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Howler

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  1. Like
    Howler reacted to Sgt.Squarehead in Headcount - Please Fix It!   
    No one asked BFC to change the game into anything, we're happily doing that ourselves.....I just asked them to consider a fairly logical (but perhaps not technically feasible) alternative way of implementing one thing (that is implemented in a slightly dubious fashion at present IMHO. 
    So if you are done ranting, would you kindly clear off.....Go read your dictionary some more, or do what ever else makes you happy. 
  2. Like
    Howler reacted to ratdeath in CM1 @ GOG   
    Awesome, GOG is great for good old games. Hope to see CM2 there in 10 years or so when we all play CM3 and wish for the not so old days
  3. Like
    Howler got a reaction from Bulletpoint in Evasion BUG   
    As long as stationary regular units run back an AS to be out of LOS when receiving small fire from known contacts in front of them - you can call it whatever you want. 😃
    Seeing them commonly do cycles of forward and backward seemed off...
    Do you know which titles are getting this tweak? I'm hoping it will be made available to both BS and SF2...
  4. Like
    Howler got a reaction from Txema in Evasion BUG   
    Thanks. I missed this as I don't frequent the CMFI forum often as it's not a title I own.
  5. Like
    Howler got a reaction from Txema in Evasion BUG   
    I'd hoped to add a single reference  of 'Evasion' and 'Bug' containing an 'offical' determination while keeping the page count to under one.
  6. Like
    Howler got a reaction from Txema in Evasion BUG   
    I started a new thread so as not to miss the determination on this matter first raised in this thread a month ago...
     
    Is it working as intended in CMBN and simply a matter of becoming accustomed to this new normal?
    Or, are more save games required before anything further can be determined?
    Or, it is an issue and a corrective action is forthcoming?
    At nine pages long, I felt a need to reset so as to not miss the official response. I've been known to miss a thing or two...
     
  7. Upvote
    Howler got a reaction from sttp in hummm patche 4, I need your opinion   
    Unfortunately, this does nothing to help the computer player. While it's quite frustrating when it happens to your own guys - it becomes unplayable when it happens to the AI player. There's not much point in continuing to play when the only computer controlled troops not running 'cycles' are those in trenches and foxholes.
  8. Like
    Howler reacted to RockinHarry in BATTLE DRILL - A CM Tactics Blog   
    would be fun for sure Bil.  Though my library is not that extensive as one might think, but it´s very very specific. See further down this thread: http://community.battlefront.com/topic/134729-real-world-tactics-that-work-in-cm/
    Basically a german player interested in squad and bits of plt tactics is fairly well served with http://mudandblood.net/downloads/number09.pdf
    Many my books tell actually the same, but give different examples for various combat situations and application of the basics.
  9. Like
    Howler reacted to domfluff in BATTLE DRILL - A CM Tactics Blog   
    One thing I've been doing quite a bit recently is to use Quick Battles to set up randomised exercises, to focus on and experiment with platoon-level stuff.
    I've been setting up a Probe or Attack on a Tiny or Small map, in varying environments, and giving the enemy a single element, usually an infantry squad (typically squad + HQ element in practice), and choosing an infantry platoon to deal with them.
    This means having the opportunity to practice platoon movement, scouting and building an attack - with limited forces on a relatively large map.

    As a "battle" it's far from fair, of course, but as an exercise it's useful, and only takes a few minutes, so you can iterate quickly.

    Using Quick Battles for this will randomise the enemy starting positions somewhat, and the enemy may be stationary or moving. Usually will be in a fairly sensible position on or overwatching one of the objectives.

