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mbarbaric

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Posts posted by mbarbaric

  1. didn't know there were designer notes , will check that, thanks. also, had no idea there were training scenarios (thanks!) I just assumed Training Center campaign would be the most logical point of introduction and started there.

    I understand Soviets had quite straight forward approach so maybe it wouldn't be stupid to actually start with them.

    thanks again.

  2. I found plenty of resources on how us army operated during the 2nd world war and I still immensly enjoy even the most mundane things like company movement in the WW2 titles.

    However, yesterday I started the NTC campaign, loaded the first mission, found myself infront of intimidatingly big wasteland (twice or three times bigger than anything I've seen in Normandy or Italy) with half a dozen vehicles under my comand. At that point, I realized I had no idea how these vehicles are used or what I am supposed to do with them.

    My question is, are there some resources on the doctrine of the US troops that I can learn from to play the game?

     

    also, if someone has any idea of the following technical  problem. As I said previously, the map is huge compared to previous titles. While this is nice change, unfortunately it brings a nasty visual problem. The detail level further down the map is completely lost and frankly, that looks horrible despite having the highest graphics level enabled. Is there any way to force the game to raise the distance for level of detail ???

    thanks!

  3. 2 hours ago, ASL Veteran said:

    From a scenario design standpoint there really is no need for window entry.  As I recall there was a lot of discussion about this years ago, but ultimately if you just think of doors as 'entry points' rather than doors then the window discussion becomes academic.  On the modular buildings a designer can put a door on every side of the building as well as putting doors on every floor between adjacent buildings if the designer chooses to do so.  I can't do that on the independent buildings, but for the most part if I want to allow the player easy entry to every modular building I can do that as a designer.  A door on every wall would probably look funny, but it's possible.  When two modular buildings abut each other I tend to add doors between the buildings on every floor - it only takes one shift click and it's done now.  Back when CMBN was originally released the windows remained in place when buildings were touching each other and you would have to painstakingly cycle through all the facades until you got the one with a door and no windows.  Now when two buildings are adjacent to each other the walls that touch another building are blank and it just takes one click to put a door in the wall.  So easy peasy lemon squeezy these days.  You can even shift the location of the door along to different parts of the wall if you have two buildings that don't line up exactly against each other.  Or add a door between buildings and then put a window on a part of the building that isn't covered by an adjacent building.  I don't remember exactly when that was added - maybe it was added for Market Garden?  Anyway, it's basically up to the designer and how much time they want to spend cycling through the building facades.  It can be a bit of a time sink, but it's time you have to spend if you want your map to work the way you want it to.  The only thing you can't do is put two doors in the same wall - which is unfortunate in some instances because there are cases where I would like to be able to put an interior door between adjacent buildings as well as put a door to the outside on an exposed part of the building along the same wall.  In the case of the screen shot, if the elevation was adjusted such that the door was no longer blocked then window entry would be unnecessary since the door would work.

     

    i thought more from the pixeltruppen view. one should be able to enter a room through the window. no idea what real troops do, but I guess there may be the case of entering the room through window, element of surprise and that...

    however, now that I know how the doors work from editor point of view, I'll start expecting doors all over the place :D

  4. Besides obvious candidates I'd suggest these scenarios

    - 1948-1991 Politburo crisis - USSR/Warszaw Pact v Yugoslavia. Potential involvement of USA/NATO on Yug side

    - 1981 A neofascist coup in Italy, attack on Yugoslavia or Yug takes oportunity to take Trieste

    -1991 War in Yugoslavia on the tail of Cold War

  5. Never had this before, and now in two days, I got 3 crashes. The game just hangs on, you can't move the view but sound still plays. There's a pop up window "a crash dump has been created" I have to ctrl+alt+del to get out of the game. anyone has an idea how to solve this, or where to ask for help?

     

    here's a crash dump if it is of any help.- I couldn't open it.

