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PhilM

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Everything posted by PhilM

  1. Michael, Your forbearance shows you to be the gentleman we know: but sadly I don't agree with the thrust of your comments in this case. For what it's worth, my exception to his comments that I quoted in my post concerned the reference to other forum members, rather than to BF per se. He was - my words of course, not his - implying that we are dumb schmucks for wanting to pay BF $55 (or even $65) for something that is essentially nothing more than a vehicle / battle pack. (And implying aspersions cast at BF for wanting to sell us the same ...) Well, I can decide for myself whether or not I want to buy what has been extensively trailed through AARs, You Tube videos, etc etc. and whether it is more than "a Pack". He is perfectly entitled to think that CMFB is overpriced for what it contains, and to say so in plain, unvarnished terms if he wishes: no complaint from me. It is his not being able to do it without sly digs at others that led me to click "Ignore User". But perhaps I should have done just that, and not posted my thoughts ...
  2. If you think that it's not value for money, no one is forcing you to buy it ... Why do you take pleasure in raining on (almost) everyone else's parade, and post here even though you are not - presumably - going to get it? (Leaving aside the point that your criticism is inaccurate anyway.) You think that we're not capable of deciding for ourselves? Where's that "Ignore User" button again ...
  3. The penetration highest up the turret side damages the very neatly applied - German - script (via Google: "Salvaged (?) by s. Pz. Abt. 506): the "n" in "von" ... So presumably that shot at least is a test firing, after the vehicle was "salvaged" and the script applied? If the penetration hole was already there, the "von" could just have been applied a little further to the left to avoid it?
  4. Michael, *please* tell me that you exist, and that your posts are not merely a disembodied AI displaying its erudition and wit ...
  5. Hold down the shift key whilst setting the arc ... it becomes a disc with 360 degree coverage ...
  6. You don't seem convinced! Because this is a bit of a work-around rather than something integral the normal operation of the game, I don't know if this gives you what you want or not, but ... First, human v human (when you say "obviously would not be done in a VS match ...): Team 1: player A & player B Team 2: player Y & player Z Create 3 dropbox folders: Folder 1 shared for Team 1, Folder 2 for Team 2, Folder 3 for all four players. Ignoring the start up turns for now: - Team 1 put filename 005.ema in dropbox 3 for Team 2 to play; both Team 2 players separately watch the replay in 005.ema and discuss the outcomes, their next moves; player Y inputs his orders into a filename 006.bts file, saved in the orders phase, in folder 2; player Z loads 006.bts, does his orders (supposing, for example, that you have split the forces under your joint command), and either sends a re-saved 006.bts back for more discussion in folder 2 or, when final, loads a "red-buttoned" file 006.ema (re-named from the default 007.ema - numbered by default as the last .bts file + 001) into folder 3; Team 1 then repeat the turn process between themselves, using 006.ema from folder 3 to make first 007.bts in folder 1 then 007.ema in folder 3 to return again. Etc. Intra-team tactics and discussion, plus enjoyment, no? Plus trash-talking the opposition, if you like that kind of thing! Second, if you want to play two v the AI, then it's even easier as there is no opposite team to consider. Input joint orders via a shared, temporarily-saved file as above, run the turn, share the replay file so both can watch it, then input more joint orders via a shared file for the next turn ... Perhaps not exactly what you were looking for, and a bit kludgy, but either route does offer co-operation and shared victories (or, in my case, often losses ... )
  7. Do you mean real time play, or wego (by turns)? I never play real time; but although it is not "built int the game", you can quite easily play wego in teams .... One team passes a saved, partially completed turn amongst themselves until the last player for that side hits the red button to generate a PBEM file ... That file goes to the first player of the opposite side, and that team does the same until a file is returned. The more players, the more organisation is needed, but eg two v two is very easy to manage. Provided both teams agree, one player per side can do whole turns if his partner is away, busy, etc. How you assign roles within each team is limited only by how you want to play it out ...
  8. Does anyone know whether or not the modelled behaviour of the occupants - and the resulting losses calculations - are linked to the availability (or in this case, non-availability) of a cowering animation? In most cases, CMx2 is mostly WYSIWYG: men cower to make themselves a smaller target, and we see them do it. But because there is no in-vehicle cower animation, are the occupants treated as if they never cower in the vehicle, for outcomes purposes? I'm assuming that the resolution of rounds once inside the vehicle is abstracted to some degree: it is impractical to track the path of multiple (mostly deflected) penetrating rounds, nor is the exact position of all the occupants' limbs, etc, known? So, if a Hanomag is spotted and taken out by an ambush, all of the occupants would be sat up as normal, and suffer the consequences. But if the position is that it's already taking small arms fire (possibly with an already dead gunner!), then presumably the occupants will NOT just continue to sit bolt upright, heads exposed. But do they continue to be treated the same way in the game for casualty purposes as in the ambush? Because we cannot see them cower, they do not?? (Thus, is the same results abstraction for incoming fire applied to the vehicle occupants in both examples?)
