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MOS:96B2P

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Posts posted by MOS:96B2P

  1. I would like to ask if at least a "pack" of cold war vehicles and infantry could be done, even if its only USSR, US and West Germany.

    So we can recreate Fulda Gap with '80s vehicles with '80s stats and data. Most models are already developed in CM Afghanistan or NATO

    What do you think guys? I am the only one here that would wish that to come?

    Combat Mission Fulda Gap!! Finally somebody that understands! :) As you might guess from my sig line, I would buy it.

  2. Some of the recent discussions here on the forum have made me reflect on soft factors and what is the best combination for the point price. In quick battles against the AI my troop settings are at typical but in PBEM games my opponent and I tweak the soft factors of some of our troops. I thought the more highly motivated the troops the better. However in game terms it seems to be a double edge sword. Highly motivated troops are more likely to follow your orders but seem less likely to use their own initiative or common sense. I have experienced this most often with the use of covered target arcs. In a PBEM game I just completed, highly motivated / normal experienced / leadership 0 / fit troops with a covered target arc failed to return fire on enemy troops who were about 12 meters outside of said target arc. They cowered and took casualties until the end of the turn when I was able to intervene. (I did learn a covered target arc was not necessarily appropriate for that particular situation.)

    This incident, along with postings on the forum, prompted me to consider what the best combination of soft factors for the point price was. Maybe in similar situations regular motivated / normal experience troops would have returned fire? (And also would cost slightly less in point price) Or possibly highly motivated / veteran experienced troops would have fired in self-defense? (But also cost more in point price) Would a +1 leadership rating make troops in a similar situation respond with the appropriate quick reaction drill?

    Selecting fit troops is a straight forward choice. However the remaining three soft factors, and the generally best combination to use them in, I’m not so sure about. What is the opinion on soft factors and what is the preferred, most reliable combination for most situations?

  3. Hi.

    How can i increase battle timer?

    Is it only "size" option avialable? For huge battles 40 min is too quick, imho. I've tried to modify quick battles maps data but it did't work that way. :confused:

    Select quick battle. The next screen will have the option to set the length of the battle. It is near the top left of the screen. The length of the battle can be set up to two hours long. Have fun.

    Edit - Sorry my information works for CMBN, FI & RT. I don't know if the time can be changed in CMSF.

  4. How do many of you use your Support Units ? Do you take your MG/Mortar, Bearers, Drivers, etc, Units and once out of Support Ammo ( or just because you can ) use them as if they are Front Line Inf for additional Small Arms, Assault Houses/Built-Up areas, etc...I know I do every chance I get.

    Joe

    I just finished a PBEM game. I was closing on the objective and was running low on infantry. My mortars were out of ammo so I used the mortar crews as infantry. The objective was a village and I was concerned how they would perform in the likely house to house fighting. But my opponent surrendered before they had to do very much close in fighting. So it worked well. My impression was that the mortar crews tired out faster than normal infantry teams. I think it was because they carried the mortar tubes around with them.

  5. For example, right now, I'm wondering how to make my snipers work right. I never had any experience using snipers in any other board or computer game, and I can't figure them out. I try to sneak within range of the enemy and have them take a shot, but I keep ending up with dead snipers. So I search the forum threads for a little advice.

    What I don't find is things like, what is a good range for snipers, how do I get them to act like snipers instead of submachine gunners, what can I realistically expect to effect upon the target, etc.

    The following is the way I generally use sniper teams. I try to set up a sniper net of three to five different sniper teams (depending on the size of the map) across the map in observation/listening posts (OP/LPs) to spot OPFOR units and feed the information to the rest of my force. I put them in positions that offer good line of site to an area of interest like a ford across a river, an avenue of approach, key terrain etc. I also slow them into their OP/LP, make sure they are set on short target arcs and alternate having them on the hide command every few minutes or when I think an OPFOR unit is getting to close. I have the most success with this sniper net tactic on defense when the OPFOR is moving into my area. The job of my sniper teams is to gather and report intel. I will sometimes have them take a shot at an unbuttoned tank commander however that usually results in a tank main gun round hitting the OP/LP and no more intel...........

    Trucks: When you are selecting your troops and equipment for a Quick Battle you can keep some of the trucks that are included with your selected battalion organization, or purchase some from the left side of the screen or purchase a supply platoon of four trucks. Order troops to enter the truck. Hit the acquire button and a list of available supplies will appear. Select what you want. However, I don't think mortar ammo is ever a choice. Good luck.

  6. OK. So I am going to play ScoutPL in a game. Question is do I read his tips here or just wing it like I usually do?

    Bobo

    Read and use ScoutPL's tips. Just like Patton read Rommel's book. :) Then post plenty of screen shots and narrative so we can see how it worked out for you. I bet you and ScoutPL could give a great AAR when it was done that I and others could learn from.

  7. 3553e9db-9732-43a2-8a7a-eccff1f4180c_zps380a0028.jpg

    Unfortunately this was my PBEM opponents tank after it broke through my right flank. The photo was taken seconds before two of the three riders were shot off.

    This was my first attempt / test at posting a screen shot. I notice the photo is not as wide as the narrative underneath. I will try to correct that for the next one.

  8. Wondering If is there any chance of seeing the USMC M-60 tank as used by marines during Op. Desert Storm. Maybe in the new module or something. Any version of the old Patton will be a great addition as will let the mission designers represent different conflicts and timelines.

    Thanks.

    That will apply to the M-113 too, used in tons of countries, will add a lot to the game. Maybe a small DLC with some of this cold war warriors?

