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Hardradi

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  1. Like
    Hardradi reacted to A Canadian Cat in CMBN: Road to Nijmegen: Heuman Lock Bridge Bug   
    Correct decompiling does not recreate the core units files or the script. You have to figure all that out again in order to rebuild.
  2. Like
    Hardradi reacted to Sgt.Squarehead in CMBN: Road to Nijmegen: Heuman Lock Bridge Bug   
    Did anyone try de-compiling the campaign, removing the bridge, re-saving the map, replace the bridge and test? 
    If the de-compiled scenario works at this point, it should be safe to re-compile the campaign.
  3. Like
    Hardradi reacted to Combatintman in Here is What I Dont Understand about BF?   
    Lightweight 😉
  4. Like
    Hardradi reacted to Freyberg in Here is What I Dont Understand about BF?   
    Over the last 9 or so years, I have spent around $500 on CM products, which works out at about $50 a year. I spend around that much a week on alcohol, and it gives me less escapism that this game...
  5. Like
    Hardradi reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Minute 0:46: Orders
    One of the tanks under the artillery thinks it has seem more fortifications.

     
    But it cannot get a LOF to the area.

     
    The observers call in the air support over the town KT6 and the hill KT7. We can let the fly boys take their time getting here and do their worst while my infantry deal with the outer defences.

     
    The air support will take 11 minutes to arrive – no need to stay exposed for that time...

     
    Since there are other targets to shoot at the Support company HQ will head up to the same spot.

     
    3 Platoon has recovered enough that I can give them orders. They are getting tired so they will move through the woods.

     
    The last platoon from A Co that is in good order will try to move to the left and see if they can spot more of the enemy positions.

     
    Supported by some tanks.

     
  6. Like
    Hardradi reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Sorry things have been quiet. We hit a snag. The build that was supposed to fix the Sikh models and textures didn't quite get things sorted and left Bud dead in the water. Such is how software development goes sometimes. Both problems are being worked. In the mean time enjoy some of these cool shots I took of the Sikh soldier's that were fixed in the latest build.
    These were taken on a hazy overcast day in July.










  7. Like
    Hardradi reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    METT-T: Terrain
    The map is about a km squared. There are some flat plateaus but also a lot of hill and valleys as well. My forces start off in the South East corner near KT1. The path to the hill top KT7 will be over the river at KT1 and KT2 adn then over the ridge line between KT3 and KT4. There is a road from the bridge KT2 leading to town KT6 and a trail leading from KT1 to KT5 just East of KT3.

     
    Some views of the terrain follow as indicated by the green triangles.

     
    Map View #1

     
    Map View #2

     
    Map View #3

     
    Map View #4

     
    Map View #5

     
    Map View #6

     
    Map View #7

     
  8. Like
    Hardradi reacted to Bud Backer in CAAR - CMFI Rome To Victory Beta - The Kirpan & the Rhino   
    If you remember, Ian had men near the decoy bunker on the ridge. I suspected they might be artillery observers. At the very least they were some scouting element, and I was going to have my mortar team hit them but they withdrew before I could even fire. I’m not sure what spooked them, but I have Kurt’s split 3rd squad in the woods on my side of the ridge and the team that lost a man and then went up the ridge toward that decoy bunker may get me a view of what is going on.
     
    What surprises me is that I don’t have almost any contacts near the decoy bunker. My 105 barrage was supposed to catch a lot of enemy troops there and instead I killed one of my own men because the shifting of fire took too long. 
     
    In any case, my spotter in the village, despite Ian’s bombardment, can see a few tanks and infantry and a lot, really a lot of contacts, in the woods on the ridge more toward the map edge where his Sherman was destroyed by the 88. You can see below my new 105mm orders. It seems to me he is hoping to flank the hamlet, and take it without interference from my forces in the town. 
     
    The inset shows the team from 3rd squad that will crawl forward to the edge of the woods to see if I can confirm my conclusion. 
     

     
    As a final way to make him bleed infantry I have another spotter in the village with LOS to the back side of the ridge and he will direct 81mm mortar fire where I can’t get the 105s to land. With luck, I may catch him there and even the odds somewhat...
     

     
    The village itself has lost the 88 ammo bunker, which was empty, and is under continual fire from a smaller number of tanks (I think my 120mm barrage may have made him nervous to have so much exposed there). The fire has cost me 3 men, if I’m not misremembering, and some buildings have sustained heavy damage but how I’ve moved people now, the fire is ineffectual. 
     
