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Xorg_Xalargsky

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Posts posted by Xorg_Xalargsky

  1. 1 hour ago, Sgt.Squarehead said:

    Still experimenting, I've only just started seriously looking at the AI in the CMx4 titles.....It's very powerful compared to CMx2 games like CM:SF & CM:A.

    The one thing this game needs to perfect the 'Campaign Format' is persistent map damage IMHO, this would make massive & detailed maps like this one even more useable.

    Amen to that!

  2. We've got little information to work with here, perhaps if you could give details about your results and the difficulties you faced, you would receive more useful help.

    For now, I can still recommend you this excellent youtube playlist featuring a thorough set of tutorials, some of which were made by this forum's own Chris Maillet

     

     

  3. 3 hours ago, Armorgunner said:

    Not sure inte case of mp44. But in the case of mg42. They grab the mg42 first, then if not directly under supression fire. After a wile they grab some more ammo, and a while later even more/the rest. Depending on supression level, and availible ammo on the dead/wounded former mg Gunner. 

    It can take a few turns. Not a big problem on the Defence. IIRC they do keep their former weapon, so when they run out of mg ammo. They use the former one. If I recall wrong. Please tell.

    That's very interesting, I wonder if its ever been properly tested. 

  4. 5 hours ago, carcer said:

    Help with elevation: I've combined elevation data from the sources given in this forum with the google earth elevation method. I just used the real values, i.e. if it says 45 meters on the line I went with 45 meters, but noticed that CM direct elevation doesn't go below 5 meters. Does that mean I need to treat the game's 5 meters as 0 and add 5 to all my values? In this way most of the beach would be 0 elevation (5m) but then if I have an elevation line for say 10m I would actually want to make it 15m in the game?

    Yep, the game needs at least 5m for Water tiles.

  5. 26 minutes ago, Apocal said:

    Is there any way to add to it? 

    Yes, it's pretty simple actually. The way CMx2 mods work is by replacing assets that go by a certain name the game engine searches for.

    In any CMx2 install directory, you will find a "Mod Tools" folder, therein you will find two modding tools : RezPack and RezExplode. RezPack is used to make .brz files (CMx2's data file format) and RezExplode is used to crack them open. You don'y really need to use RezPack, it's just a way to make nice little file bundles; as a matter of fact, most mods simply provide raw files for ease of use.

    To unpack a .brz file (which are all found in a game's Data folder), all you have to do is plop it down in the RezExplode/Input folder and then run the exe. The program works pretty quickly and will leave the loose files in the Exploded directory.

    Now for Final Blitzkrieg, you'll have to unpack "final blitzkrieg v100a.brz". You'll find the soldier's names files under the Text folder.

  6. 5 hours ago, danfrodo said:

    also need to just play.  If you've got cromwells/churchills vs tigers, you have to use flanks and/or get lucky.  I hit a tiger b/w turret & chassis & jammed turret when surprised by head-on tiger.  Another time hit tiger's gun -- then chased him like wolves after a buffalo until I got in the killing shot into his rear plate.  Nothing in the game is invincible.  All things are vulnerable.  Makes it dangerous and fun no matter what battle you are in.

    Ah! This anecdote reminds me of my first try at the Kampfgruppe Engel campaign for CM:BN. There was a Greyhound down some narrow dirt road flanked by hedges, I send a Pz IV thinking this was going to be a no-contest... well, the greyhound destroyed the panzer's main gun... Later I send a Panther to finish it off and then give it a movement order slightly up the road (I knew there were no AT assets in this area)... well, the remnants of an infantry team I thought I had killed earlier managed to gather the courage to chuck a few grenades at that Panther, breaking its tracks!

    As you said, nothing is invincible in this game, I've even seen a video of a Stuart killing a Tiger!

  7. 42 minutes ago, Col Deadmarsh said:

    I'm surprised that someone hasn't created a Wiki or something which goes into explanation of all the units and equipment of this game. For me personally, I'm interested in finding out the armor thickness of AFVs and gun penetration data in Combat Mission since we now no longer have this info on the dashboard.

    Is there a mod or anything available to use that gives this info?

     

     

    There is a Combat Mission Series wiki, but it's on the anemic side...

    On the other hand, the manuals do a pretty good job at explaining what's at your disposal.