  9. The order page has a note on how to do this: IMPORTANT INSTALLATION INSTRUCTIONS Follow the installation instructions that come with the Battle Pack. After installation use the "Activate" shortcut to have access to the license screen. Copy/Paste your license key into the dialog and confirm. The shortcut can be found on your desktop after installation, or inside the Start>All Programs>Battlefront group on the PC, or inside the Documents folder on the Mac Detailed activation instructions are available in the ReadMe file available during installation, as well as in the game manual, and in our Knowledgebase at battlefront.mojohelpdesk.com.
  10. Well, OK: but the only reason I commented was because kevinkin had already replied: My reading of that (may be just me!) is that he also "interpreted it back to front" (my bold bit in the quote), taking the before to mean "z" is looked at first? But logic suggests to me that, as the programme is loading the files, it will not "know", at the time of reading "mods", that there is a "z" folder, nor what it might contain: so, it loads all in "mods" first, and then replaces any files so loaded with versions found later in the sequence. So in kevinkins words, it starts in mods and moves to z, ie the other way around from how he interpreted your response. It was just that I was trying to clarify for anyone reading the posts. Apologies if it sounds like (or if I am!) "getting on your case": just the way my mind works.
  11. Picky, but just to clarify ... that should be (my bold bit of your post) "after", not "before" ... The point being, as you later clarify in your post, that "z" will be last loaded, and thus supersede, anything with the same name in"mods" ... ??
  12. Thanks to help on TFGM, I think I now have it right ... the Mac file needs a .pkg (NOT .zip) extension adding: after that, it looks like it will work. (Not installed yet, as want to make a second copy of the game before updating, to preserve saved games still in play ...) Is a bit puzzling why the download has no filename extension already? (And why it is not a .zip nor a .dmg file, which is what I would have expected, and why I didn't think to try adding a .pkg extension.)
  13. I tried adding the .zip extension to the download file, the Mac version of which, at least, has no filename extension "as is" ... but the .zip renamed file will not (?) open, simply creating more and more zip files as each one is run ... Help!
  14. Plus 1 from me ... sound sense! Also, from what Steve et al have said, it's not so much CMFB, nor the Battle Pack, that is / are holding things up, as much as getting the new store front right. On the assumption that BF will be transferring over to the new store all of our existing purchase / download etc records, so that we can continue to access them in the new store, to release CMFB and the BP under the old store arrangements is simply making more work then immediately to have to transfer over those new transactions etc to the new store as well. If it were my decision, I'd wait. Plus,as a player I've not even scratched the surface of at least 50% of the content I already have ...
  15. From what you say about your gaming background and knowledge of "real world" stuff, I'd honestly recommend jumping right in with CM ... It does have a steepish learning curve, and some idiosyncrasies (see recent threads on LOS issues ...); but I think any time you spend on something else as an intermediate step *won't* necessarily translate into CM? And CM is realistic enough to repay the use of real world equipment, tactics and approaches, and if you know something of those already you can put those into practice ... Try the CMRT demo (at the latest version of the game engine, so most representative of the current game state) to get used to the control mechanics, etc ... then pick a game title for a time period and location that you like. Personally I like CMFI, but it is something of an acquired taste ...
  16. Funny you should say that (my highlight), as my memory was the same, but I thought at first it was just me! I'm playing (I assume) in the same tournament / battle as slysniper, and I could have sworn that, during the setup phase, the forks were visible on the two Rhinos ... but from turn 1, the forks themselves disappear but the fork shadows (looks weird!) remain. The only difference I can think of so far is that when the forks were (?) visible the vehicle was on a setup-zone-coloured terrain tile; now they are on "normal" terrain tiles? Not sure why that would make a difference, though ...
  17. Welcome to the club! Prepare to lose large chunks of any leisure time you may have .... If you haven't done so already, I'd recommend trying one of the demos (WW2 titles, rather than CMBS, if you're planning on CMFB ...). The demos aren't (AFAIK) at the very latest iteration of the game engine, but they will enable you to get used to the "mechanics" of the game, and explore some of the tactical nuances, before you launch into CMFB "for real".