    My overall losses are about 5 men. I can’t know what the 120mm fire on the forces near the village did but given some armour was withdrawn, I assume it was at least somewhat effective. Perhaps Ian has lost two squads or with luck, a full platoon. He’s lost two Sherman 105s, and a bit more infantry on the ridge itself. All this is nice, but I know he hasn’t brought his full capability to bear. 
  9. Like
  10. Like
    Hardradi reacted to Bud Backer in CAAR - CMFI Rome To Victory Beta - The Kirpan & the Rhino   
    Artillery could be helpful in evening the odds. I have three artillery missions plotted. The first to land will be 120mm mortars 2 minutes from now, hopefully hurting my tormentors at the wood line.
    The second to land will be 81mm mortars in 5 minutes at the crest of the ridge, where the allies are approaching after crossing the ford. I suspect he will be sending some infantry there to observe my defences, and I want that to be painfully gained knowledge.
    The last to land is a 4 howitzer 105mm battery that will hit the woods near the hamlet in 6 minutes. I may have to adjust that one as it may be too early. 
    The artillery may force him to advance imprudently toward the village and into the StuG, Pantherturm and 88’s arcs of fire.
    I’ll add that it is amazing how good the field of view is from atop the HQ building, allowing me to direct artillery in distant spots one would not expect. 

  11. Like
    Hardradi reacted to Bud Backer in CAAR - CMFI Rome To Victory Beta - The Kirpan & the Rhino   
    Here is what I think the Allied commander’s options are:

    Plan A:  Use the fords to cross the river and go north, cross the ridgeline and pivot west to take the town. 
    This plan requires the enemy to either defeat the hamlet defenders, or to try to use the woods as cover and close on the town, bypassing the hamlet defenders. I don’t think the latter is likely. The woods offer only a narrow band of good cover. My guns can hit units some distance into them so that would be asking for an artillery barrage on the woods. I have TRPs on the ridgeline in any case as this either way, he will initially be paused in the woods dealing with the hamlet, or crawling through them.
    Plan B: Head across the flat, open plains on the south side of the river to the village, defeat the defenders there, cross the bridge, and then cross the ridge to attack the flank of the town. 
    Despite the flatness of the southern plain, sightlines are not as ideal as one would expect due to crops, low walls and cultivated fields.
    Plan C Cross the fords Near the allied zone, climb the ridge and use it bypass the defenders in the hamlet, and avoid contesting the bridge, then enter the town as in Plan B.
    I see this as the least likely approach. It is exposed to fire from the village defenders, and I have some defences that will make it a bit more cumbersome to move there.
     
    As we start looking at plans and deployment, I must remind you that this battle has started and so there is no alteration possible to what you see.
    Coming up: breakdown of defences and the psychology of play
  12. Like
    Hardradi reacted to Sgt.Squarehead in Sgt.Squarehead's CM:A Stuff   
    I've finally got the big valley map to a point where I'm happy to use it as a 'master map', it takes a little while to load, but it's stable enough once it does:

    It's not quite as detailed as I'd like (CM:A Flavour Objects are not the easiest to place, the rocks really hate steep slopes, which is kind of unfortunate), but I've done my best with it.....I dread to think how many times I've clicked on tiny components of this map in preview mode! 
    Here's some scenes of daily life in the valley. 
    The day starts early for the water sellers who, like almost everybody else, are forced to hire guards to protect them from bandits as they go about their business in this lawless province:

    Before their shift at the local mine a group of workers and their guards enjoy a hearty breakfast of local produce:

    A large consignment of ore is ready to be delivered to the refinery in a nearby city:

    Meanwhile, near the highway, a DRA Army convoy has stopped to refuel and gather fresh supplies for their journey.....The convoy commander engages in the timeless ritual of haggling with the locals over their scandalous prices:

    Map can be found here:  https://www.dropbox.com/s/gsrzlgkxrv6yl2t/[Map] Afghan Highway Valley.btt?dl=0
    This is a totally blank map, no AI, no setup zones, no labels.....Nothing. 
    Feel free to use & modify it in any way that pleases you. 
    PS - Ctrl+Clicking to fast move around this map in preview mode within the game editor is not recommended.....You may well delete or modify something! 
     
