new troop behaviour under fire. Not tried it with entrenchments yet but in the Bank scenario I've got several exciting inter-building firefights going on which would have been impossible before as everyone just ran away. Seems like Combat Mission is fun again! I'm looking forward to the release of the patch to bring the other titles up to this standard. Well done Battlefront!

  7. 51 minutes ago, c3k said:

    Thanks for stating it that way.

    I will say, as a beta-tester, coming to grips with this behavior has been difficult. The NDA prevents a lot of what I'd like say (and is a nice way to dodge ;) ) but realize that the HE fleeing behavior was not seen as a deal-breaker before v4.0 was released...or it would not have been released.

    Think about the myriad of situations your pixeltroops have been in. Think about how often they do the right thing...and you don't even notice it. Think about when they do something wrong...and the situation which it took to get that behavior.

    Without giving too much (anything?) away, I follow two basic courses of investigation: there are areas I dig into to find stuff; and there are times when I get a whiff of something not quite right. In the first case, I start with a set of presumed behaviors and try to stress them to their outlying limits. In the other case, I happen to notice something in passing...and then the Eye of Sauron focuses upon it. ;)

    There are fewer and fewer of each. And the gameplay effect of most are very minor.

    I can field multiple battalions and have total mayhem reign for four hours...and notice only a few odd cases of behavior. Most (all?) can be explained by men panicking under fire or other reasonable explanations. Think about the magnitude of that achievement: several hundreds of "men" acting realistically over multiple square kilometers whilst killing and being killed and trying to achieve a terrain objective.

    The HE behavior slipped through. Now, what if the fix is worse? Maybe men will stick in their locations, but then tanks reverse towards threats. But only if unbuttoned and the threat is known but out of LOS. And only on odd numbered turns. 

    Occam's Razor: if the fix were simple, wouldn't you have it already?

    Finally,  somebody has come up with some sort of reasonable answer instead of just ranting off..... Thank you.

  8. 17 hours ago, Battlefront.com said:

     

    The good news is that 2018 is set to reap the benefits of 2017's development efforts.  Right now we have three products in advanced stage of development:

    • CMFI Rome to Victory Module to bring the timeline to the end of the war
    • CMSF being thoroughly updated for its move to Engine 4 and all of its massive improvements over the original 2007/2009 code
    • CMRT Module 1 (no name announced yet) bringing the war's end timeframe for the Eastern Front

     

    This is great Steve but when can we expect some kind of a patch to correct the problem that was introduced with version 4.0? I am referring of course to the fleeing of troops from buildings and fortifications when a HE round lands anywhere near them! We have been waiting over a year now and many of us have had to revert all our games back to version 3.0 to get a decent game. 

  9. It's nothing to do with version 4.0 or Mac. I've encountered this bug since 2011. It occurs with Hmg teams and buildings. You can re-locate into one building fine but then if you see a better position in a second building and try to re-locate again, you get what has been described above. Only way round it is to start the scenario again or get the mg team to run like hell to the second building and set up before the action starts. Its a bit annoying but should be easy to replicate, Ian, without a saved game. 

  10. Just had a situation in the Aachen campaign where a German machine gunner shot up one of my trucks and was keeping the two squads in it pinned down in the open. He was using small bursts so I couldn't pin point him but I knew which building he was in but not which of the four floors. Anyway, I managed to sneak a flamethrower team up to a hedge 35 metres from the building. I took a guess at the floor and directed a 30 second fire order. The flame spewed out and though I still never saw anything, I did hear a lot of screaming. There was no more mg fire from the building so I assume I guessed right. I think it's the first kill I've ever had from a flamethrower and it was very cool.

  11. On ‎05‎/‎12‎/‎2017 at 8:33 PM, benpark said:

    Sorry, I can't remember off the top of my head what I set it at- 70-80% sounds correct, though. You should be well supplied between battles. This campaign is more about force preservation than ammo resource management.

    Nice work on the map, Ben.... Not sure about the great clouds of dust thrown up by vehicles, in mid October Europe but that's probably not your fault.

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