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Heirloom_Tomato

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Everything posted by Heirloom_Tomato

  1. Adding to what @IanL said, there is a small circle in the bottom right hand corner of every artillery or air asset representing the C2 level between the unit calling for the support and the artillery. The darker green the circle is, the shorter the call time will be. If the little circle is yellow, orange or red, expect very long call times.
  2. This issue has been reported and fixed according to the post in this thread from BFCElvis. When the patch to the patch, the patchy patch, comes out, this problem should go away.
  3. It is not over yet, we have both been busy with some other projects, so not too sure when or if we will get back this. The invisible icons worked amazingly well and add a whole new challenge to the game. I would use them again with a human player I know I can trust to use them as well, or in a scenario with victory conditions or battle parameters setup with this mod in mind. Remember the icons are a visual aid to the player only and make zero difference to how the AI fights. I think this mod really shines on large maps with smaller forces and long timelines to complete your mission forcing you to spend plenty of time on scouting and keeping a reserve force available to react as new information becomes available. Low unit density on a larger map offers up plenty of opportunities for ambushes and flanking maneuvers. Your enemy won't know you are there until it is too late. I have several scenario ideas in my head using this mod, and I hope to have a chance to make them.
  4. I would say post away and make sure to put "possible bug" in your post title. Whenever I see a post about a possible bug I always check my games to see if I find the same thing. Sometimes it turns out they are actually bugs, other times the player is just experiencing things differently than the developers intended.
  5. http://www.army-armee.forces.gc.ca/en/central/units-formations.page This is the link to all the units in the central, Ontario, region in Canada. Each formation has a link to their specific website with what looks to be all the details you are looking for. It has links for the other regions of Canada's armed forces as well.
  6. Is it map specific or are all maps affected?
  7. @Badger73 When I looked at the turn @stikkypixie sent me, I was able to see right away the Stryker was sitting in rocky terrain. I loaded the scenario in the editor and then went to the deploy blue screen. I moved the unit in question one action square over and then tried to put it back. The game would not let me put it back into the original position as the terrain is impassible to vehicles. The only explanation that made any sense was a terrain change made after the units had been deployed as there is no way the original scenario creator would have been able to deploy the unit there in the first place.
  8. There is a minor issue the scenario Allah's Fist. It appears when a reinforcement arrives in impassible terrain and remains stuck for the remainder of the scenario. I have moved the unit in question over 1 action square and now it is able to move freely. Here is a link to the updated scenario: https://www.dropbox.com/sh/j5dkfyhnq5pt93i/AAB9JnzIDNo5Kr-jZ8e6B7Nna?dl=0 I will pass this up the chain of command and hopefully it can be included with a future patch for CMSF2.
  9. The battle in question here had a terrain tile changed after the units were deployed. Unfortunately, the Stryker ended up in impassable terrain for a vehicle and is now stuck. I have modified the battle and the updated version is available here: https://www.dropbox.com/sh/j5dkfyhnq5pt93i/AAB9JnzIDNo5Kr-jZ8e6B7Nna?dl=0 I will submit this up the chain of command and hopefully it can be included with a future patch for CMSF2.
  10. These maps are fabulous and a real blast to play on. @MarkEzra continues to make the QB battles a great experience. Thanks Mark!
  11. You can send me a pm with the save file and I can see if the same thing happens for me.
  12. So then what you are looking for is a movement speed between move and quick? Brisk?
  13. I just ran a quick test, flat ground, open desert, 400 meters in 8 minutes or a pace of 3 km an hour. Do you have a training manual or some other official source stating walking pace for troops, in the desert, in an anticipated combat zone? If you can find something official, it could be brought forward for a potential change.
  14. Based on the very limited details you have posted here is what I think happened in your battle; your AT gun spots an enemy StuG and they determine firing at the StuG is a bad idea. I am going to assume a frontal shot with a 57mm AT gun has a low chance of penetration, so better to stay still and make every effort to appear nonthreatening and keep out of harms way. Unfortunately for them, the StuG spots them and fires, killing the team leader and another crew man. Thankfully the StuG finds a new target to aim at and leaves the rest of your crew alone. You don't state the StuG moved away but only that it stopped firing on the AT gun, an important point to keep in mind. Now, a Flakvierling opens fire and begins to send rounds at the AT crew. Remember they are hard wired to stand their ground and stick to their guns because once they run away, there is no coming back. You state in your first post the crew is rattled and not pinned so their only hope for things to not get any worse is to take out the threat facing them. A regular leader would probably say the StuG is still right there, if we open fire, we are dead so keep your heads down boys. But -2 Stevie Screwup forgets all about the StuG, he knows his 57 mm can one hit KO a Flakvierling and if he knocks it out, the suppression he is facing currently goes away. Again, remembering he is hard wired to stick to his gun and not run away, he makes the only right choice in his mind which is to turn and fire at the Flakvierling, attempting to knock it out and making his suppression go away. Stevie doesn't think ahead to the next turn and what will happen to him when the StuG opens fire again, nope his -2 means he can only think about the here and now and so he makes his decision. As a regular "skills" crew man he has been under fire before, if only briefly, and the adrenaline rush of coming under fire once again and the desire for revenge for his fallen teammates makes him forget all about getting hit himself and focus only on knocking out the threat. It might be the wrong choice in the long run but right here, right now, it is all -2 Stevie can focus on and it works out for him. In his mind it is the right decision because the suppressing fire has been eliminated and for now, he is safe. That is my take on what happened. You seem to think the outcome should have been different. What do you think should have happened and what evidence do you have to support your reasoning?