  13. Like
    Hardradi reacted to Heirloom_Tomato in Irrational Behaviour   
    This issue is one that has been very hard to nail down. While some people have been able to spot it every time they play a battle, the next player never has a problem. I was able to build a test map showing the problem and a fix was made. Since 4.02 came out, the test map I made has seen zero incidents of this bug showing up. So my comment of the issue being fixed was in relation to the 4.02 patch. 
    It appears the issue has not been solved in all circumstances. I have loaded the Scottish Corridor campaign and have seen the issue happen once in 5 attempts.
    The training scenario Roadblock has also been posted by @Falaise and @domfluffas a battle where the issue shows up. I have loaded this battle and so far have been able to make the men flee into fire, BUT not every time. In my opinion, there is an issue but nailing down the specifics of what causes it to happen will be difficult. 
    Last night I built a new test map, 12 German HMG 42's versus a single green American squad placed at a gap in bocage. I tested with them in and out of C2. NOT once did they break and run into oncoming fire, even when their status was broken. I added some 81mm mortar fire to see if that would do anything to make them flee and they still stayed put or crawled safely to the rear.
    I am about to head out to my parents for Father's Day so I won't be doing any further testing until later tonight. If anyone is seeing this issue show up in different scenarios or maps please post them here. If it is a specific combination of elements causing the problem, the more examples available will help to increase the odds of finding the problem.
  14. Upvote
    Hardradi got a reaction from ncc1701e in Thread about confirmed patch issues   
    I will probably be wrong about this but wouldn't it be a good idea to have a dedicated thread outlining confirmed issues with the new patch?
    Each patch issue would be outlined with a brief description and its current status. This will give players an idea of whether they want to start or continue playing battles and campaigns. The thread should be blocked from public posts and controlled by Developer(s). Players can pile in on separate threads about other potential issues. 
    At the moment browsing the forums I can see:
    1. RT: PBEM games are not compatible and have to be finished in 4.0
    2. FI: Fallschirmjager uniforms have issues. 
    3. BN: Appears to be some odd behaviour of troops fleeing towards the enemy to seek cover.
     
  15. Like
    Hardradi got a reaction from Bulletpoint in Thread about confirmed patch issues   
    I will probably be wrong about this but wouldn't it be a good idea to have a dedicated thread outlining confirmed issues with the new patch?
    Each patch issue would be outlined with a brief description and its current status. This will give players an idea of whether they want to start or continue playing battles and campaigns. The thread should be blocked from public posts and controlled by Developer(s). Players can pile in on separate threads about other potential issues. 
    At the moment browsing the forums I can see:
    1. RT: PBEM games are not compatible and have to be finished in 4.0
    2. FI: Fallschirmjager uniforms have issues. 
    3. BN: Appears to be some odd behaviour of troops fleeing towards the enemy to seek cover.
     
  16. Upvote
    Hardradi got a reaction from General Liederkranz in Thread about confirmed patch issues   
    I will probably be wrong about this but wouldn't it be a good idea to have a dedicated thread outlining confirmed issues with the new patch?
    Each patch issue would be outlined with a brief description and its current status. This will give players an idea of whether they want to start or continue playing battles and campaigns. The thread should be blocked from public posts and controlled by Developer(s). Players can pile in on separate threads about other potential issues. 
    At the moment browsing the forums I can see:
    1. RT: PBEM games are not compatible and have to be finished in 4.0
    2. FI: Fallschirmjager uniforms have issues. 
    3. BN: Appears to be some odd behaviour of troops fleeing towards the enemy to seek cover.
     
  17. Like
    Hardradi reacted to Aurelius in Do shared contact markers lead to faster spotting times?   
    To elaborate further:
    Some years ago, inspired by that C2 & Information sharing post, I did some tests in Battle for Normandy and it mainly concerns vehicle spotting . I made a small map in editor, put some German forces in a forest (Pak40 and some MG's and also one infantry squad), put an American scout team in another forest to observe the Germans. One Sherman tank was placed on the map and I made sure that there was no way for it to observe the Germans or the scout team. I also made sure that there was no radio contact between the tank and the scouts.
    With that set up I tested the spotting times and it was pretty conclusive. When the scout spotted German positions, I ran him to the tank, waited until the info was passed (waited a full turn). Then I moved the tank forward so it can have LoS on the forest occupied by Germans. When they were unbuttoned/opened up, they spotted almost instantly (less than 2 seconds). When they were buttoned up, they spotted in less than 5 seconds.
    I also did some tests with no info sharing, unbuttoned came to about 10 seconds for the spot and I was under the impression that the crew tac-ai prioritized spotting AT positions. Buttoned up was above 10 seconds and I didn't really test it that much, cause I felt like I was just asking for someone to come and burn my tank.
    So this was my conclusion:
    Unbuttoned with previous knowledge>buttoned with previous knowledge>unbuttoned with no previous knowledge>buttoned with no previous knowledge.
    So guys, make sure your AFV's have the information, unless you want them to end up like 131st Separate Motor Rifle Brigade in Grozny.
  18. Like
    Hardradi reacted to Bulletpoint in The next patch...   
  19. Like
    Hardradi reacted to Frenchy56 in Fortress Italy bugs   
    Luftwaffe armored infantry battalion commander wears a Heer uniform.
    It's present on only a few formations, I'm checking them all right now.
  20. Like
    Hardradi reacted to JM Stuff in Warsaw Uprising 44   
    Hi there
     
