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MOS:96B2P

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Everything posted by MOS:96B2P

  1. The below is what I've had to do since the BFC forum update: Take the screenshot using Fraps and then drag & drop into Imgur. Use Direct Link in Imgur (hit copy button). On forum click other media (bottom right). On forum click Insert Image from URL. Paste the Direct Link from Imgur into the open field of the window. Click Insert into Post. Click Submit.
  2. As a example in CMRT a Soviet medium 122mm Gun battery using the AI assigned Target One set to suppress started to fire at 1300hrs and fired until 1343hrs.
  3. We agree I think. We both said the same thing. Surrendering troops give info and abandoned vehicles do not give info.
  4. I also just like the ambiance of a heavy artillery barrage up ahead of my advancing units (not actually hitting them). It's like telling the player, "Welcome to the war zone".
  5. I have sometimes found that the AI pre-planned fires can be used to help channel the players advance. A large caliber, maximum duration, light fire mission on a choke point can last 30+ minutes. The choke point that is hit can also change with the AI plan. So now the player has a choice, attempt to Fast through the barrage to refuse the channeling or go a different route that might lead to a fire sack. Then the other choke points have on map mortars assigned to AI groups to trigger when the player enters (so yes fire sack). All kinds of cool stuff to make battles interesting.
  6. I think in the past when I've done this all the activation boxes were displayed in the window. But they were grayed out, or something, until they were successfully activated. After activation they turned green and read, "Activation successful". This last time with CMRT and the full installer there were no boxes displayed until after I pasted in the code and hit the activate button. Then one green box appeared and read "Activation successful" with another button that read "Play". I then hit "Play" (as there didn't seem to be any other options) and got the now infamous tank screen. If there had also been a grayed out button displayed that read "activate base game" (or something along those lines) it would have been obvious that I needed another activation key. Instead the window displayed the "Play" button. I had only one CMRT download on the new computer (the full installer) so, at the time, it made sense that there might only be one activation code. I guess I should have ignored the "Play" button and entered another activation code. Anyways, its over with until next time. I'm hopeful that all CM titles will eventually move to Steam. The sooner the better IMO.
  7. I'll post this since it may help other players in the future. I downloaded the CMRT full installer to a new laptop and got the Splash Screen with the tank. I spent several hours following the above suggestions with no luck. I entered the activation code that came with the full installer. It would advise that activation was successful and the "Play" button appeared. I hit play and it would take about 30 seconds for the splash screen with the tank to load. But then it would go no further. Just the screen with the tank. I entered the activation code more than a dozen times after trying the different suggestions above and was always advised "Activation successful". So I was sure it was not an activation problem. There was only one green box on the screen to unlock and it was successfully unlocked. It told me every single time that activation was successful. So I continued to change things, update things, turn off security, make exclusions, do the DEP for Essential Windows etc. Finally I entered the security code for the CMRT base game instead of for the 4.0 full installer and it again advised "Activation successful". But this time when I hit the play button the splash screen immediately loaded and the game started as normal. To be fair I also did everything listed above plus a few more things. So it might have been a combination of some of these things plus the base game code that made the game finally run. I'm not sure. But my suggestion is, do NOT think that the activation is okay just because the screen reads activation successful. Even with a full installer I would first exhaust every activation code for that game family I was ever given before moving on to the many other suggested remedies. I don't think the order of the code entries matter because I entered the full installer code first (about 15 times) and then entered the base game code once on a separate attempt. @Erwin I'm not sure if this is helpful at all but in case it might be I'm tagging you. Now off to drink some alcoholic beverages .............
  8. What the tech knowledgeable guys up above said is probably your answer. They are both very sharp and helpful. I also noticed that you provided a screenshot of what looks like hazy, overcast conditions. In addition I think a ground objective and setup zones are displayed (or something is creating those funky colors and making things look weird). Could this, at least in part, also be contributing to the problem? How does it look on a clear day away from the setup zones etc.?