    The same principle can be applied to armour platoons (vs a single tank), recon sections, whatever, and it's quite handy for examining things in isolation.
  10. Like
    Howler got a reaction from Doug Williams in hummm patche 4, I need your opinion   
    Scenario: Pleasently Shaded Woodland (WEGO - Iron)
    Playing the Allies, I noticed, for the first time, the AI defender evading towards my positions and away from the AXIS friendly map edge. Rattled/Nervous defenders are charging through hedgerow gaps exposing themselves to small arms fire and then running back. I'd seen to odd occurrence in other scenarios but never to such an extent. I had to stop play as it was becoming an undeserved turkey-shoot.
    I understand the evolution in AI Planning and Map Design over the years and this is not meant to pick on a scenario that likely hasn't been updated since release.
    I'm more focused on the behavior of player controlled units. Thought I'd mention it as an aside.
    As always, I have saves available. The Allied mortars have not been used for a good 5 minutes ever since the Sunken Lane was taken. The three teams are relocating. I mention this only because there was some discussion that the erratic evade behaviour could be linked to HE...
  11. Like
    Howler reacted to General Liederkranz in Nationality-Based C2 Restrictions   
    @Bil Hardenberger noted in another thread that he wasn't able to get Syrian squads in C2 by putting them close to higher-echelon HQs. This is different from other nationalities like the WW2 Americans or Germans. For them, a squad can skip over its Platoon HQ and get C2 from its Company or Battalion HQ within voice or close visual range (which @MOS:96B2P showed to be 50 meters and 96 meters respectively). 
    I thought I'd look into this and I found something interesting: it depends on the unit, and it's not just the Syrians. It seems that in nationalities organized along Soviet lines, only certain types of units are able to take advantage of the higher-echelon C2 bypass that everyone else can use.
    Within a Syrian airborne battalion, for example, ordinary Airborne Infantry squads CANNOT get C2 from higher-echelon HQs. They need their Platoon HQs. I tested with Conscripts, Greens, Regulars, and Elites and none of them could, so troop quality doesn't make a difference. BUT Engineer squads in the same battalion CAN get C2 from their Company HQ. The image below shows the difference; each one is next to its Company HQ with the Platoon HQ across the map and out of sight (as you can see since the command lines are dark). The ordinary Airborne, in the inset, is out of command; the Engineers, in the rest of the image, are in command.
    So then I went and looked at CMRT. There too, Soviet rifle squads CANNOT get C2 from their Company HQ. But Soviet cavalry squads CAN.
    This is not because of the patch. It did some more tests and it's also that way in CMRT under Engine 4 (pre-patch) and under Engine 3. (I used the stock scenarios Dawn Patrol and Baranovichi to test rifle and cavalry respectively in each version.)
    This is NOT true of the Italians in CMFI, though you might expect it since inflexible command is one of their main traits in the game. Their rifle and Bersaglieri "squads" can benefit from Platoon or Company HQs, not just their Squad HQs. 
    I can only guess that this is intended to reflect Soviet-style doctrine and to give players an extra incentive to keep their Soviet-style rifle platoons together. Forces that are expected to be more independent, like engineers or cavalry, aren't penalized. It's an interesting little touch. 

    Original thread: 

  12. Like
    Howler reacted to General Liederkranz in Stealth Bug Fixes in 4.01 Patch   
    I've noticed in the last couple of weeks that the 4.01 patch fixed several bugs I'd seen reported on the forums, even though they weren't listed in the patch notes. In many cases I wasn't aware that BFC had even officially acknowledged them. It's been fun to find these things, so I thought I'd start a thread to compile them. I'm grateful to the BFC staff and testers who have harvested these and fixed them, and I'm curious what others have found! 
    Here's what  I've seen so far:
    1) In CMFB, Volksgrenadier Sturm squads no longer have extra Assistant leaders. Reported and acknowledged after the 4.0 upgrade in 2016, now fixed:
    2) In CMFI, Italian HMG teams no longer carry superfluous US 60mm mortar ammunition. Noted back in 2013, in 2017, and again in March 2019 but now fixed:
    3) In the CMFI Troina campaign, US infantry company MG teams used to have M1919A4s instead of M1919A6s--but no longer. I noted that here in 2017: 
    4) In CMBN, you can now buy Vickers teams in QBs without getting XO teams instead. @Oliver_88 confirmed this. 
    5) Perhaps related to (4), in CMBN and CMFI, CW Vickers platoon 2IC teams no longer have erroneous MG icons, as used to be true (noted here):
    6) In CMBN, the problem with acquiring mortar ammo from CW Carrier Platoon vehicles is fixed, confirmed by @domfluff here:
    7) In CMBN, US MMG teams no longer fire off a rifle grenade as a "parting shot" after an area fire Target Light order is cancelled. I noticed this under 4.0 back in 2017 and I saw it again just now with my version of CMBN 3.0. But it seems to be gone in 4.01!
    8 Another pet peeve of mine, in CMFI 4.0 US units with area fire orders would fire off their AT rifle grenade before their HE grenades, instead of saving it to use against armor. (At least, that's what I observed and noted). Not true in CMFI after the patch! (I also noticed that under 4.0, unlike 3.0, early US rifle squads carried two rifle grenade launchers. This hasn't been changed in 4.01, so I assume it was a deliberate TO&E update.)
    Patch notes themselves here:
     