  15. As far as I know, AT guns are treated a bit special by the game. Currently it is not possible for a crew to "bail out" of their gun when under fire and then remount it at a later time. To counter this disadvantage, the crews are given a slight bonus to resisting suppression, keeping them active and fighting longer than you would normally think. In the case of your battle, had your AT crew suffered any casualties yet? Other than his Flakvierling, was anything else firing at your crew? If the answer to both those questions is no, then it seems perfectly reasonable to me that your crew would return fire and knock out the threat facing them.
  16. Turn 1:50-1:49 As the turn begins, the men flee the houses and head for the open field away from where the spotting rounds have been falling. At the end of the last turn, this guy made an appearance. He appears to be firing at the tower of the church but has so far hit nothing. One of my two inch mortars had a clear line of sight and begins to drop rounds on him. I really hope a nice HE round will land in the back of the halftrack and set it ablaze. My sniper in the church tower spots this juicy target at the end of the turn. He is given orders to fire away at the men in the back. Hopefully he can pick off one or two... The two inch mortar round is exploding in the background. Over with C Company, these men continue to shift around in anticipation of the 81 mm rounds coming in. The trouble with playing Iron mode, these mortar rounds seem to take forever to come in.
  17. Turn 1:51-1:50 There is not much action this turn, as I am waiting on some on map mortars to start firing. I am moving a few men and vehicles around in order to have them in the best positions possible to be able to take advantage of the covering fire from the mortars. On the left with C Company, I lose two men to fire from RH as they move in a little closer. More of his men are seen fleeing and reveal themselves in the buildings. I have order the vehicles seen here to spread out a little so they can hopefully provide some supporting fire. On the right by the church, a spotting round lands in the trees. There are two casualties, one light and one KIA. As well all know, it is always the important guy who gets hit... All the men seen here are given orders to flee the area and hide for safety.
  18. Smarter brains then me will be along shortly with hopefully more advice. I would suggest seeing if removing your mods for a while makes the problem go away. It is possible one of them is messing something up. The other suggestion I have would be to save your game the next time it happens and make a link available. I could try to load your file and see if the same thing happens on my machine.
  19. That is no fun. If anyone is going to be able to help you out, we will need more details. What is happening in game when it crashes? What scenario are you playing? Are you using any mods? Does it happen right away or after you have been playing for a while?
  20. Hope and pray you have spotted his men already and none are hiding elsewhere. Use the 81mm and 60mm to fire HE onto his known locations. Use those rounds to pin and suppress his men. Once the rounds start falling fast and furious, have your men move in and finish them off. Key here will be timing. You want the last rounds to fall on his head in the same turn as your men also close the final distance. Use your halftrack and any BAR teams to also provide overwatch. Should any enemies show up in new locations, hopefully their combined firepower will be enough to allow your men to safely cross the open terrain. I see your tank still has an active Icon in this picture. What is its status? If it is still usable.... I think your protection problems won't be as bad as your fear.
  21. I will not be posting up a challenge battle this weekend. Real life has been challenge enough for me this week and I did not have the time to complete one. Hope to have one for you all next weekend.
  22. I have a few projects at home I need to clear up before I will have the time to post up the next turn. I hope to have it for Thursday night.
  23. When they are ready, they will be out is the usual way to look at things. I hate waiting as much or more than the next guy. It has gotten easier as I have grown older but I still hate it. I drive way too many extra kms on backroads and through small towns to avoid waiting in traffic jams. I'll waste an afternoon driving to pick up something myself rather than wait the three or four days it would take the store to ship it to me. I would rather do almost anything than have to wait. So instead of waiting for the patch to come out and not play the game, I play the game. Find an opponent who will agree to play with rules limiting the amount of off map arty and play a pbem match with them. For that matter, play a pbem match and both of you take large quantities of off map arty and blast each other to pieces. The game will treat your troops and his the same. Unless of course you decide to make a DAR and then you can count on the game intentionally screwing with just your side. Right @RockinHarry? At this point, I would challenge anyone who is impatiently waiting like me to make a 1.5 km x 1.5 km quick battle map based on the area surrounding your house. Use whichever game family you like to play the most. Put your house right in the center of the map and try as hard as you can to get it to look as close to your neighborhood as possible. Make it an attack battle with the player as the attacking force. Pick units for both sides that seem appropriate for what your map looks like. If the using the AI editor is easy for you, setup an active defense and multiple AI plans. If not, take your time and setup the defenders as if you were playing a multiplayer game. Pick your victory conditions, assign the points, write up a quick briefing and your done. A simple scenario, ready to play. If everyone who can't wait for the patch makes a simple scenario like this, think of all the new content available to play on once the patch finally does comes out!
  24. This weekends challenge battle features an Italian attack on an American held position in a "What If" battle. It is for CMFI and you will play as the Italians. The Gustav Line bundle should not be needed for this battle. There is some AFV support for this battle, however use it with caution. Each AFV spotted by the Americans will award them points and could tip the battle in their favor. Use your infantry as best as you can! https://www.dropbox.com/sh/k5v42gds4y7e2so/AADyXv9MCabs64EVeJJFv0jua?dl=0
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