  9. What @Khalerick said. Many scenarios made for the modern titles attempt to reflect the modern Rules Of Engagement (ROE), aversion to casualties etc. The frustration you feel is probably also felt by the real world ground commander. This might be where the simulation vs game debate comes into play. Admittedly simulations are not always fun but games are suppose to be fun. I would play a stand alone scenario (not necessarily a campaign scenario) the way I wanted to. That might mean ignoring the VP conditions. Or opening it in the Editor and "tweaking" it. That's one of the cool things about Combat Missions. You can play it as a simulation or a game or a hybrid of the two.
  10. Possibly there was a minefield under the wire or one action spot behind the wire. Just a guess. Did it happen in a scenario?
  11. Surprising, & somewhat unrealistic C2 can happen on any skill setting. IMO it is less likely (not impossible) to happen on Iron.
  12. IMO for understanding the effects of C2 on a friendly fire team/vehicle Iron is easier then Elite. There are, however, some other differences. In October 2017 @Vanir Ausf B posted the below which I paraphrased: Line of sight between friendly units is strictly enforced in Iron but very forgiving in Elite. In Elite mode friendly units can maintain visual C2 when slightly out LOS of each other, such as separated by a low wall. On Iron, darkness and weather effects that limit LOS also have an effect on visual C2.
  13. In Iron C2 is displayed differently depending on the turn phase you are in. There is the Orders Phase and the Action/Playback Phase. Skill level Iron gives a more detailed portrayal of a units C2 status during the action/playback phase in WEGO. The difference between Elite and Iron is when you are in action/playback phase and you have a friendly unit selected. In this situation you can only see what the selected friendly unit is aware of to include other friendly units. This aids in the understanding of C2 and how C2, or the lack of it, plays a role in how this unit may react to different situations. When you unselect the unit all your units are again displayed along with what information you have on OpFor units. When you are in orders phase and you select a friendly unit all other friendly units remained displayed, just like in Elite. See below for a more detailed discussion.
  14. As MJ said. I've seen this with elevation difference. Also a very few times with a flavor object placed close to a door or a blast location.
  15. To purchase individual teams you need a starting base formation. Individual teams can be added to this formation. Entire companies can be deleted from a battalion formation with one click. It is pretty simple and quick to delete unwanted sub units. A few formations start at the company level depending on the CM game you are playing.
  16. This does look good. @Sgt.Squarehead you might find this interesting.
  17. I give each vehicle a single order action spot. So for two vehicles each order would have 2 action spots. It is easier to control the route they take and to keep them from getting to close and in each others way. The tanks should move at the same speed if they both have riders. A tank with riders will only go at MOVE speed. So a tank with no riders can overtake a tank with riders if both are ordered to move QUICK. If you use the movement commands ASSAULT or MAX ASSAULT or ADVANCE the vehicles will bound pass each other. To keep everybody moving I tell the AI QUICK. Of course, with riders, the tanks will not exceed MOVE speed but they will not try to do alternating bounds if given QUICK. If necessary I modify the terrain (within reason) to help the AI. If you do the above, in number one, hopefully the tanks will finish within a few seconds of each other. I also give riders their own AI group separate from the tank AI group. The below may help. I think I got most of the below from @George MC. If an AI Group consists of only a single team (whether created that way or owing to casualties), it will not execute an Assault or Max Assault order. Moreover, it will ignore all further orders in the chain (i.e. become static for the rest of the game). Single teams will always obey Advance, Quick or Fast orders. Max Assault – Quick with alternating team/vehicle bounds, one team pass the other team. Should only be given to AI groups that contain multi-team infantry sections. At Pause locations the AI will fire on painted area targets if in LOS. The AI prioritizes shooting over moving. Assault – Quick with alternating team/vehicle bounds, one team pass the other team in a crisscross pattern. Should only be given to AI groups that contain multi-team infantry squads. At pause locations in-between order locations the AI will fire on painted area targets if in LOS. The AI prioritizes shooting over moving. Advance – Quick with alternating team/vehicle bounds, one team pass the other team. Teams moving in overwatch. At pause locations in-between order locations the AI will fire on painted area targets if in LOS. Quick – Quick with the teams/vehicles moving together (no bounds) and stopping together for short Pauses. Covers ground quicker that the above commands. At pause locations in-between order locations the AI will fire on painted area targets if in LOS but will fire for a shorter length of time. Dash – Similar to the in game Fast with all teams/vehicles moving together at the same time with no Pauses. Troops tire and become strung out on long moves. Will not fire at a painted target until at the orders destination.