     
  13. Like
    Howler reacted to MikeyD in Building Protection from Tank HE shells?   
    In CMSF2 recently I lost 8 men in a building to a single RPG round. An old joke of mine is the best type of building protection is staying behind the building.
  14. Like
    Howler got a reaction from PIATpunk in hummm patche 4, I need your opinion   
    It happens everywhere. Wait till you notice the 'yo-yo'  where units first break forward...only to break back...then break forward... back... KIA!
    Sometimes a slight deviation occurs and you can almost swear they are attempting to run laps. Thankfully, the overwhelming firepower in the modern titles allow us to ignore it by jumping directly to the KIA stage.
  15. Like
    Howler reacted to H1nd in hummm patche 4, I need your opinion   
    I am actually quite at loss on which version to play at this point for least broken gameplay. Previous version made singleplayer pretty much easymode, all you had to do was send a few rounds at the enemy and they would run away to some hidey-hole and the MP was such a huge forced pause-panic control micromanagement hell that I am not looking forward going back to the 4.00 version. To remember how things were before that, one needs to start remembering stuff from over three years past.. and then there is the fact that If my memory serves, we had to pay for engine 4 upgrades for CMBN. At this point it's probably not unreasonable to wish for BFC to at least acknowledge that there is a problem.
  16. Upvote
    Howler got a reaction from AlexUK in Grenade Issue?   
    Actually, that's exactly the bunker I was referring to in this thread.
    As Ian responded - another team, or two, covering the back door and within  30 seconds of small arms the defenders will evade. Sometimes a demo will be used but it's not required. A few grenades do the trick. 
  17. Upvote
    Howler got a reaction from A Canadian Cat in Grenade Issue?   
    Actually, that's exactly the bunker I was referring to in this thread.
    As Ian responded - another team, or two, covering the back door and within  30 seconds of small arms the defenders will evade. Sometimes a demo will be used but it's not required. A few grenades do the trick. 
  18. Like
    Howler reacted to A Canadian Cat in Grenade Issue?   
    Yes, typically to use a demo charge your team has to be in the next action square.
    To help seal with the angry hornets effect of troops exiting bunkers have one or two fire teams covering the door. 
  19. Like
    Howler reacted to BTR in Testing   
    Oh, I wasn't aware this was a thing. I'll take a look at this after this week. 
  20. Like
    Howler reacted to carcer in R&R Mod Corner   
    Update 1: Now that the patch is out for the combat mission games I'm interested in trying to finish my mod Rally the Regiments again. What I had imagined was to have realistic colors, some advanced squad leader scenarios booted over, a re-shade preset, and small 1200x1800m maps for competitive play. My first goal is to get the realistic colors nailed down and the ASL/critical hit scenarios for Omaha Beach made. I've ordered the board games Omaha west and East so I can begin work once it arrives. The above image you can see the comparison of real world colors compared to stock colors. In my next post I will outline how others can create their own unique field designs using google map street view images to overlay in-game colors and how to make seamless textures.
  21. Like
    Howler reacted to H1nd in hummm patche 4, I need your opinion   
    At this point I am quite baffled how this could get through the testing. This issue with troops charging towards enemies when evading is very obvious from simply just playing the game as you normally do. I have been trying out the revised road to montebourg campaign and aside from first mission I have seen this issue come up in all scenarios regularly during normal gameplay. It is just plain and simply broken. Not as badly as it may have been before but broken nevertheless. For H2H games it seems that the remedy is once again using the pause command (exploit?) to stop troops from fleeing. But the poor AI will get its infantry massacred in simple firefights. 
  22. Like
    Howler reacted to General Liederkranz in 4.01 artillery dialog greyed out with mortars on map   
    I just opened up the scenario and it is indeed a 2" mortar. The briefing says no artillery available and this one can't be used for indirect fire.
  23. Like
    Howler got a reaction from Bil Hardenberger in CMSF 2 - Co-op AAR (Bil v IanL) Using Realism Rules   
    And it also wouldn't prevent them firing HE at (and/or suppressing) friendlies which tends to be my problem rather than incoming fire from an unknown position outside a TA.
    I also consider being spotted prematurely to the very worst thing that can happen. I don't need the team LMG to fire off at 500m when everyone can do so at 300m. The former reveals your position and rarely scores a knock-out while the latter will do both.
    I'm not against free fire. I simply prefer defined overlapping zones of fire. It's the those darn vehicles with their total disregard of dismounts that I blame!
    I hear you. I play it looser in the WWII titles. In the modern titles - too many things kill you.
     
