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Posts posted by Warts 'n' all
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@ Pak40... They weren't.. hence the word being in inverted commas. I think that sometimes both newsreel cameramen and stills photographers wanted to create as realistic scenes as possible. Having burning vehicles etc in the background. Even if it meant that their own troops would sometimes pose facing the way that they had come from. And in winter newsreelmen and photographers had to make as much use of the limited daylight as they could.
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There is no doubt that it is a pretty rubbish movie strewn with errors. But, just as a little aside. Even the original German newsreel footage contained scenes in which their troops are shown "advancing" the wrong way i.e eastwards. I assume because it made for easier filming on the day.
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To me, one of the problems with FO and CAS within the game arises from the fact that observers are set up on the ground alongside the rest of our troops. The size of map dictates that they are not behind the line in a church tower, on a hill etc which is where there would often be. So we are left with our observers only being able to spot targets a few hundred yards away. And we just have to hope that the flyboys don't drop anything short.
As the name suggests there were FO's who went forward with the tanks and infantry. Whilst other arty spotters stayed back. But to allow for the latter would mean much larger maps.
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Thanks for the offers of help Mark and Mike. This Old Limey Luddite re-installed both the organizer and Java, and, unlike a month ago, it worked. It was probably me doing something wrong last time. Although I think most of the campaigns are great just as they were designed, I've tweeked a couple of the things that I felt weren't quite right. That being said, I expect that the AI will still give my arse a good kicking..haha.
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I was trying to use 1.5... When I looked at the campaigns... It wouldn't give me the option of opening the folders with Java or with your organizer. Even though I had both installed neither appeared on my list of "apps".
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Sadly, I can't get Mike's organizer to work. I think it might something to do with Windows 8 not liking Java.
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Sadly, this is a poor bit of design, in an otherwise great looking map. Having walked along that road a few times I can vouch for the fact that it doesn't go up and down, and twist and turn like a roller coaster.
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I don't have a problem with the way the game handles grenades. Just laugh when my men give it to the enemy, and curse when mine get hit by a couple.
Going back to the OP, I think that you got more leverage with a stick grenade, and therefore, in theory they could be thrown further under ideal conditions. But lobbing one as a last ditch way of defending yourself and your mates which is what quite often happens in game couldn't be described as ideal. And, I've not really noticed much difference in the distances between Allied and German troops, when using them.
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Such a shame that the Daily Fascist only began to oppose "Herr Hitler" on the outbreak of war.
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I can't recall losing a company commander individual,
You're lucky. I've just played the updated "La Fiere Causeway" battle. My US company commander is in the manor house a long way back from the action. Gerry mortar round sails through the roof... Bye bye to the commander and all his mates. Luckily the XO Team were in a hedge about 200 yards away.
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The OP was about 60/81mm mortars and 75mm tank rounds, so I think upping things to 105 will obviously cause more damage.
@Pak40... Bourbon St was fun.. But, I think the clubs on Frenchmen St provide better music, and are a better place to meet locals.
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Pak40... The "hit decal" idea sounds great to me, and would help avoid confusion. Certainly better than the damage only becoming apparent in the form of dead and wounded troops.
I assume it would need each slope of the roof, front, back,(left and right sides, if applicable), and the central ridge to be modelled separately. Perhaps more difficult than the designers can handle at present. But, who knows, in the future it might appear in the game.
Just as an aside. My 50th birthday present from my family was a trip to NOLA. If I survive to 60, I will return.
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High-explosive shells are shown as weak in this game, even houses won't get holes in the roofs or walls when hit, unless hit repeatedly. Free-standing walls also shake off hits, until they collapse suddenly from some random dice roll when enough shells hit far away from them. /QUOTE]
Being a bit of a Luddite I don't know much about computer modelling. But the way I see things is this....
Roofs :- They will get holes. But I think that there are only "visually" four states a roof can be in, Destroyed, Damaged, Slightly Damaged and, Undamaged. The damage is shown as spreading from the centre of the roof rather than the point of impact. And it only shows up visually when a certain percentage of damage has occurred. Given the fact that there are hundreds of slates or tiles on a roof, if one mortar or artillery round lands on the roof and kills or wounds the men inside the building, the roof will still appear undamaged because only a small amount of slates or tiles will have been broken or displaced. It will take repeated hits for the damage to show up.
Walls :- The effects on walls aren't random. They are treated more like a blank canvas in the case of direct hits from bullets, shells etc. Each hit will slightly change the appearance of the wall, light grey, dark grey, smaller, bigger etc until the wall collapses. But, the effects of blast are far more difficult to show. They have to be calculated and stored in the computers memory as a percentage until the wall falls down. Blast causes a wall to buckle. For example, if the bricks move one way the doors will get blown off of their hinges, if the bricks move another way the lintel comes down on top of the door jamb and the door is stuck fast. Also, the walls will either sink inwards from their foundations, or bend outwards. Given that a building is represented in the game as a perfect rectangle, it would need a whole new building image to show this in game. In the same way that the game doesn't include bay windows, oriel windows, or french chateaus and manor houses with round towers, it can't depict the bowing of walls caused by blast.