    Time that some of us are waiting to CMRT module " the grand Russian Offensive Bagration"...
    in a poor western region the Polish peoples prepare to resist and have the hope to receive some help to the Russian Army...
     
    This is why I TRY to built a little mod...
    I guess everybody saw the movie ...if not copy and past the link in your browser,  to see the trailer...
     
    This is what I realise for the time.
     

     
    But because I don t have enough knowledge’s in the modding world, uniforms are with a lot of bugs and far away to be finish yet, I am busy to  trying to modding some 
    weapons like Sten and Kar98  to added to the " Shadow Polish Resistance army".
     
     
     Also the german troops categories SS, are not including in the CMRT module, than i have to pick up left and right uniforms from some Modders.
     

    If somebody is interesting to lend me a hand I will really appreciated.
     
    My goal is to added all these one...I made a mistake in my mdr mds files and dont find more who is what but soon...
    I dont use Photoshop but Paint this is why the result are not perfect...for the time !!
     

     
    Copy and past the link to see the trailer
     
     
    https://www.youtube.com/watch?v=Kw7inmswJ1A
  21. Like
    Hardradi got a reaction from CMFDR in German helmets not working to full capacity   
    Based on my limited testing it appears that the number of textures is directly related to "3D Texture Quality" setting. "Best" allowed me to view all of the stock textures and all of the textures I had in the mod directory.
  22. Like
    Hardradi reacted to sburke in Modders: Female Faces?   
    https://www.armytimes.com/news/your-army/2018/11/14/a-female-soldier-has-made-it-through-the-armys-special-forces-selection/
      For the first time since the Army opened its special operations jobs to women in 2016, a female soldier has completed the initial Special Forces Assessment and Selection process, a spokesman for Army Special Operations Command has confirmed to Army Times. Several women have attempted the 24-day program, part of the Special Forces Qualification Course, since then, but none have made it to the next round.
  23. Like
    Hardradi reacted to tpr in CMRT Stalingrad Mod Rattenkrieg Campaign Video Playthrough   
    The first mission of the custom Rattenkrieg campaign utilizing the Stalingrad mod. All orders are given by interface, so this is suited as a learning resource for new players.
    Enjoy!
  24. Like
    Hardradi reacted to DerKommissar in Concept: Forum Operational Campaign   
    The idea is to make a turn-based (WEGO) operational layer campaign here on the forums (or potentially a different platform like roll20). It will be on a square or hex-grid graph of a map -- depending on game and theatre. You will be able to make your own units (companies or platoons) and move them around once per turn. Whenever two units (or more) on the map bump into eachother, the GM will post parameters for a Quick Battle you can put into your game and play out. The player (s) then would report the results of their Quick Battle and the operational map would be updated accordingly. A turn can be a week, or bi-weekly, to allow everyone to declare their move, play their Quick battle and report their results on the forum.

    I had this crazy idea while messing around with my roll20 RPG campaign. Instead of making a character sheet, one could make a company/platoon sheet. Recently I saw a lot of people wanting an Operational Layer and someone even mentioned a system that they came up for themselves. It's all still very much in concept phase. At first, I was thinking the campaign should be cooperative and all enemies be managed by GM and be played by AI in-game. Though, I'm sure a lot of people would like to play OPFOR and provide an opponent for those who do not enjoy sparring with AI.
    I'm curious what you guys think! Interested? Not interested? Comments? Concerns? Ideas of your own?
  25. Like
    Hardradi got a reaction from Bulletpoint in Improvement suggestions   
    - cellars 
    - staircases/stairwells
    - fortified buildings 
    - buildings with internal extended lines of sight (open factories horizontal and vertical)
    - camouflage (vehicles, guns, men, fortifications)
    - improved trenches (strong points where you shoot from and maneuver trenches (where you can move out of line of sight)
     
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