  18. More anti-Partisan activity. Imagine Partisans instead of placeholders.
  19. @Probus Below is an old forum topic on flamethrowers. However, Photobucket vandalized the old screenshots.
  20. Welcome to the world of Combat Mission testing my friend. I often replay an event from different angles and conduct multiple re-tests. Sometimes I find the cause of an incident is different than I originally thought. I generally save every turn when testing so I can refer back to it and share it to get the opinions of other testers. The important thing is you are testing and contributing to the forum. Thank you. +1 to your original post which has useful information. It seems you are interested in engineers and how they work. Below are some of my notes on Engineers you might find useful: Engineers can Mark Mines in the same action spot as the mines or from an adjacent action spot. Engineers can Mark a friendly minefield. If engineers Mark Mines from an adjacent action spot they will crawl into the mine A/S when mine marking is completed. The more eyes in an engineer team the easier to spot mines. (5 man team finds mines easier than a 2 man team) Regular engineers, that are not suppressed, can mark one minefield action spot in 3-4 minutes. Engineers can most reliably and safely locate unidentified minefields using the Slow command. Marking a minefield substantially reduces the chance of triggering a mine for infantry traversing the minefield. Antitank minefields can be marked but there is no effect. Infantry can traverse them without risk and vehicles don't benefit from marking. Friendly mines will destroy friendly troops and vehicles. Mines cannot be placed on bridges. They can go in the river bottom under the bridge but have no effect on bridge traffic. AT and AP mines can be placed in deep water/deep ford/shallow ford and will detonate when a vehicle or infantry pass through the A/S. US Breach teams contain engineers and can also mark minefields. Minefields can be neutralized by heavy artillery (150mm+), if it scores a direct hit. Minefields can be neutralized by a blast from a demo charge if there is a blastable obstacle (wire) in the action spot. Anti-personnel mines have a cumulative effect on vehicle mobility. ie: Number of Action Spots a vehicle can generally cross in an AP Minefield before immobilization: Armor= 2 A/S, light Armor= 1 A/S, Transport= Destroyed. Red sign with a skull and crossbones = Active non-marked minefield. Off white sign (yellow in CMBS) with a skull and crossbones = A marked minefield. Green sign with a white X = Neutralized minefield (all mines detonated) Demo charges can be used to breach floors/ceilings but is impractical. There is always a passage (staircase) between floors so it is unnecessary to create a passage. OpFor can shoot through floors at the breach team. Try never to have a Blast order that incorporates "natural" troop holes. (If you blast a vehicle size hole in bocage, that includes a pre-existing natural troop hole, your vehicles may still not be able to traverse it.) When using demos outside you may use Face command with Blast waypoints. (Face command inside is not reliable) To use demos inside locate Blast waypoint on other side of wall. Including exterior above ground level walls. Engineer squads need to be split into teams or they will use multiple demo charges for a single breach. Test040517 In CMBS Breach kits (carried by non-engineers) can only be used to breach walls/buildings but not used against vehicles or barbwire. Engineer teams that are not suppressed have the following Blast times: Regular 15sec, Veteran 10sec, Conscript 37sec. Engineer teams can shoot while executing a Blast order. The time to Blast is not effected. Test040617 Non-engineer teams, with demo charges, don’t follow the standard engineer time limits for blasting.
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