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Posts posted by Probus
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Well I kept fiddling and decided I would try removing all mods, turning off all effects, and stopping all processes on the PC that I didn't need. Flew right through with no CTD.
I'll add things back, one block at a time to see if I can figure out the general area of that was causing the problem.
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I have a CMRT game, about 100 turns so far (about 50 minutes), and when I end my turn it processes about 30-40% then crashes to desktop. Can anyone suggest a solution I could try? I haven't changed my hardware or software. So I'm thinking its a bug in one of my orders maybe?
Any help would be appreciated.
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3 hours ago, Blazing 88's said:
Thought I would throw this out here... Wouldn't it be possible to use top view screen shots of auto generated maps from within CMx1 (CM:AK modded to CM:ETO) editor, with the terrain elevations visible, as a template overlay in the CMBN editor? Still lots of work though, but would add randomness with a little bit of ease.
Can you import maps from, lets say CMFI into CMBN?
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48 minutes ago, Double Deuce said:
Many, many years ago I ran multiplayer games like this using Steel Panthers (both the WWII and Modern versions). I never tried using CM but I'm sure it'll be pretty involved and time intensive. The one advantage I found with using Steel Panthers was the random map generator which saved lots of time. It'll be interesting to see how this project turns out.
Yes. I'm hoping we have enough maps to keep it interesting. I have a cunning plan.
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Received the Holland '44 game yesterday. Setting up the board to look for an area that would be good for a "Bridge Too Far" mini campaign game.
Some details:
- Each hex is 2 km.
- You can stack up to ~2 battalions per hex.
- So if we just used a small portion of the game map, maybe around 9 hexes, each hex could be broken into smaller squares to make sure the battles stay small.
- A battle could be the entire hex if just 2 commanders would be involved. (Huge map, with a relatively small force).
- Really struggling over how much of a force a company commander should control. Somewhere on the order of 1-2+ reinforced companies.
- Working on rules governing how each battle starts. What constitutes a meeting engagement vs a probe vs and attack etc...
- Each turn of the game is broken into morning and afternoon and there are rules for weather.
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3 minutes ago, Lethaface said:
Sure seems interesting! My basket is rather full atm though, but will follow with interest.
Not to worry. We will have the full campaign next year.
Please don't hesitate to comment. We can use all the advice we can get.
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1 hour ago, Blazing 88's said:
Fyi, you may have forgot to edit the copy /paste?
Allied Force list...
Company Commander 1 - Axis Forces
Company Commander 2 - Axis Forces
I look forward to seeing how this works out.
Thank you kind sir. I will get this fixed. Seems like I can't edit the post anymore. I'll ask admin what's up.
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Operation Market Garden Multi-Player Campaign (Holland '44)
Today, I am supposed to get a physical copy of Holland '44 in my grubby little hands to use in testing VASSAL for our first prototyping campaign game. We thought it would be wise to iron out the rules above and find the best location in the battle/map for the campaign. It will be ~3 short turns of intensive testing and feedback to get us ready for the full campaign ~next month in 2021 (no way I'm starting anything in 2020!).
Thanks to everyone behind the scenes who have helped us get this far.
So now I am officially asking for VOLUNTEERS for the proto-multi-community-campaign-mini-test-game (PMCCMTG). No. No. No. I'm a government engineer, I can do way better than that for an acronym. Hmmmm.....
CM2PTG - Community-Mini-Campaign-Multi-Prototype-Test-Game. There, much better, anyway,
If you are interested please PM me which position(s). Here is what we are looking for in our
VictimsVolunteers:1. Field Officer - Axis Forces
a) Operational Command
b) Orders to Company Commanders
c) Take over temporarily for KIA, MIA Company Commanders under certain conditions.
2. Company Commander 1 - Axis Forces
a) Lead their company size forces into battle against overwhelming odds.
3. Company Commander 2 - Axis Forces
a) Lead their company size forces into battle against overwhelming odds.
4. Field Officer - Allied Forces
a) Operational Command
b) Orders to Company Commanders
c) Take over temporarily for KIA, MIA Company Commanders under certain conditions.
5. Company Commander 1 - Allied Forces
a) Lead their company size forces into battle against overwhelming odds.
6. Company Commander 2 - Allied Forces
a) Lead their company size forces into battle against overwhelming odds.
7. 2nd Lieutenant(s) - Faceless Pixeltroopen
a) Field promotion to Commander for (KIA. MIA) Company Commanders.
b) KIA - Permanent, MIA - Temporary, but axis/allied designation will stay the same.
c) This will happen in our test game a few times to test the substitution rules.
Patience and feedback will be required. Competitiveness is optional during the testing. We are looking for "devils advocates" but any criticisms should always be accompanied with solution(s) and work arounds. Our motto will be KISS - Keep It Simple Stupid
Thanks! This is going to be a blast!!!
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Figured it out... You take two units of wire and arrange them the direction you want them. Select them both and move them to the opening in the wall. Just one of them moves but stays aligned to the other one and, ta da! You have an aesthetically pleasing barbed wire fence/wall.
This may be old news for most of you, but this ranks right up there with landing a Starship back on the pad with 3 intact Raptor engines, for me!
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I did a quick search and couldn't find the answer, but I have a simple question:
If I have a single unit of barbed wire and want it to face NW instead of North, how do I change its facing when setting up? I wan to put it across an opening in a wall to a compound.
Thanks!
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12 hours ago, nathangun said:
I remember those campaigns foundly, I still have a copy the Geccos program that the campaign ran on.