Perhaps one of the designers could put us right if I have gotten this wrong.
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In an ideal world all the features (Hobart's funnies, flame throwers, etc etc ) of the original game would have been included in the new generation of CM. But, given the total change in terrain, 1:1 unit ratio etc it is a brilliant job that the games designers have achieved.
As customers we have a choice, buy the game or, wait for further developments. Speaking personally, there are still a lot of things that I would like to see. But, in the meantime I'm enjoying CMx2 and don't mind waiting for, and, paying for BFC to introduce the features I enjoyed from the original game, cuz I know that when they do appear they will look so much better than they did in the original game.
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I saw this back in June. Very interesting.
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Hello
I apologise in advance if this problem has already been covered in this thread, I couldn't see it when looking over the weekend. I'm still pretty new to CMx2, and have only just been bitten by the modding bug. Most of the mods I've installed have worked first time, and if they haven't then I've found my answer in here. But, one problem I just can't solve is Infantry Shoulder Insignia....
Example No. 1 .... When I installed DC's 15th Scottish mods, the UI and the vehicles both have the "Lion Rampant" showing. But, the infantry are still sporting the 49th's Polar Bear insignia.
Example No. 2 ... When I've tried ez's American Infantry mods I've encountered the same problem. I attempted to rename folders and individual files without success.
If anyone can help I'd be grateful.
Cheers
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I think for dismounted tank crews, having just narrowly escaped death, and possibly had one or two of their fellow crew mates killed, to then be told by an Infantry Officer to go forward into the battle, they'd have told him to go forth and multiply.
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One problem that you may find after this, is it that you will have very few men in the later missions. I only lost about half the infantry that you did, (mainly because I settled for a minor defeat when I got hammered around "Bill"), but even with fewer casualties in Mission 4 I still had far too few troops when it came to the Aalst mission further on in the campaign.
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While it is true that soldiers would routinely be told to dig in upon reaching an objective, the timing for them to dig in and the enemy counterattack would typically not happen within the scope of a single scenario in CM.
I concur with this totally. As I said in an earlier post. CM has always been, for me at least, about the "moment" of action for the men at the sharp end. I think digging in has to be treated in much same way as the game treats things such as:- Heavy Bombers, Preparatory Arty, The march up to the start line, Evacuation of the wounded to a Field Hospital etc. These things are taken as read, and therefore are outside of the games remit.
I know that it is never fun when you reach an objective and your men get stonked by the enemies mortars. But, organised counter-attacks by the AI are pretty rare. Things of course, could be different in H2H depending upon your opponents victory points situation.
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That kind of behaviour could possibly be replicated in the game at the campaign level as I said before. For example, if someone could string the four "In the Shadow of the Hill" battles into a campaign and somehow design it so that the British could begin missions 2, 3 and 4 in foxholes.
Although for me I find it awkward enough getting my HMG's into decent LOF positions amongst the hedgerows as it is. I certainly wouldn't want them to sink 1 or 2 feet into the ground just because they'd remained in one spot for a certain length of time.
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local security while they were halted was also pants]
Although Eric Lefevre mentions the usual cigarette and "brew up" in his Panzers in Normandy book, he also talks about men taking the opportunity to stretch their legs. It does beg the question, did some of them go off into the bushes or the roadside ditch to answer the call of nature, and therefore get caught with their "pants" down both literally and metaphorically? Not a pleasant thought.
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Jon, I certainly agree with you that it does always seem to be portrayed, whether in movies, or in books, in a negative fashion. And, also, to my mind having a drink mid-battle does also seem to get viewed differently depending upon the nation being referred to.
U.S. troops have a "hot, strong coffee" and get straight back into the fight. Whilst the Limey's "stop for tea" in some terribly English fashion. Almost as if they were laying out scones and cream. It would have been a world apart from how the average "Tommy" had his tea.
I just think in the example that I cited at Villers-Bocage, they stopped in the wrong place, at the wrong time, and with the wrong enemy just happening to turn up.
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Thanks for sharing that with us. Those Churchills took some punishment.
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A lot of fun to watch. Very bloody.
It looked the Germans were positioned further back than I remember when I tackled that mission.
As I'm currently working my way through the single battles chronologically, it will be quite a while before I start playing the Campaigns again. I'll have to save your video on youtube and give it another look when I go a'campaigning again.
I'd still be tempted to re-jig things to reflect what the German commander on the ground, Major Kerutt said about not being able to position his guns where he wanted to. Although whether my computer skills are up to it is very much in doubt. And I'd probably still get my arse kicked by the A.I.. Haha.
Errors in movie Battle of the Bulge (Henry Fonda version)
in Combat Mission Battle for Normandy
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