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bruno2016

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Posts posted by bruno2016

  1. On 6/8/2024 at 5:48 PM, Lieutenant Ash said:

    May be an issue with your antivirus program identifying the installer as  a virus and stopping the game installing properly. I had this issue with Norton AV when installing the patch yesterday. We had to temporarily disable Norton to get the 4.05 installer to run properly (Luckily my daughter is more tech savvy than me).

    Nothing interrupted the install procedure. I use the Windows Defender antivirus. When it goes off, usually this is at the beginning of an install where u have to confirm in multiple steps that u want to go ahead regardless. Nothing like this here.

  2. On 6/8/2024 at 3:15 PM, Ultradave said:

    In the meantime you could try downloading the full 4.05 installer and see if that works. Sounds like something in the installer was blocked from being installed. The full installer might be better? Worth a shot while waiting for the help desk. Rename the existing installation to something so that it isn't overwritten (or copy out any saves and mods somewhere safe first)


    Dave.

    hi dave. I reinstalled the "CMBN Engine 4 (v4.0 through v4.05)" but to no avail. Still crashes in the same exact conditions.

    Note: is this patch really a full reinstall when the file name is CMBN Win v4.05 Update.rar?

  3. So far CMBN 4.04 was running smoothly (with all modules incl. the Vehicle Pack) on my WIN 10. After downloading patch 4.05, and even updating the C++ library, the game now systematically crashes at launch (whether in normal mode or as admin). Meanwhile I had activated the just released Pack 2 update.

  4. I have all the CM2 WW2 modules and play with the Matrix PBEM+ system (less file management to do on your PC even though prone to crashes from time to time).

    I like large scenarios, whether existing battles or QBs.

    I like to play with a non-gamy mindset: whenever the outcome of a battle is certain, I won't force my opponent to play till the last bit and waste each other's time just for the satisfaction of scoring. Whether I am the winner or loser or it is an obvious draw, better surrender or request a ceasefire, depending on the situation. I expect my opponent to agree on this.

    I live in a GMT+4 time zone. I can play several turns every day.

  5. is there any turret mounted smoke mortar (eg the Shermans mod. 75) which can fire up to 150 yards in CM2? I cld only see the "pop up smoke" command which is basically a smoke discharger for very short distances. Of course there are smoke shells but it takes much more time to lay and get to full effect.

    In other games (eg ASL), tank smoke mortars are present for the relevant vehicles and u can use them during your movement for instance to bring some cover when facing tough opposition, and if u have enough capacity u can "hop" like this from smoke screen to smoke screen. Similar tactics can be of good effect to protect moving infantry by laying some smoke ahead of it from your tank.

  6. 1 hour ago, chuckdyke said:

    I found the Move Tool very useful. I can eyeball the endpoint. 

    image.png?ex=6559d464&is=65475f64&hm=eb5

    But the LOS Tool doesn't allow me to target it. The Vector is absolutely straight. 

    image.png?ex=6559d4f7&is=65475ff7&hm=cf7

    But over the years I know the TacAI still generates contacts for me to engage. 

     

    ok interesting.

    Btw would u be interested in playing Clash of the Titans Redux? Lots of tricky LOS, huge OBs, thick armor,...

     

  7. On 11/4/2023 at 3:23 AM, chuckdyke said:

    No it is a guide only, your TacAI decides when he has full contact or not.

    so is it a bit like taking a chance when u think u move or stay out of sight but u might still be spotted regardless of the LOS pre-checks? Someone in this discussion thread told me the height of the commander in the vehicle determines what can be seen. If the enemy tank has a higher view point, then there is no reciprocal LOS. Here my Stug staying 1-2 turns behind light woods got shot up by an IS2.

  8. is the Target approach to check beforehand the LOS from some way points accurate? My tanks have been several times been hit when moving to some way point, typically inside or behind some woods, even though the LOS line was pink or red to the area where the enemy shot came from. And the shot came from 900 m or more. It happened several times for instance in CMRT Clash of the Titans Redux. 

    Anything I am missing?

  9. In the Seelowe Heights scenario, there are 2 locations with ISU-152s in full good order and, stacked with them infantry units on foot, not in the process of embarking, which are greyed out (after having been shot when riding and bailed out) but with status rested and broken, which looks contradictory. I cannot give any move command to the infantry units (whether move or embark).  I can give move commands and waypoints to the tanks but these stay immobile, as turns unfold. 

    It is obviously a bug which I had seen before in a similar situation. How can this be fixed or what is the workaround? 

  10. Hi

    I also have all CM2 WW2 modules with the latest version (except the RT v2.13 one as i have a PBEM game in progress).

    I have been playing since the 2000's CM then CM2. I also play ASL on a regular basis (VASL). Mostly vs the AI as kind of training, then by PBEM more recently (Hot in Hatten, now Studienka in progress, and a few QB's).

    I personally like big scenarios, big maps.

    I had prepared a mid-size CMBN PBEM game that I never played, US side. Maybe we could start by this one?

     

  11. Hi, After I updated CMBN with the 4.04 patch in Windows 10, it crashes if I launch from the short cut (which is tied to the D folder). If I launch it from the .exe file,, in C (original setup or D>Documents>Battlefront>Combat Mission Battle for Normandy (where I copied all files from C) it works but with the 4.03 version...

    Any clue?

  12. hello all. i am looking for a *PBEM* opponent, CM2 any module. I like large games with a mix of infantry, AFVs and arty. A few examples of which games I have in mind: CMFB: Hot in Hatten, CMRT: The hill, the Bridge, The Creek, Studienka, Clash of Titans, Seelow Heights  Hill 621 CMFI: The forest of Wild Beasts

  13. in CMFB, I am using a MG zug leader team (no FO available) to request off map 81 mm support. It has a clear LOS (light blue) to each end of the targeted area (line target. It also has full access to the arty with green dots next to each mortar module.

    I noticed it takes 4-5 turns to get past the spotting phase. I am currently playing a scenario where its been almost 10 minutes since the request was done, and out of 100 rounds assigned to each mortar (2 were selected for a line target), 7 rounds have already been consumed and they are still spotting, past the initial 8 minutes delay mentioned in the mortar box when requesting support.

    Am I missing sthg here?

  14. in CMFB, for instance, I find the pop smoke special command quite unpredictable in execution time. Often i have a good order (not pinned or broken,...) unit, facing (G) the right direction, and it takes several turns to see the smoke grenades show up if they do. I am talking here of the offensive use of smoke grenades.

    What is the way to get smoke grenades launched in the minute following the order?

  15. @Panzerfreak: Am interested. I match your description. I would like to play CMFB Hot in Hatten with the Germans as attackers. Its a good mix, for both sides, of infantry and AFVs, historical size (regiment or so). I have tested it against the US AI and hardly won a tactical victory, so it should be a real challenge with H to H.

     

  16. Yes you are wright about the bridge. Thanks. I realize the mistake I did by putting 2 waypoints across the bridge and not checking the path on the bridge itself.

    But still this does not fully explain why the Tiger II was idle, in good condition but rejecting any order to move or reverse or even change CA unless the AI considered that the Tiger was hopelessly stuck at the bottom of the ravine?

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