  18. "If it ain't broken, don't fix it ..." isn't a bad rule to work from, so it makes sense to carry on with 1.5 while it works for you on the game you have going ... I cannot now remember what the improvements are for 1.6 over 1.5, and so don't know what you are "missing" by using 1.5; but I would still think it's worth you trying to use the later - current - version at some point. (As I said before, if 1.5 works for you I cannot see any reason why 1.6.2 wouldn't if you set them up the same way, apart from a one-off glitch.) One last bit of info (that you may already have from CMH "help"): if CMH does get corrupted / confused, GaJ's help solution - worth doing b. before trying 1.6.2 again - is: Recovering after a computer crashIssues/Troubleshooting ›› Occasionally, if you have a crash of your computer, it will leave CMH in a state where it can't run anymore. To recover from this, you need to do one of two things. Either: a. Run CMH from a command prompt with the reset-state option DOS> cmh.exe reset-state OSX> ./cmh.app reset-state or b. Delete CMH's AppState.txt file At the top of the log window (Options->Show Log Window) CMH tells you where the log file is stored - the AppState.txt file is in the same place. If you can't access the log file, you will need to search your disk for AppState.txt. Under Windows it is usually in a place like: C:\Users\username\AppData\Roaming\GreenAsJade\CMHelper\ Under OSX it is usually in a place like: /Users/username/Library/Application Support/GreenAsJade/CMHelper/
  19. OK, I like solving problems (or trying to, anyway). So, if I'm doing this just for me, and you're happy as you are and want me to pipe down, feel free to say so, and I'll stop bugging you ... But if it's helpful, I think there are two - separate - issues: 1. CMH 1.6.2 not working properly with one folder; 2. CMH 1.6.2 not working properly with two folders. 1. It seems very unusual i) that 1.6.2 doesn't work per se, and ii) that on your set up 1.5 does work when 1.6.2 does not (with one folder). I can say that very rarely (1 game in 50?) CMH does get "confused" with the first 2 files (depending on which is in and which is out) of a battle, and I need to move them "manually" from the game files to dropbox or vice versa to put "example" files in place. CMH then "catches up", and works as intended from then on for that battle. I don't know why this happens, and it is not a repeatable behaviour for me. But ... this may (?) be what happened for you with 1.6.2 with one folder? If you move a few files / turns manually CMH 1.6.2 may then catch up and work? 2. For the two folder thing ... I have made bold a bit of your post quote above. I'm still not sure if, by saying you "set the second folder", you actually created a new folder in dropbox to use for the outgoing file stream, leaving the original dropbox folder for incoming files? If you did that, then I'm stumped at the moment. But if you didn't make a new dropbox folder for the outgoing files, and simply told CMH to use the original dropbox folder also for the second folder as well as the first, then that's what will not work. To keep the incoming and outgoing file streams separate, you need to share two dropbox folders per game with your opponent. Not doing that - if that's the case - will be why the "two folder option" would not work properly, and the details were lost, as CMH needs two distinct folder names for the first and second folders. Any clearer / any help ???
  20. If it's working for you then perhaps any further delving may not be worthwhile? But, because you say you can only use an out-of-date version (ie 1.5 rather than 1.6.2), I just thought I'd add that I still don't understand, really! You said yourself in your OP that you were trying to set an "outgoing" - ie second - folder? Why? It makes me wonder when you say in setting up the second "outgoing" folder you point at "the" - ie singular - dropbox folder. But you'd need 2 dropbox folders to do it this way, keeping 1 separate for incoming and 1 for outgoing. If you only have the one dropbox folder (for this battle ...), then you cannot tell CMH that the same folder be used twice? That's not the way it works. Is this why the second, outgoing folder data is not saved: because it's the same as the first folder used, because there is only one? Just a guess / suggestion, which of course may be wrong.
  21. As you are sorted this may be a little late, but ... two things: The latest version of CMH is 1.6.2, plus a Beta of 1.6.3. To be fully up to date, try those? Here: https://www.dropbox.com/sh/jvh9sx2zla2k0eq/S6LZaVAw_7 Re your OP, is there any specific reason why you need a second, "outgoing" folder? I've used many incarnations of first H2HH and now CMH, and my games work fine with just one folder, for incoming and outgoing files. I never bother to specify an outgoing folder in CMH? (NB: not trying to do IanL out of trade for WTII )
  22. One thing I *know* I've done which may be happening is issuing a (in this case) reverse order correctly in the first place, but then - with that leg selected - eg to re-position the waypoint - accidentally click on another movement type whilst it is still active ... Although not intended, that will override the movement command for the active leg with the new command / movement type ... This would lead to you replacing your original intention with a "wrong" command?
  23. The v3.0 upgrade is available separately for those who purchased the game before it came out: but all current purchases of the main game are at the latest v3.11 ... so that is all you need, no upgrade purchase as well. Do go ahead and buy it if you are at all interested in the subject and the type of game: you'll be hooked!
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