    CM Fortress Italy.7088.dmp

    CM Fortress Italy.8596.dmp

    CM Fortress Italy.13784.dmp

  6. just installed this with herrtom's preset and i am having a horrible experience. it is blurry on as hell and it keeps shifting from blurry to normal and it is mighty annoying. to make it worst, when i open the console (shift-F2) the map starts spinning and i have a developed severe nausea...

    however, it looks good when it works. now, what effect i need to turn off in order to stop the damn thing from blurring the screen?

  7. On 15. 11. 2017. at 11:39 PM, SLIM said:

    Thank you.
    Work on the next lecture video is slowly trickling in. Not as fast as I'd like, but it's not at a dead stop either, so I can't complain.

    lookin forward to it. I am lurking around forums and occasionally play a battle (waiting for next CMI expansion), but I really appreciate your videos. Was disappointing when you cut out the part when you got pissed off that "crossing the alley" video. also loved how it got wrong when soldiers went around the corner for no reason :D KUTGW

  8. 57 minutes ago, Bulletpoint said:

    I'm doing a scenario where there's a straight road with a bridge in the middle.

    Problem: When I order a halftrack to move down the road, it will do everything it can to avoid crossing the bridge. This includes turning around, driving back, crushing through hedges and going offroad, then moving forward on the side of the road, passing the spot it's supposed to go to, then crush through other obstacles, return to the road, then turn around and drive back to the destination spot.

    If I order the halftrack to move right up to the bridge and then cross it, and then continue, it sort of works. But any longer movement order, and this behaviour starts to happen.

    too ad ga,e still hass these problems. can you do without the bridge or change the type of the bridge?

  9. 15 hours ago, Michael Emrys said:

    Did you mean 1941? There wasn't much happening in '42 except guerilla and anti-guerilla actions and even those were pretty sparse. But aside from that, 1941 might be a reasonably good choice except that the fighting might be pretty lop sided. The Germans and their allies ran through Yugoslavia and Greece like a dose of salts.

    Michael

    yet, nazis launched few offensives on partisans

    fall '41 80k v 20k   first major counter-insurgency operation

    https://en.wikipedia.org/wiki/Operation_Uzice

     

    winter '43 90k v 20k  a combined Axis strategic offensive

    https://en.wikipedia.org/wiki/Case_White

     

    summer '43 130k vs 20k  a joint attack by the Axis

    https://en.wikipedia.org/wiki/Case_Black
     

    spring '44 20k vs 17k a combined airborne and ground assault 

    https://en.wikipedia.org/wiki/Operation_Rösselsprung_(1944)

     

    These are just  few examples, however I don't claim it should be in CM (although I'd love it and it would be deserved), since I don't think people are really interested in these parts of the world. Anyway, combined with Greece theatre it would be awesome as you'd have everything from SS Divisions, Wehrmacht, Italians, Bulgarians, Greek and Yugo partisans and various other local nazi supporters. Reall interesting mesh of troops and terrain and equipment.

     

     

  10. 6 hours ago, Erwin said:

    The other CM2 titles had a mod that gave valuable info like range, caliber as well as defensive data on every vehicle. For, some reason the mod maker did not do this mod for CMBS or CMFB.  He may have disappeared from the forums.  It's possible you can use the mods for CMBN, CMFI and CMRT to get something that could work.

    do you know the name of the mod maybe?

  11. few days ago i have decided to go back to FI (my first CM game) and restart Raging Buffalo campaign. That was the first thing (after tutorial) that i played and I did so poor that i left FI for about two years and concentrated on BN. Now that i came back i was able to finish the first mission with just five KIA and 8 wounded while my first playthrough i was decimated at first encounter with enemy.

    what i wanted to say is that experience (with tactics and game mechanics) you gain playing is really important. the armchair general tutorial is indeed the most elaborate thing but until you have time to experience yourself all the proceedures it counts very little. i think playing a  campaign isn't the best way to learn the game as you will hinder yourself since dead pixeltruppen will not reappear in later scenarios. some poeple will disagree, but i believe staying in france, in bocage is much easier way to learn the basics of tactics than open terrain as it is easier to isolate the enemy.

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