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Bulletpoint

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Everything posted by Bulletpoint

  1. You're being too charitable, I think. It's a bug. And it's the bridge on the left side of the map that goes across a railroad. There's another bridge farther on that goes back across the tracks - that one had the same problem, but with halftracks this time.
  2. I have saves of the trouble at both bridges in both scenarios if anyone wants to take a look at them...
  3. Maybe you are right. I've just not seen any for a long time, and then suddenly I have trouble with them in two different scenarios in two different games. One is the first mission in the (old) CMBN campaign "A Bloody Ride". Another is in a completely new scenario in CMFB: "Mission to Maas".
  4. Since the latest patch, I'm starting to get bridge bugs again. Tanks getting stuck immobile on bridges and refusing to move in CMFB. Tanks stuck "rubberbanding" on bridges in CMBN.
  5. There's also an issue where spotting markers sometimes get invisible when the camera moves about - depending on its altitude and where it's pointing. A typical example is that you think a house is clear because the spotting marker disappeared.. but if you raise the camera and turn it a bit, suddenly you see the marker again. I'm thinking maybe these issues are related.
  6. It's probably just that scenario designers have become better at using the tools available. It's very easy to make the enemies counterattack towards the end of the battle, even if the counterattack just consists of all enemy forces suddenly starting to run towards the objective area. Also some QBs in CMBN did the same trick.
  7. Fortunately, this has been fixed in everything but CMRT. As for the safest place to be, my own experience is that it's safer on top floors. I believe it's because it's farther from shells bursting on the ground around the building, and because you need a direct hit on the actual floor to do any damage. Even large shells hitting the floor just above or below seem to be doing very little damage if any at all. You can replicate this by tank fire. Put a team on the second floor and fire away at the first floor. Does the team take any casualties? I find they don't. But we agree that if there are other modular buildings all the way around, that gives very good protection.
  8. In scenarios, the AI is coded to automatically surrender when taking a certain amount of casualties. Often, the designer doesn't want them to surrender - it's more fun for the player to finally actually take the objective than to just get a total win from a surrender before setting foot on the objective zone. The designer can prevent the auto surrender by giving the AI hidden reinforcements set to arrive after the battle ends. These extra troops make the AI feel braver so it won't surrender. But they still show up on the end game tally.
  9. I've only done two scenarios, but especially the last one was very detailed with lots of AI groups even for a small German force. Lots of fallback triggers etc too. So I can recognise that more AI triggers could be good to have. But, I'd much rather have An undo function A copy/paste option for terrain A better way to choose building configurations instead of clicking to cycle through all options for doors, windows, etc Reinforcements by trigger AI artillery fire plans Option to disable AI surrender without giving them reinforcements that will never arrive.. I had several players ask me why the end battle screen said there were more enemies when they cleared out the map More and better vegetation options so I can make more immersive and realistic maps Etc.
  10. Or on the top floor, since that is safer in this game Even 150mm hitting the roof does no damage to the guys in the room below, as far as I've seen.
  11. Agreed. I've often noticed that AP shells seemed to have a large burst effect. Previously, rebounding AP shells would explode when hitting the ground. This explosion seemed powerful, dropping infantry quite far away. But in recent patches, those bouncing shells no longer explode when hitting the ground (a change I was very happy with).
  12. Would APHE even explode when hitting the ground? Wasn't the fuse designed to only trigger against armour?
  13. Maybe now they are partnered with Slitherine, they might get inspired by their integrated multiplayer system? As in Field of Glory II
  14. True.. I wouldn't complain if they added more AI groups. It wouldn't make me go back to making scenarios either though.
  15. But I didn't ask for a vastly improved AI that could do all those things. I asked for small improvements, instead of just increasing the number of AI groups. How many scenario designers even use the amount of AI groups we have now? You're asking for more horses when you should be asking for a train.
  16. Instead of asking for more AI groups so we could micromanage more, it would be nicer if the game just parsed the movement orders a bit more intelligently - keeping platoons and platoon leaders reasonably close together for example, and not advancing with the PL in front. Currently, the game just sees the whole AI group as a random collection of units, and when given a move order, it randomly assigns each of these units an order to move to a randomly chosen spot in the yellow painted zone.
  17. Thanks, interesting link. Though I think it says it's 200-250 psi where death is "usual": https://www.ncbi.nlm.nih.gov/books/NBK202251/table/tab_3_2/?report=objectonly
  18. The only way I can see this happening if the shell was a partial dud, so that only a small portion of the filling actually exploded.. I think that at 20 feet distance, the explosive force of a 155mm shell itself would have been deadly, not to mention any splinters.
  19. Yes. You just select the unit in the transport and give them a move order. They will wait till the transport arrives and stops before starting to move to that location. Yes, you can give a unit orders to move unto a moving transport. I believe the infantry will move to meet the transport at its movement end point.
  20. This is just waiting 15 seconds. Completely different thing.
  21. A way this could be implemented in a simple way would be to add a "Pause Until" button. The first press of the button would make the unit "Pause until shoot", which would mean the unit stays where it is until it shoots, then the next order is carried out. Another press of the button would be "Pause until taking fire" - the unit waits until it takes fire or fire passes close by. Last option could be "Pause until friendly movement" - Unit waits until a selected friendly unit completes its movement path. Just by pressing one button a few times there would be so many tactical options.
  22. Yes, I should have added the explanation for it too. I didn't want to make it seem they just nerfed artillery to annoy people.
  23. I also read an anecdote from D-day where a shell hit very close to a guy, but the sand dune somehow dampened the explosion and he survived. Many things can happen in war. But in CM, artillery has deliberately been made less dangerous than in reality. That's openly admitted by BFC.
  24. People will disagree strongly with this statement, but... I like pizza.
  25. It's not just in CMBN. I found it in CMFB too. Probably it's across the titles. My idea is that maybe it's some feature from the modern titles that has somehow spread into the code of the WW2 games? Or maybe as Rockinharry says, it could be that the guns are somehow stuck in a buggy spotting rounds cycle.
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