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wlmiv

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  1. I agree with the original poster of this topic. I have encountered this same problem. I think this is a definite issue that should be updated. The smoke should still be available after all of the HE has been used. I too would like a smoke mission. I have timed one off board artillery to wait and I was hoping to time its mission with an second off board smoke mission, but I no longer can because I just used up the HE available for the second off board artillery piece. Again, the point is that the smoke rounds should still be available even after off board artillery have used up their HE.
  2. Thanks for your advice. I am a noob so I would not even know how to mod the uniforms into FJ. That may be beyond my capability. I'd have to research modding more. First, I want to take a look at what you have done already. I have always thought Battlefront should do a CM v.2 of North Africa. They could include Greece/Crete in it. There is much that could be included in a North Africa Combat Mission series.
  3. Thanks for your reply. Did you give up or are you still working on your own Mod? I found a link to some mods but I could not find one for any scenarios. Would you please show me where to find the link for your scenarios? I went to Hill 107 and Maleme once and so the battle there interests me. Thank you.
  4. I was thinking of creating a scenario for the capture of the bridge and Maleme airfield. As a part of the attack was Hill 107. So, I was thinking of creating a scenario that has these events occurring. Creating the geography for the battlefield would be fairly easy though there is nothing that really represents olive trees with the exception of grape fields. I also think the best version of Combat Mission 2 for Crete is Fortress Italy. My question is really more concerned with the units in the scenario. First of all, is there a way to find and/or import Fallschrimjager and New Zealand troop mods for Fortress Italy? Second, many of the German paratroopers landed without their rifles (maybe with a few having pistols). On Hill 107, the fighting turned into hand to hand fighting as the paratroopers landed. Is there a way to simulate hand to hand fighting? Also, would it be possible to start a Combat Mission scenario by having troops who do not posses weapons, but have to reach a canister where their weapons are stored? Also are there mods for crashed gliders on the ground? I may have a few more questions, but these questions may make creating the battle for Maleme impossible. As a result, I was hoping get some advice and/or assistance before I put too much time into the scenario.
  5. The point is that they were not under direct fire. The truck was behind a house and in cover. The T-34 was a possible contact that showed up during the turn and started firing on an empty house which the truck was behind. Instead, the driver drove out into the open and got all of his passengers blown up with him. Please read the original explanation. I do say there should be a vehicle priority in the process of reaching a way point such as an "Unload on Contact" or an "Unload Main Priority" when no orders are given to the vehicle. The driver can jump out if he thinks he is going to get blown up based on the priority the officer (meaning you) sets. In my case, the vehicle was not in danger of being destroyed. It was not going to happen on that turn. Let's say you drive a half track into battle and make contact. When it makes contact, the purpose of the half track is to give covering fire while the vehicle unloads its passengers. What if the driver starts to reverse preventing your troops from disembarking and then gets them all killed? Is this the role the half track is suppose to play? No. I was on the Iron level too.
  6. I suppose 'Imminent Fear Of Annihilation' is the correct word. However, the driver was safer behind the house rather than driving off. If anything he should have bailed out of the truck and allowed the other units to dismount. This is why I say the developer's should have an override button whereby the driver will not drive off and allow the Truck to dismount. Instead if he feels threatened by Annihilation he will bail out of the vehicle while the dismount order is being carried out.
  7. No. There was no timed pause This is the very reason why I did not give the truck orders.
  8. I was playing a Red Thunder scenario called the Myth of Invincibility. Playing the Germans I moved my AT gun limbered to a truck up to the Potato Sheds and beat my opponent there. My opponent decided to rush the Potato Sheds and were approaching half way there. I had ordered my AT gun to dismount. I had given no order to the truck driving the AT gun. However, rather than allowing the AT gun to disembark the truck decided to drive away with the gun still attached. The truck was protected between two houses so it could not be hit. The Russian vehicles were not visible to it unless those vehicles could fire through the house which provided cover for the vehicle to disembark. I do note that the Russians were firing on the house as a form of suppression fire. But rather staying in cover, the truck on its own initiate drove out into the open and was quickly destroyed with my AT gun still attached. Needles to say I am miffed. My question is why would it do this? What triggers the AI to override one's orders? What triggers the AI to act against what would have been a safer decision to stay put? My plan was to disembark the AT gun and then have the driver either bail out or attempt to reverse their vehicle's way out. I am really quite frustrated because this was a needless loss that was the result of the computer programming rather than my own decisions. I would think that maybe in a future update, Battlefront would allow the orders to disembark for vehicles like trucks or armored personnel carriers to be carried out above all else. If there is a threat of immediate danger those orders must be given priority before the vehicle is allowed to drive off. If anything, maybe the driver should bailout if they know the truck or armored personnel carrier is going to be destroyed while carrying out a disembarking action for its passengers in the rear. In other words, the AI programming should be set up to allow for disembarking of passengers as its main priority. These orders must override the self preservation instinct (panic) of driver of vehicle whose actions may be more costly. May be there should be an override order or a stay put order that makes the AI recognize what is the priority command while allowing the driver to bail out of his vehicle if it is in immediate danger. This would be a better result than having the driver of the vehicle drive away with all of the passengers still on board causing the to go down with him like a Captain Ahab.
  9. Hello: I was wondering if the designers were ever going to create a CM 2 for the World War II Pacific theater. I can think of at least three modules you could create Island Hopping, Guadalcanal- Solomon Islands, and New Guinea Philippines. Other modules could be Nationalist China v. Japan or the Burma/Ledo Road. Just think of the possibilities!
  10. Sorry. I did it today 12/26. I uploaded 4.0 because I am playing a game with someone and they told me they were going to do the upgrade. I am pretty sure he is having the same problem as I see his name here. I am still being told that the license key is invalid although 4.0 is installed and it tells me to activate the licensing key.
  11. I had 3.12 installed. All of my upgrades are green in the activation area to 3.0. after installing version 4.0. When I run the game it says that I have 4.0 installed but I am told I must validate 4.0. However when I go to use the installer I am told that my license key for 4.0 remains invalid!
  12. I used my original licensing and then I did 3.0. I have 3.12 installed. I am valid with everything through 3.0. When I run the game it says that I have 4.0 installed. However when I go to use the installer I am told that my license key for 4.0 remains invalid!
  13. I am having the same problem as J Pratt. I have reinstalled CM Normandy, but I cannot run the game. Everything up to 3.0 is installed. I have installed 4.0 in my Game Files section for CMBN. I then ran the execute for it from there. When I run CMBN the computer says I need use the installer to implement base game version 4.0. When I try to use the serial number you gave me, the installer says that the number is invalid. What do I do? To note I have checked my date files and I do have one file that says Normandy v400.brz
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