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MOS:96B2P

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Everything posted by MOS:96B2P

  1. @Falkenhayn here is an old post with the same problem. The below fix worked for me.
  2. I had the same problem on one of my laptops a year or two ago. I'm trying to remember how I fixed it. I think I had the cursor setting so that the cursor showed a tail while moving across the desktop. Kind of like a shadow of several cursors behind it as it was moved. Made it easier to see / find the cursor. However IIRC that was the problem. When I changed the cursor back to the normal standard cursor it worked fine. I think there are other threads in this forum on thhe same topic.
  3. +1. Useful, understandable explanation as always.
  4. +1. Awesome screenshots and teaser for this campaign/scenario as always. Any close up screen shots of the no-gear mod, in the wild, would be interesting to see.
  5. @rtdood If the times are correct and triggers are not involved is something blocking the AI's path? Maybe a side of the bunker sunk into the ground so they are unable to exit? Or a flavor object very close to the bunker door? Advance is a reliable movement order to test with. Sometimes units may refuse to Assault if they don't have multiple squads for the bounds required for Assault. The order location #2 is not in or behind no-go terrain?
  6. Hmm, I wonder if the old behavior, of occupy objectives not working for combatants, is baked into older maps originally created in CMSF1. I tested this on a map originally created in CMSF1. The combatants are still not getting points for an occupy objective. I deleted and re-purchased the combatants but they still did not get points for an occupy objective. I then tested on a map created in CMSF2 and occupy objectives worked for combatants with civilian density set to none..............
  7. Most of those screenshots were taken before the OpFor entered the city. The city now has the northern end of an airport (most of the airport is off map). Below when viewed in daylight. Chaos is inevitable ..............
  8. WELCOME BACK!!! Lots & lots................... Not sure where to start. You get my messages? That has some.
  9. +1 Yes, to all the above. Also, I may have to start on a Consulate Evacuation Redux.
  10. As others have said above it was most likely an AP round which is able to go through buildings. An AI opponent generally can't do this (no area fire unless scripted in the AI orders) but a human opponent can. I've done this intentionally in PBEM games using an M10. When the HE was gone from the M10 I area fired into a building with an OpFor vehicle hiding behind it. Worked very well. An interesting question might be, did your human opponent intentionally fire AP to hit your tank through the building. Or was he just trying to drop the building to get at your tank and as luck would have it, ran out of HE and and the tac AI used an AP round. You might just ask him when OpSec allows it. See if your opponent claims it was an intentionally skillful move or luck.
  11. It is only intended to work in CMRT. If it happens to work correctly in another title that is just luck. I didn't test it in other titles. The BF109 mod takes an extra, unused slot. So you now have an extra telephone pole slot (slot 7) which is a BF109. It does not interfere with the original six slots.
  12. Luftwaffe troops battle partisans at the airfield. An Elefant from the reserve / bivouac area reports for duty at 3. Kompanie CP. 3. Kompanie HQ team relays enemy tentative contacts to the crew.
  13. Have you tried using Target Reference Points (TRP)s? Might also have to add more long duration artillery batteries.
  14. The partisan ambush includes panzerfausts. The Alarmeinheiten use their firepower to fight off the ambushing partisans.
  15. A Soviet main attack is reported through the C2 system on one of four avenues of approach. The German Alarmeinheiten move out to counter attack. In an over 13 square kilometer area of operations. The Alarm unit triggers a partisan ambush.
  16. A new flavor object mod created by @Aquila-SmartWargames is pending upload to CMMODS IV. Aquila gave his permission to use and upload the mod of a German BF109. It is recommended for use in the mini-campaign Alarmeinheiten. This flavor object mod was added to an extra CMRT Flavor Object slot, telephone pole, slot seven.
  17. +1 The more nationalities, vehicle types and years BFC adds to CMCW the more options there will be for independent scenario design of proxy wars etc. The awesome, talented BFC modders will also add their magic to whatever BFC creates.
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