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Posts posted by Hilts
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48 minutes ago, MOS:96B2P said:
This will often happen if there is an elevation mismatch. If the team is on a different elevation than the inside of the building. I'm not sure this is what happened in your case but it would be my first guess. In my Blast TacSOP I first check the wall to see if it looks like the building is sunk into the terrain at all. If it is you can blast it but the team will probably take a different route for getting inside (like using the closest door).
When able to select and assign soft factors to my own units I purchase regular engineers because they have a Blast time of 15 seconds. I give them a 45 second Pause before the Blast. So they Blast just as the turn ends in WEGO. Next turn I cancel the move part of the Blast order for the engineers. I then Slow a team (usually different team to preserve the engineers) through the blasted gap. If the assault team starts to crawl around to a door I cancel their Slow order (usually enough time on Slow) and try something else. I know it is a PITA but the best work around I know of.
Thanks, good to know in future. In this battle it's a train station so the terrain is more or less flat.
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48 minutes ago, c3k said:
Had that once. Too much debris from the breach?
Got a save?
There could be too much debris as I blew the hole through a high wall at the same time. Of course the graphic just shows a great big hole. How do you know if there is too much debris? Yeah, I have a saved game if you want it.
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Got a situation where a breach team blows a hole in the side of the building then runs round to the other side to enter via the door......and getting shot to pieces in the process.
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Yes they have. Vein updated his mod. Check the FB forum for the link. It works in all titles.
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50 minutes ago, user1000 said:
Guys tracers would be every other shot or every couple of shots at least, these are not tracers. Regular shells. I think they did it so you can see where shots are coming from, in a game aspect
Yes User, we know that but some of us don't like the laser beam effect this produces. Vein's excellent mod appears to make the "tracers" every second or third shot, which in turn makes the whole thing look far more realistic. Particularly HMG fire.
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1 hour ago, Vein said:
It seems I had TWO special effects mods: one for ww2, and one for modern. I had changed one and gave the link for the other. Doh.
Link updated above.
That's better! All is well now....... many thanks for your great work Vein.
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16 hours ago, Thewood1 said:
The problem isn't the tracer. Its the player watching, rewinding, zooming in, and using player aids to track down every detail. Nothing wrong with that, I do it. But if you don't want to do that, play hard rules to not use replay and always remain at level 1.
No, the problem is that for some inexplicable reason Battlefront decided to make every small arm round fired, a tracer. There was no problem before that! I spend most of the time down at level 1 and as Macisle pointed out this only exaggerates the effects. I make no apologies for viewing the action multiple times because that is the beauty of the game and makes it stand out from the rest of the crap that's out there. In any case if a squad member drops due to sniper fire it's only natural to try and identify from where the shot came from. However I want it to take three or four game turns to pinpoint the sniper not 30 seconds, as is now the case.
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36 minutes ago, Warts 'n' all said:
It can't be right to go swanning around southern Germany on a Triumph, but you managed it.
I'm not sure you can talk, Ollie. Look at some of the things you got up to.....
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Well I've just found out that you can identify the exact building and floor a sniper is located simply by following the tracer line. That can't be right, can it?
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Does the smoke from MGs make them easier to spot or is it purely cosmetic?
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24 minutes ago, akd said:
Is it possible you have an effects mod that is somehow in conflict?
Just retried it with all mods removed. The quantity of smoke is the same but it's now white instead of black. MGs are chucking out as much smoke as a steam train and my riflemen look like they are firing muskets. Who at Battlefront thought this looks better than it did?
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24 minutes ago, c3k said:
If you fire up an old savegame in the NEW game engine, then smoke uses fire graphics for the first 2 turns...or so. Keep playing and you'll see. (It shouldn't do this with new battles.)
They are all new games in the new 4.0 version! I was going to put some pictures up but have forgotten how to do so.....
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I did have Aris' smoke and Vein's tracers before and they looked great but not now. Yes, the new effects are in 4.0 upgrades across all titles. It's going to take one hell of a modder to mod these out!
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Anyone know if the new muzzle effects and tracers can be disabled? I now have clouds of thick black smoke coming out of MGs and automatic weapons and the tracers look like laser beams.
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The best way if it were possible would simply be to have a (squad) re-load command button on the interface, for those guys who like to micro-manage.
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1 hour ago, MOS:96B2P said:
I don't have the new Engine 4 upgrade yet (waiting for all the dust to settle). With Engine 3 you had to Deploy weapon one turn and then Hide on a later turn. The weapons crew would not do both at the same time except for in the Setup Phase.
I wouldn't get too excited! It's still the same in 4.0 as it was in 3.0. The only difference is you get some white writing on the map telling you what you are trying to do.
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Just tried deploying and hiding US mortar crew and 3 man MMG team. They both deploy but neither of them hide. Not tried any other heavy weapons.
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42 minutes ago, OBJ said:
Hi Hilts,
Try searching on 'activate' in C:\Users\<Computer name>\Documents\Battlefront\Combat Mission.
You should get a short cut to 'Activate Modules'.
See if that works, although you are taking advise from a guy that can't get the CMBN v4 upgrade to work yet.
Also look in C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Battlefront\Combat Mission Battle for Normandy, should be there too.
Found it! Thanks mate and Steve too. Merry Christmas!
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Anyone know how to activate the new upgrades if you're not given an "Activate new modules" app? I can't find it anywhere.
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Thanks Michael !
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That is the correct order which Battlefront released the games but if you want to play in WW2 chronological order you need to swap Italy with Normandy. Most of Fortress Italy is set in 1943.
You will notice a big difference between all these and Black Sea!
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I did the test again in the CC campaign first mission. What I said before was wrong. I hadn't moved the halftracks. When I do and then try to dismount the mortars they just exit the vehicle (without the mortar) and then freeze no matter what dismount order they are given.
Baneman, could you launch the first mission of Courage Conquers campaign and fast forward through the first ten turns or so, till the m21s arrive and then see if you can dismount them correctly? Make sure to move the halftracks first though.
I wanted to do a test outside the campaign but couldn't find the vehicles in the purchase screen?
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1 hour ago, Warts 'n' all said:
Ah, now it's my turn to be confused, because I'm running v.1.02.
Just to confirm. When I said that everything appeared normal in 1.02. I can dismount my crew and move them away but they leave the mortar in the half-track. I can now fire the mortar from the HT, which I couldn't before. Are the mortars even designed to be removed from the vehicle?
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5 hours ago, Warts 'n' all said:
With regards to the 81mm mortars. If you use the "Dismount" command they leave the mortar behind in the vehicle and become stuck as "Hilts" describes. Also, the same thing happens if you issue them with a "Move" or "Hunt" command from the vehicle. But, they act normally if you issue them "Quick" or "Fast" commands taking the mortar with them.
I've done some tests and the problem seems to be if the mission was started on 1.01 and then the patch was applied halfway through. When I start the mission from scratch on 1.02 everything appears normal.
Stug target light
in Combat Mission Red Thunder
Posted
Has the Stug machine gun behaviour been altered in version 4.0? Before there was always the problem of the machine gunner constantly popping up and getting shot whereas now if you target light with a buttoned up tank nothing happens. It has to be unbuttoned which in WEGO leaves the gunner very exposed for a game turn.....I haven't tested it on any other tanks.