  24. Like
    Howler reacted to Aurelius in Aurelius vs SlySniper - Factory Outlet AAR   
    Hello all and welcome to my first public AAR of CM games. As such, it won't feature complex analyses and orders, like we've all come to expect reading the AAR's on these forums. Firstly, I have personally vowed, after demobilization, that I will never write another standard order (applied for and served as part of ROTC for the Serbian Army in 2017, Infantry 2nd Lt) and, secondly, the idea for the AAR came late in the game, after heroics of certain units.
    As far as the scenarios goes, I made some modifications. Namely, instead of company of T 62 MV's, there were 6 T 72 M1's ( it is my personal preference, as it is closest to M 84A tank in service in Serbian Army). Soft factors for militia company were increased. Skill level was increased for anti tank platoon. BRDM's with ATGM's were eliminated fully. TRP's were added (still a 9 minute calling time for D30 howitzers). MANPADS were added . Nothing was changed for the US Army. I would like to give thanks and credit to the original creator of the scenario and to whomever edited it for Shock Force 2.
    Now for the main part.
    I was given the objective to hold at all cost the aforementioned factory outlet. For this task, I was given a militia company, two platoons of Special Forces, antitank platoon consisting of 2 AT 4 C's and 2 SPG 9's and 6 T 72 M1's. In support, I had a battery of D30 howitzers. Opposing me was a Stryker company (two platoons of infantry in ICV's, platoon of MGS and platoon of ATGM Stryker), reinforced by 3 M1 Abrams tanks and a platoon of engineers in Bradleys. They also had a lot of off map support, including two Apache helicopters.
    As you can see, the question was how badly was I gonna lose. 😄
    So here it is:

    Now, you may ask: Aurelius, why are you posting an AAR about your defeat?!? Why isn't SlySniper posting about his hard won battle?!?
    My answer is: because of these guys



    I knew I had no chance to win. I knew my AT platoon couldn't do anything to Sly's tanks. So I devised a plan, a scheme of slowing down his advance and making him think twice about approaching the factory proper. Firstly, I had to destroy the Bradleys, cause they could wipe out all my fighting positions and easily interdict movement of my units through buildings with their 25 mm auto cannons. That would also mean that his engineers have to walk everywhere (the map is very elongated and there is a lot of ground to cover). Secondly, to take out any specialized Stryker (an FO vehicle, command vehicle). If any Stryker loaded with troops presented itself- to burn it and everyone inside.
     I managed to destroy all of the Bradleys, destroy an FO vehicle and burn two Strykers which I suspect were carrying troops.






    I achieved this by utilising mobility of my troops (only the SPG 9 was left in place, because it is too slow to pack up and decision was made to sacrifice it). I would crawl them to the roof, wait a turn, give an order to fire and retreat them by use of the pause command.
    As for my T 72's, this is how they ended up:

    The only excuse I can offer: I wasn't thinking how their placement in editor was exposed to the possible avenue of approach of my opponent. 😄
    But, there is a bright spot. This guy destroyed a vehicle, killed a guy with a Javelin and was a general nuisance to Sly's plan:

    During the course of the battle, Sly tried to approach/probe my positions. This was the aftermath of any such excursion:

    To my surprise, I even managed to surprise him with a howitzer barrage. Waited 13 minutes for the call up time and additional 2 minutes for spotting and got this:


    There were more casualties, but it is a tedious process to document all of those.
    Both Apache's were shut down immediately on the first turn, giving me some breathing space. 
    I hope you will enjoy this quick recap of what happened and I would like to give thanks to @slysniper for a fun and challenging battle.
  25. Upvote
    Howler got a reaction from BletchleyGeek in 3D Texture Quality & Battle Create/Load times   
    I wasn't able to find detailed information that you reference but, yes - it's been known for a long time. Not the first time I've discovered something 'new' that might not be...
    Anyhow, the closest my search got was a response from @IanL postulating that this setting governs how many textures past two actually get loaded.
    I was surprised by the load times in BN as SF2 is always snappy with BS not being far behind on 'Best'.
    I'd appreciate your sharing of any details that you may have.
     
    EDIT: In retrospect, perhaps I was too hasty to disregard threads relating to Nvidia performance tweaks.
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