
WynnterGreen
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About WynnterGreen
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WynnterGreen started following Bug or a Feature?
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I'm having a play around with CM for the first time in a while. Giving a AFV a Target Armour Cover Arc will result in the unit not engaging AA Vehicles.
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Video footage surfaced showing Syrian rebels using a German World War II - Era Wehrmacht Howitzer on the battlefield in Idlib. The howitzer appears to be a 10.5 cm leFH 18, a 105 mm light howitzer that entered service with Nazi Germany's armed forces in 1935. The Syrian Army was known to operate limited numbers of the 10,5 cm leFH 18M howitzer, as well as the 7,5cm PaK 40 anti-tank gun. It is likely that the howitzer shown was captured from a Syrian Army base or museum.This footage is part of an ongoing documentary of the war in Syria through raw combat footage. German World W
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All Units Typical Malfunction
WynnterGreen replied to WynnterGreen's topic in Archived CM Normandy Tech Support
This is in Quick Battle purchasing by the way....... definitely happening in every game I've set up since 4.0 Not sure about last patch, I haven't played for a while and memory fails me. -
Since upgrading to 4.0 Normandy Commonwealth, I've noticed that when I purchase units the engine doesn't randomise units set to Typical properly beyond your first Formation. The first formation will randomise properly, but all subsequent Formations or Teams will not randomise properly. Example, first purchase was a US Infantry Battalion, it randomises properly, all units are randomised. I then purchase a US Medium Tank Battalion, still set to Typical. Every unit is Veteran, Low, -2. I then buy a Light Tank Battalion, every unit is Regular, High, +1. Also, with t
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I was having a similar problem. I had to remove the [Vehicle Pack] folder to get menus etc looking correct again. Is there a 4.0 brz file for the VP?
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It was noticing assaulting troops stopping at odd and infuriating times that bought it to my attention that units weren't reloading between engagements. Which I then put to the test to confirm. I'm not contending that it's a particular problem with 'assaulting units' or 'assault tactics', it's a systemic problem with reloading. ie, that given ample opportunity and time, units aren't reloading their weapons. Which means that those 'assaulting units' are doing so with little ammo loaded due to lack of preparation, not lack of ammo. There seems to be some disagree
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oh. Good. Agree or disagree I'm glad the message is getting through. My intention isn't to comment on the 'feasibility or difficulty' of getting units to consoildate and prepare effectively in CM as a coding effort. If it's an unreasonable expectation 'workload for reward', so be it. My objective is to point out the discrepancy between what one might reasonably expect to see tactically, against what's reproduced behaviorally in the simulation.
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Ummmm..... I'm not sure how to explain it again to make it more simple. Currently in CombatMission an individual will fire off any percentage of the ammunition from his current clip, magazine, belt, whatever....... fine. After he's done so, it doesnt matter how much time passes, he won't swap out the clip or reload his firearm until he expends all the ammo in the currently loaded magazine...... Bad. It might be thirty minutes/turns of idle time, and you might be about to assault him across a dangerous field, but he won't repack, reload or ensure that his firearm is pro
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Oh' come on...... this is absurd. What possible argument is there for sitting around with the last two rounds in your assault rifles magazine (Accept for, 'these are the last two rounds you have') in lulls between firefights? Time to prepare, IS TIME TO PREPARE. At the moment the Combat Mission AI situation is: Fire off some rounds at an area target, sit around for ten minutes with the last 3 rounds in your magazine, make the assault with the 3 round mag and reload to the full clip you're carrying at the most inconvenient and dangerous time possible.
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For a while I've been noticing while mirco-managing between turns that quite often my infantry start reloading at infuriating times during a firefight. Instead of reloading during periods of rest, they sit with their clips depleted to just a few rounds. Then, when the S*#T hits the fan, they pop off the remaining rounds before beginning the reloading procedure during the middle of the engagement. I put it to the test with US BAR units, depleted to just the single Automatic Rifleman. I had them fire 'Target Briefly' at an area to substantially deplete their cli
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Just tested this. The exception is hedge and low boacge. Units spot through them while hidden very quickly and easily, right out to at least 150m, my test limit. Units will spot enemy units traversing along the opposite side of a low wall, hedge, low bocage out to a reasonable distance. Tall bocage the enemy has to be nearly on top of them before they spot. Unit's hidden behind low walls get a [Sound - Infantry ?] contact from quick traverse moving enemy at about 70m in empty terrain [but never spot] after about one minute.