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hollister21

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  1. On my Mac I find if I accidentally hold "shift" while using the WASD navigation keys that the game will "lock" onto whatever direction. For example, if I were to hit "shift-A" the game would scroll left until it hit the border. The only way I've found to fix this is the open the menu and access the briefing - after returning to the game screen the problem is remedied.
  2. Success! Ultimately took a combination of almost all your suggestions. Thanks for the help!
  3. Ok thanks, that seems to have sort of worked ... Now the editor appears to recognize that there is an overlay image somewhere - a message says something about using the "o" key to toggle the supplied overlay. However, there is still no overlay image. Using the "o" key will change the entire map from its normal color to grey shade to darker grey shade to black. I'm running this on a mac btw, don't know if that matters or if there are any extra steps I'm missing.
  4. I see. Well I'll be more careful in my fire mission selection in the future - especially when I may use up one or the other (HE or smoke).
  5. Hope this is the correct place for this ... I have not been able to get the map overlays to work for the scenario editor for CMBN or CMFI. BN is v2.01, FI is v.1.1 I have taken a screenshot of a map from google earth - using a photo editor I cropped the area of interest and saved it as "special_editor_overlay.bmp" (without the quotation marks) and saved it into the "Z" folder in the data folder. After restarting CMBN and opening the scenario editor, the overlay is not visible. The "O" toggle appears to have no function. Any ideas? Thanks for any help with this.
  6. Playing through the Troina campaign (which has been fantastic so far) and I've had some issues calling in artillery, which don't seem to make any sense. After a lengthy shelling to start the 3rd mission, my 155mm howitzer had 24 HE shells remaining and 24 smoke shells remaining. I issued a follow up fire mission several turns later for a heavy smoke screen on the ridge of the mountain. After several turns the fire mission is complete and I have a nice smoke screen to advance behind. My issue is that when I then go to order another shelling of the mountain fort, I am told that there are now 0 HE shells as well as 0 smoke shells. Where did the HE go? I've had this occur a few times in the past. I don't recall having this issue with CMBN, but maybe it is there as well. Is this a known bug? Intentional simulation of poor battlefield comms?
  7. Just finished the first mission of Road to Montebourg (the beach). Total allied victory with 6 KIA, 6 WIA. Certainly much trickier getting off the beach, but I moved slowly using heavy suppression fire with my MGs and bounding teams up to covered areas.
  8. Triggers are absolutely a good idea - you can take the guesswork out of where and when the human player will be at any given time. I stuck it out for another 20 or so turns, until another entire "large combatant" group (like 6 squads) spawned in another group of buildings I was occupying. Lost almost an entire platoon. So that was the third time in the mission. I ended up semi rage-quitting this mission and took a Minor Defeat. I feel like I deserved better since I felt like I was finally starting to "sweep the streets" up and looked to be close to victory.
  9. I have thoroughly enjoyed the U.S. Army campaign throughout, and I am now working on fighting through Street Sweepers. I have had now had 2 occasions when enemy forces were "spawned" or reinforced right on top of my forces, resulting in heavy casualties. The first were 4 technicals - luckily I had 4 Abrams to quickly dispatch them but still they were able to smoke a Stryker full of infantry. Then, several turns later, 4 or 5 squads of combatants appear literally in the same 5 rooms occupied by one of my platoons. I took 15 or 16 casualties within seconds of the turn starting. Was this seriously designed into the map? I'm taking enough casualties as it is in this MOUT environment, it is very frustrating to have to deal with this as well.
  10. Well, this is starting to get a little ugly. As my panzerschrek team races into the open to try and get a jump on the approaching armor, it’s suddenly clear that they will be too late. A Sherman rolls through the previously blown breach in the bocage and begins directing machine gun fire at my men at the farmhouse complex. I pray that the Sherman does not somehow spot my men running in the open, but as the turn ends, I can see the turret slowly traverse in their direction. Turn 14 will reveal their fate. The lone survivor of the tank hunter team is finally incapacitated after 2 + minutes of sustained HE and machine gun fire. I’ve got to be more patient and dictate the flow of battle, as I’ve found myself reacting to Yormsha in the last few turns and making some poor decisions. We’ll see....
  11. Haha, well done ... I'm just making sure if anyone is still reading this But seriously, I think I must have posted that after a long day of school and work and maybe one too many Heinekens. I've got the next turn sitting around here somewhere, I'll post it up as soon as I can. Thanks for reading!
  12. By the end of the turn, two of my rifle squads are pinned, and my tank hunter team is down to 1 injured man who is pinned behind the bocage. Yormsha has moved another Sherman in the field across from me, and I’ve spotted at least 2 sections of Polish infantry heading south. I’m evacuating my forces that are under fire, and I have now split off three separate panzershrek teams to head towards the crossroads and try to deal with those tanks.
  13. My tank hunter team apparently was spotted, as the Sherman opens up on them with HE and machine gun fire immediately as the turn begins. My first casualty of the game comes as a piece of shrapnel appears to incapacitate one of them. The Sherman draws the attention of one of my rifle platoons currently near the farmhouse. They decide to try their luck with a panzershrek, which unfortunately sails high and out of danger. This does, however, bring the powerful Sherman’s attention to my inaccurate infantry. Several HE rounds pound into the bocage around them, injuring several soldiers. No casualties are taken there, at least yet.
  14. Now that my MG team is deployed covering the road, I’m going to move them off the road right back to cover. This is because Yormsha has rolled a Sherman onto the main road, facing east. It rolls to a stop about 90 meters west of the crossroad. My tank hunter team arrives at the other side of the bocage, facing the crossroad. Hopefully they haven’t been spotted yet. I just need that Sherman to creep a little bit closer for my Panzerfausts. I’m calling in some more artillery on the road where the Sherman now sits.
  15. My artillery continues to pound the field northwest of the crossroads. Hopefully I’m inflicting some casualties ... One of my reserve rifle platoons spots two Shermans racing east through that field, heading towards the road and the wheat field. I’m going to sprint my tank hunter team up to the crossroad and try to make my enemy worry about sending armor that way. I’ve spotted the first confirmed casualty of my bombardment, crumpled onto the road near the intersection. Another soldier is pinned across the street, with rounds falling nearby and small arms fire from the west. So, plan for this turn: not many changes. Tank hunter team is still on the move toward the intersection. I’m going to mobilize one of my MG teams to cover the road.
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