@nathangun So is Geccos instead of Vassal or in addition to it?
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Everything is in flux so nothing is set in stone. We are just going to use a small portion of Holland '44 right now. The battalion size counters break down into companies. But please keep feeding ideas.
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Here is a link to the Multiplayer Campaign guide. I'm not done transferring it into Google docs (from an old scanned copy), but feel free to comment. It should be open for comments:
https://docs.google.com/document/d/1uqp6EbBIsrfiiOL_LKjRNQx1kaPaxNlkjvMMUK5HTF0/edit?usp=sharing
Thanks!
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Each hex is ~2km
Randomly assign CM maps depending on terrain features, City, Forest, village, farmland
Stacking limits. Supply/logistics points, weather, ground conditions, etc...
Have to figure out how to handle offboard artillery and air support
I will open the rules up (Google docs) so anyone can comment.
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Ha! Do they offer one?
They had a whole series at the operational level. So I used those as examples of maps.
I'm thinking about using Panzerblitz or Panzer Leader to track forces. Give the commanders "counters" to arrange on a section of map for the campaign.
What do you think @Erwin?
Rules overview coming later today.
All with a little help from my friends.
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Here are some candidates that are on the correct scale for Combat Mission. I would, of course, only use a small section of the map or this would become a decade long project.
1. Market Garden
- https://www.gmtgames.com/p-600-holland-44-operation-market-garden.aspx
- http://www.vassalengine.org/wiki/Module:Holland_'44:_Operation_Market-Garden
- CMBN: (I think this one is out because you can't mix and match nations in the same battle CM2)
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2. Battle of the Bulge
- https://www.gmtgames.com/p-441-ardennes-44-3rd-edition.aspx
- http://www.vassalengine.org/wiki/Module:Ardennes_'44
- CMFB: (Good Candidate, don't you think?)
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3. Ukraine '43 (or Modern Black Sea)
- https://www.gmtgames.com/p-210-ukraine-43-2nd-edition.aspx
- http://www.vassalengine.org/wiki/Module:Ukraine_'43
- CMRT: (Good Candidate, don't you think?)
- CMBS: (Good Candidate for a map) (also: http://www.vassalengine.org/wiki/Module:Next_War:_Poland)
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4. Italy (No Retreat)
- https://www.gmtgames.com/p-466-no-retreat-4-the-italian-front.aspx
- http://www.vassalengine.org/wiki/Module:No_Retreat_4!_Italian_Front:_1943-45
- CMFI: (I think this one is out because you can't mix and match nations in the same battle CM2. Maybe small scale)
http://www.vassalengine.org/mediawiki/images/e/ef/NoRetreat4GMT-Shot-001.jpg (Larger map)
Any suggestions or recommendations?
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The last orders were carried out. couldn't get control again and all the ammo was expended.
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31 minutes ago, Sgt.Squarehead said:
I seem to recall that you can sometimes click on another spotter, select the firing unit from their artillery tab, then click the 'go to spotting unit' tab and find that the 'ceasefire' option is still there (Even though the unit itself isn't! ).....I'll try to get screenies/save if the opportunity arises.
That would be nice
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@The Steppenwulf Trying to decide on the best VASSAL modules to manage this campaign. I think I will probably use 2 or maybe 3. Something along the lines of PanzerBlitz to organize Companies (These would be the chess pieces). And a game with a map that is on the scale of Combat Mission. Operational level, Like NATO: The Next War in Europe, but I think I can do better for a map. I'm looking at COIN like you suggested.
Now is a good time for VASSAL input for those of you familiar with VASSAL or just own a lot of board games. Here is a link to the public domain modules that have been converted/designed:
By Era: http://www.vassalengine.org/wiki/Category:Era
World War II: http://www.vassalengine.org/wiki/Category:WWII
Modern Warfare: http://www.vassalengine.org/wiki/Category:Modern_Warfare
The first mini campaign is going to be short, abbreviated, fast and deadly to test the campaign rules. I'll put the draft rules up on something like Google Docs for community input, improvements and comments.
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More often than I care to admit, one of my spotters dies in the middle of calling in an artillery strike. Is there any way to get back control of the arty using a different spotter or does the strike just have to run its course without a pair of eyes on the target?
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If I wanted to do some testing of bottlenecks on my computer using Combat Mission. What is one of the largest/slowest loading scenarios in any of the games?
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17 minutes ago, MOS:96B2P said:
@MOS:96B2P I can't replicate it again either. But something happened in front of a US bunker (M1 57mm) my first playthrough that wiped out 2 1/2 squads of men simultaneously. Looked to me like it was the flamethrower destroying the bunker.
- I had the bunker crew set to hide so that I could test attacking the bunker.
- The engineers close to the bunker were set to assault.
- I saw explosions from the satchel charges but they didn't seem to do any damage to anyone.
- Then the flamethrower opened up and everyone died.
Do bunkers have any kind of special ability that I'm not aware of (I am not aware of a lot of things )? Maybe they panicked? Does ammo detonate like that? Dang. What the heck happened if it wasn't the flamethrower.
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36 minutes ago, MOS:96B2P said:
If I'm understanding this correctly; casualties caused by friendly fire from a flamethrower. Which CM title are you seeing this in? Also which flamethrower?
CMFI using a Pioneer company. The squads have Flammenwerfer 41 Flamethrowers. I'll see if I can get a video capture of this.
CTD on Long Term CMRT PBEM Game
in CM2 General Tech Support
Posted
It was a mod. If someone would like to know which mod it is, let me know and I will try narrowing it down.