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agusto

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  1. Like
    agusto got a reaction from A Canadian Cat in How Hot is Ukraine Gonna Get?   
    Although i have no time to play CM anymore with 2nd kid on its way and a fulltime++ job, i still like to come here sometimes for info on how the Ukraine war is going. It's often more recent and detailed than CNN/BBC, including better analysis and discussion lol. You guys should launch a news platform.
  2. Like
    agusto got a reaction from LongLeftFlank in How Hot is Ukraine Gonna Get?   
    Although i have no time to play CM anymore with 2nd kid on its way and a fulltime++ job, i still like to come here sometimes for info on how the Ukraine war is going. It's often more recent and detailed than CNN/BBC, including better analysis and discussion lol. You guys should launch a news platform.
  3. Like
    agusto got a reaction from Centurian52 in Unofficial Screenshots & Videos Thread   
    Check out this brutal scene from my last game:
     

     
    A match of "who is gonna explode first". The BMP-3 or the Bradley? I thought at first that the BMP will win duel to its larger gun but the brave Bradley gunner kept firing even after his vehicle got marked as "Destroyed" and he managed to blow up the BMP. In the end both IFVs killed each other simultaniously. If you watch closely you can also see the Bradleys KE penetrators exiting the BMP after penetrating though-and-trough, impacting the ground behind it. Brutal.
  4. Thanks
    agusto got a reaction from Bozowans in Updated Kampfgruppe Engel campaign on Repository   
    Good job - thanks!
  5. Upvote
    agusto reacted to Jabble in Bug/glitch thread   
    Maybe unavoidable, but when Stinger-carrying guys are sitting in a Jeep, the end of the launcher protudes through the floor.  Expect sparks.
  6. Upvote
    agusto reacted to Kevin2k in Bug/glitch thread   
    Now the M60 again, but different one: The Machine Gun. It only has a bi-pod when prone, the bi-pod disappears in other stances.
    At first I thought this is just a known game limitation, but in a game like CMRT the MG 42 bipod does have two appearances, depending on stance.
  7. Upvote
    agusto reacted to Kevin2k in Bug/glitch thread   
    I think the turret rotation is not working in a lower-detail model of the M60A3 (TTS). It glitches from showing the proper rotation to pointing straight ahead. As a consequence the shadow of the gun barrel is always straight ahead.
  8. Upvote
    agusto reacted to Thomm in Bug/glitch thread   
    Hotkeys window:
    First line:  1-9
    Is:                  Move forward
    Should be:   Set camera altitude
    Best regards,
    Thomm
     
  9. Upvote
    agusto reacted to Anonymous_Jonze in Bug/glitch thread   
    Only the first couple of soldier skins (1-4) actually present in the game.
  10. Upvote
    agusto reacted to IICptMillerII in Bug/glitch thread   
    Not at the moment but we are tracking it. It appeared very late in development and we thought it was fixed. Somehow it unfixed itself for the release build. Its been added to the list for a first post release patch, which is being worked on now. 
  11. Upvote
    agusto reacted to DerKommissar in Bug/glitch thread   
    Is there any unofficial fix for this?
  12. Upvote
    agusto reacted to Redwolf in Bug/glitch thread   
    When a TOW M151 crew crawls around after the vehicle is gone, then it says "not deployed". It can't be deployed, so that text is misleading/a bug.
  13. Upvote
    agusto reacted to Bufo in Bug/glitch thread   
    Typo in the manual:
     

  14. Upvote
    agusto reacted to Bufo in Bug/glitch thread   
    BMP-1PK has a levitating crate of some sort above it if you go close to it with the camera.
     


  15. Like
    agusto got a reaction from Dr.Fusselpulli in Can someone please slap me?   
    I ve been playing CM for about a decade now and a 1980s CM: Cold War has always been what i dreamt of, Shock Force has always been just a substitute for the real thing. Am i... am i dreaming? Is this, like, a joke with Steve telling us 'haha got ya' on April 1st?
  16. Like
    agusto got a reaction from Bil Hardenberger in Can someone please slap me?   
    I ve been playing CM for about a decade now and a 1980s CM: Cold War has always been what i dreamt of, Shock Force has always been just a substitute for the real thing. Am i... am i dreaming? Is this, like, a joke with Steve telling us 'haha got ya' on April 1st?
  17. Like
    agusto got a reaction from chuckdyke in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  18. Upvote
    agusto reacted to Bulletpoint in Operational Level Game Announcement   
    That's what we are all hoping for. But looking at your forum, it seems you're in scope creep right now, with more and more features you want to put into the game:
    Have you considered just making a more simple first version that just lets us push some counters around on a map, and importing/exporting lists of units to and from CM when two units end up in the same hex?
    That's basically what the community is doing manually right now, and just getting a version that could help automate that process would be a BIG thing.
  19. Like
    agusto got a reaction from badipaddress in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  20. Like
    agusto got a reaction from Xorg_Xalargsky in Editing characteristics of armor and ammunition   
    I ve never tried it with combat mission but in theory memory scannig/code injection tools should get you the adresses (mostly by emprical exploration) of otherwise unaccesable game variables and let you modify program states and to some degree also program behaviour. Throw the whole thing into a script for reproducability and there you have your weapons mod. This probably requires considerable technical skill and effort though, but it would be an interesting project.
  21. Like
    agusto got a reaction from Sandokan in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  22. Upvote
    agusto got a reaction from Holien in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  23. Like
    agusto got a reaction from JSj in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  24. Upvote
    agusto got a reaction from zmoney in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
  25. Like
    agusto got a reaction from SimpleSimon in What the actual hell is this game?   
    MOUT operations in CMx2 titles have always been pretty bloody if not executed without exceptional care. I can not make a statement regarding your specific situation, but what i ve observed in the couple of years playing CMx2 is that clearing a building occupied by hostile forces is
    Best avoided if possible If avoiding clearing the building is impossible, destroy the building or its occupants using heavy fire power (tanks, aircraft artillery, what ever you' ve got). If destroying the building or it's occupants using heavy fire power is not possible, prepare it for infantry clearing by first spending a couple of turns suppressing it's occupants using at least a 3:1 force ratio and the target or target light command. RPGs and the like are wonderful tools for convincing an enemy in a building to leave it. After preparing the building for assault, keep suppressing it with a target-light command and a 2:1 force ratio an send a 1:1 force ratio troop into the building, carefully. Use the pause command and suppress each room with the assault element using target-briefly for at least 10 seconds before entering (this also leads to some grenade throwing, etc). If possible, send the assault element into the building using demo charges by blowing in a wall that has no windows and from the top most floor possible (because hand grenades work best if thrown from an upper to a lower floor). If heavy resistance is encountered in a room, retreat and try to destroy or at least suppress the enemy using your over-watch element from the outside. Using above listed steps, MOUT against an inferior force as the Syrians in CMSF2 can usually be done relative casualty free. Fighting an equal enemy such as the Russians in CMBS, on the other hand, will always cause you some losses, there is no way around it. Just accept it and keep pushing forward towards your mission objectives.
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