    For armor and penetration data, I find the game's Defenses Report to be almost useless. Luckily, there are alternative and much more accurate (Front Yellow vs. Large Shell isn't very descriptive) sources. The free-to-play WW2 tank/aviation/navy game War Thunder features a wide arsenal of vehicles for all major nations of WW2 and an Armor Visualization feature that lets you see the thickness/angle of armor. Another source is the Penetration Calculator tool at http://www.wwiiequipment.com/pencalc/. It even shows you a nice little graphic to see where you should position a unit armed with a given canon to take down a given tank.

    I've been known to frantically consult this website when I'm facing heavy German armor...

  8. My personal wishlist for supply/ammo.

    - Supply Platoon options for all infantry and crewed weapons

    - Ability to purchase Supply Dumps in Quick Battles (sometimes, vehicles can be hard to conceal...)

    - One Supply Dump for each vehicle replaced

    - Converting MG/mortar/AT teams that don't have an ammo bearer team to 2-team squads (so you can split it and don't have to send the weapon itself or the unit's leader to fetch ammo)

     

  9. 4 minutes ago, Jumpete said:

    Thanks for the update Steve.
    Obviously, all these is a great amount of work for next months. Now, I'm thinking in Rome to Victory module which is being developed since long time ago (first news about it in Xmas bone '15). Can you say us if its release is near or we still would need to wait a few months more?

    In my experience, Battlefront is not too keen on revealing dates :) it's a peculiarity of the game development industry. On one hand, rushing out a product to make a certain date can lead to poor quality and cut content. Conversely, you can create a lot of negative sentiment in the community if you don't deliver by a promised date... On the day of the release of 4.0 for Fortress Italy, it was said that Rome to Victory was only a couple of months away and that most of the work left was scenario/campaign creation. Chris' ailment might have pushed that back somewhat, but probably not by much.

  10. Fortress Italy already has a released module and another coming shortly. Indeed, it has a much bigger OOB as it includes many nations, with more sub-nations coming soon! The base game covers the battle for Sicily and features Americans, Italians, and Germans. The Gustav Line module pushes further in the war and adds some Commonwealth nations and some more units all around. The upcoming module is supposed to cover the events from the capture of Rome to the end of the war, alas, little is known about what is going to be added except for Commonwealth units from the colonies.

    Despite what you might think, Red Thunder is not un-balanced, scenario-creators focus on the battles that were a bit more even. Unfortunately, I don't think we're bound to see the Finns or any other axis-aligned nations any time soon, but who knows... That being said, dedicated community members create all sorts of mods and some of them try to replicate nations like Hungary and Finland.

  11. 53 minutes ago, Wicky said:

    Well in game I can sneak the bazooka team into the buildings undetected and get a shot off before the tank MG shoots back at the now exposed tube guy.

    Have you allowed them to get one bazooka shot off and paused the game and given an immediate scarper order to try and give them the chance to escape before the provoked turret swings their way if it's not killed outright.

    It was a risky mission in RL same if you try it in game.

     

     

    This is why I think we should get a Shoot And Scoot command. One of the top items on my wishlist, a command that lets the unit shoot a given number of times then run away! It's currently possible to reproduce this command with a Pause order, but it's not reliable, it's based on time, and you never know how much is required for a unit to shoot.

  12. This thread is a very good idea!

    How do you find the return on investment on your first example? That's something I struggle with in Quick Battles, when to buy fortifications vs. more units. As of now, I always lean towards units as opposed to fortifications unless some area just *asks* for some obstacle or mine (and then, sometimes the enemy decides to go completely around them, hi there @IanL :D)...

     

    Maybe I'm not playing to the strengths of fortifications (I'm definitely open to criticism or suggestions), but I think they could do with an overhaul in the future (new types, re-balance of some values, perhaps an alternate resource system reserved for fortifications...)

  13. 3 hours ago, Col Deadmarsh said:

    So what is the difference then between firing say...4 guns with a medium ROF vs 2 guns with heavy ROF?  

     

    What if I want one 105 field gun firing slowly for a very long period of time, for example, to defend some open terrain leading to a bridge?

     

    And besides, a gun has a maximum ROF and a sustainable ROF. a Heavy fire mission will order the gun to use its maximum ROF until it heats up then switch to a sustainable ROF.

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