    And one step closer to Fulda Gap. :)

  9. Thanks for all the replies and help. I appreciate it. I will keep experimenting around with the files until I figure it out. I may try a fresh download and put the mod in my CMBN and CMFI games and see if the same thing happens. Thanks again.

  10. Yes, number them consecutively. Unlike many other textures, helmets don't skip the number "1" so start with that and have at it, consecutively. I've had up to 30 in MG.

    Thanks for the reply mj.

    I can't get any helmet that has the number one behind the file name to display in the game. That is not a big deal, I can just skip number one. However I can only get four different helmets to display at the same time in the same mission. I seem to be able to get almost any four I want but no more than four at one time. What do you do to make more than four different helmets display at the same time?

    BTW I highly recommend this mod. It does for the troops what Aris Mods does for vehicles. If you put saferight's helmet mod together with Aris wounded dirty faces mod and put those troops on the back of an assault gun or tank that has Aris vehicle mod it is cool as h@## looking. Takes the game to a different level.

  11. I downloaded Saferight’s helmet mod from GAJ. I am trying to understand how to number the helmets I want. (Or if the number on the end of the file names need to be changed) Also how many different helmets can be displayed in the game at the same time? They look so cool I would like to have about 10 different ones displayed at the same time. However, unless I am doing something wrong, it seems the game will only let me have three or maybe four different helmets displayed. Should I choose the helmets I want and number them sequentially one through however many the game will allow? The helmets look so good I was wondering if they can also be used in CMBN and CMFI. Thanks for any guidance you can provide.

  12. found them

    EDIT:

    Now how do I get them to work? I placed them in my Z folder in my JuJu-UI folder. The C&C icons work but the SS portraits and the HQ icons don't??? They still show the default ones. But I can't find the default ones to replace.

    I actually have a Z folder and a ZZ folder within my mods folder. I wasn’t sure if the game would choose Juju’s default file or Juju’s option file if they were both placed in the same folder. So I placed Juju’s default folder in my Z folder. I then placed the options I wanted in the ZZ folder. Not sure if I had to do it that way but it worked. There are four Heer and four SS for a total of eight German officer depictions. If I understand correctly you can only use one of those eight at a time. I save the unused options in a separate folder on my computer. Then when/if I want I would pull out the Heer depiction and replace it with the SS depiction for a particular mission.

  13. If u have no scouts...what's best next to do the reconing and avoid surprises? Snipers?

    For recon in front of an advancing squad (If I don’t have a specialized three man scout team) I break a scout team off from the squad and put it out front at point. For general intelligence gathering I like any specialized teams with binoculars, especially sniper teams. I try to set up a sniper net of three to five different sniper teams (depending on the size of the map) across the map in observation/listening posts (OP/LPs) to spot OPFOR units and feed the information to the rest of my force. I put them in positions that offer good line of site and/or line of site to an area of interest like a ford across a river, an avenue of approach, key terrain etc. I also make sure they are set on short target arcs and alternate having them on the hide command every few minutes or when I think an OPFOR unit might be able to spot them. I have the most success with this sniper net tactic on defense when the OPFOR is moving into my area. It still works on the offense but can be a little more problematic since sometimes a team will need to advance to a new OP/LP and be exposed to all the dangers of moving on the battlefield.

  14. I stil can't find the German HQ signs?

    I am not sure I fully understand your question but I will take a shot. If you are asking about Juju’s user interface there is a folder inside the zip file labeled options. Juju’s default user interface just has the letters HQ in the middle box of the UI along the bottom of the screen when you select a HQ unit. You can select an optional depiction of a HQ unit (and many other things) from the options folder and put that option in your mod folder. This is what I did on mine. Now instead of the letters HQ I have a depiction of an officer in that spot. IIRC there were four different officer depictions to choose from. Check out that options folder. Hope this helped. In any case, Happy Easter.

  15. I'm interested in knowing what size of artillery is needed to destroy a wood, stone, or steel bridge. And do you always need a direct hit?

    Anyone know the answers?

    Several months ago during a PBEM quick battle I had a Sherman positioned under a stone bridge. My opponent hit the bridge with 105mm artillery fire for about 10 minutes. I think about six to nine 105mm rounds actually hit the bridge with many near misses before it collapsed. I know the bridge made a very loud sound when it collapsed on my by then burning Sherman.

  16. 7-zip (.7z extension) is similar to Winzip and Winrar. They all basically do the same thing and each has their own pros and cons, but you should be able to extract any of their files with any of these three programs, just like you regularly would (in my case; right-click the file and then choose extract with Winrar or Winzip, or something similar). That is, assuming that you have one of these programs installed.

    Juju and FroBodine, I thank both of you. I did as you advised, got the files extracted and installed. Very cool UI. Now ..... back to my PBEM battle!

  17. Okay …………. Apparently I need some adult supervision. I can’t get Juju’s user interface to work. I used it before in CMBN and had no problems. I think I did everything the same this time for CMRT as when I downloaded it for CMBN. I downloaded it from GAJ and put it in the Z folder of CMRT Mod’s folder. I restarted the game but only the vanilla user interface appears.

    One thing I noticed that is different and this is probably part of the problem. When I downloaded the CMBN version of Juju’s UI it was in a compressed zip folder and I had to extract the contents and then put the extracted contents in the Z folder. However when I downloaded the CMRT UI it was not in a zip folder. It appeared on my desktop depicted as a white page labeled Juju_s_Red_Thunder_UI.7z instead of a yellow folder. Nothing to extract. I have Windows 7. Any ideas?

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