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PhilM

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Everything posted by PhilM

  1. Thanks for the comments and information guys.
  2. By calling it a "bug", do you mean that the QB should have coped with me switching the sides and automatically switched the setup zones to match? Or does one always have to edit the QB map, if it's an assault / attack map, to play Axis as attackers, because all those maps have been set up (as MikeyD said above) with Axis as defenders?
  3. Thanks for this. If I understand you correctly, still leaves me thinking (my bold of your last sentence above): but not, on this map, in practice? Not without also switching the setup zones, because the Axis forces were "attacking" from a (defender's) set up zone in which they already occupied all the VP locations, whilst the Allies were "defending" from an (attacker's) set up zone in one corner of the map with no access to the VP locations they were to defend?
  4. New to playing PBEM, I am trying to set up a game with an Axis (counter)attack against an Allied defence of a village. I chose a map at random (Asslt Large Village (water) QB-259.btt), but find when getting to the setup phase (and later checking in the editor) that the map's setup zones seem not to be for attacker/defender, but for Allies/Axis: and given the zones' location and extent, they can realistically be used only for an Allied attack v an Axis defence and not the other way around. Of course in the CMBN timeframe the usual position is the Axis trying to hold ground and the Allies trying to kick them off it, but localised counter attacks must make vice versa a fairly frequent occurrence. Was I just unlucky in my map choice (or do something silly in the game setup screen), or are maps often (always?) set up to be used in a force-specific, rather than a stance-specific, way? Or is there something I should have seen, but didn't, in the map's description to tell me this one could be used only this way round? I have never used the editor: now might be a good time to learn! I presume I can edit the map to swap the zones around and share that edited map with my opponent so we can have that map with an Axis attack? Or does a "mirror" version of it, set up the other way round, already exist perhaps?
  5. Plus 100 from me too, especially for the "from a menu" part, on the assumption that the menu would be in formation / hierarchy order, from which related units could be easily selected. I find I would also like the ability to drop a (limited) number of "pins" in the map, to mark locations either to avoid or to select as waypoints or destinations. I search for a while on a low / close view to find the AS that has the bocage gap I want to hit (or avoid), or the hill crest AS that offers LOS / LOF - and then lose the precise AS as I change view to go back to the unit to which I want to give orders and have to search for it again. Can I have the equivalent of a marker pencil for my map?
  6. I sent you a PM offering a game, if you still want a PBEM opponent?
  7. I sent you a PM a few days ago offering to take you up on your request for opponents: interested?
  8. Not yet seen this "L98" in the game, but if present looks wrong? The "Lxx" attribute is a measure of the length of the barrel, in multiples (the "xx" bit) of its calibre. A very different piece, but even the 88mm PaK 41/43 is only L71; never heard of an "L98" gun in WWII era?
  9. Hear, hear from me to Vinnart's comments. I've enjoyed and learnt from the AAR - so far, hope there's more to come! - and very much appreciate the efforts made by both players, to play the battle and to do the analysis and posts. Especially echo the comment on your attitude and sense of humour, GaJ.
  10. Certainly happened (my bold, above) to me: first minute the Flakvierling arrives, I hear a droning aircraft sound, then ... kaboom ... one kaput flak unit, without firing a shot. Makes the non-AA capability seem even more ironic when a purpose designed flak unit cannot even disrupt the aim of the air strike! I know that we always want everything, right now, but - given the level of abstraction which seems to be already present in air strikes - would it have been soooo hard to add an AA layer to the calculation? (Or enhance it for the specific new AA assets, if one is already present to represent the general level of ground fire at the attacking air asset - sometimes from BOTH sides in real life!) Presumably the air attack resolution already checks for e.g. does the requested strike arrive at all?; weather / visibility?; does it see a target?; does it hit the target? How difficult is it to add another layer to the calculation that asks e.g.: is an opposition specific AA asset present?; is it not currently targeting a ground target / not suppressed?; how many gun tubes/calibre/Rof?; what terrain is it sited in (for view of aircraft)?; then add a combined AA defense factor to the airstrike outcome calculation? There are no complex actual sighting and round tracking calculations to do, as the aircraft is never actually physically "present" in the same way that ground units are, is it? And it would not need actually to shoot down the attacking aircraft (relatively rare, but possible), but just be another factor that disrupts its aim and persistence? If this seems like too much of a moan, let me say thanks specifically for this scenario, and for GL generally - great!
  11. +1 to this: I would be interested to know the reasoning / logic for not offering preorder on the download-ony option? I would have bitten, even with no preorder discount, if it were available: both to support BF and to get early access.
  12. I have just bought and downloaded the CMSF for Mac bundle: so glad I did, I'm having great early fun with it. I have found that the game has created a new folder, under my user name but outside the normal app location, called "gs5", that now contains a series of files named "cmsf.***.log" (where *=random (?) numbers, ie not dates etc) which seem to be created most but not (??) all times I play the game. I have not had any crashes (!) so don't think they are any sort of error log files. What are they? Can I delete them to save the disc space, or does the game need them? Thanks
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