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KungFuTreachery

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Posts posted by KungFuTreachery

  1. I regularly play network games of Combat Mission via Hamachi. My friends and I have frequently noticed infantry weapons disappearing, seemingly at random, from a small fraction of units between turns. The weapons in question are usually light machine guns, rocket launchers or rifles. The weapon disappears from the unit's inventory, and the model also disappears, leaving the infantryman empty-handed or holding his sidearm. This typically affects individual weapon teams, or one or two members of a squad. 

    This bug seems to happen during the first turn of the match, and only affects the player who is not hosting the game. I have experienced it in CMCW, CMBS, and CMSF2. I suspect it is a netcode issue.

    I realize most of the playerbase uses PBEM, but I hope it will be possible to resolve this bug so we can continue playing network games.

     

     

  2. 4 minutes ago, The_Capt said:

    Would you mind posting a screenshot of that?  Which version of the game are you playing?  And from which distributor?

    Yes, please see attached. It appears this only applies to the Ride or Die campaign, not to the Standard campaign, which still has the full combat recon patrol.

    I just applied patch 1.03 on the non-steam version, but now I see in the main menu it is still on v1.01 for some reason...

     

    e: I see, I forgot that when browsing to the correct install folder the installer adds /combat mission cold war at the end of the file path automatically.

    1171381098_CombatMissionColdWarScreenshot2021_11.27-17_23_49_29.thumb.jpg.76e63114a74cdc5a610042bca193bc46.jpg

  3. 8 minutes ago, MikeyD said:

    The counter-intuitive solution is to DECREASE your quality settings. That would lower the burden on your graphics card and low rez distance LODs won't need to kick in so soon to compensate. Another thing to try - I do most of my playing at camera level 1 or 2. You're down in the weeds with the troops. When you play up high the detail goes away and your little vehicles look like toys.

    Decreasing quality settings does not make the roads stop cutting off or the trees stop disappearing at distance. The attached picture was taken on "balanced" - and I assure you my GTX 1080 is up to the challenge of drawing that highway texture across the entire map if it were allowed to do so.

    "just don't zoom out" isn't a solution. You need to view the entire map to coordinate your operations and see what is going on. The detail needn't go away when I play high up, not to this extreme.

    Capture.JPG

  4. 22 hours ago, Combatintman said:

    4.  The TO&Es are massively different ... Your (as an example) US M-113 will not port across to the Bundeswehr as easily as you think because all of that ammunition on board has to be changed - it ain't a case of painting it green and sticking a cross on the side of it.  What is the rank of a Bundeswehr M-113 driver?  What is the rank of a Bundeswehr M-113 commander?  What rank badges do they wear?  What is their personal weapon?  In what formation and how many in each of maybe ... engineers, mechanized infantry, armoured troops?  Of the two, the Bundeswehr will be the hardest, you have to remember the base game doesn't have Leopards, Jagdpanzerkanonen or Marders.  Some models exist in CMSF but they are far different beasts to this timeframe.  Similar for your BMP-1/BTR-60/BTR-70/T-55 etc for the NVA ...

    I am talking more in terms of the 3D modelling requirements, not the TO&E which you have to do with every country 

  5. 1 hour ago, The_Capt said:

    Ah, so we have been expecting the "NBCD Question".  Yes, we did look at it in detail and the decision to leave it out was a conscious one.  We knew some would disagree but hear me out:

    - Nukes.  Ok let's just put that one to bed.  We have a beta tester who was in the "nuclear artillery" in the time period and the smallest strike would wipe out our largest maps, so not real point in modeling this as there is already a ceasefire/surrender option in the game.

    - As much fun as it would be to drop a nerve gas salvo on the enemy and watch them squirm (I think inside all of us is that kid with the magnifying glass and the anthill) this is highly inaccurate use of these weapons in context of the game.  At a minimum chemical warfare was controlled and used at the operational level or higher due to the whole escalation dynamics.  So in game it really becomes an environmental factor much like weather or EW as opposed to a tactical weapon system (i.e. it is highly unrealistic for a Bn CO - the main rank of players in the game - to have control of chemical rounds.)

    - So that fact really impacts the whole cost/benefit equation for the feature, we prioritized new features that the player can actually employ (e.g. ICMs).  So as an environmental factor, unlike rain or fog, chemical warfare was basically invisible beyond the initial drops, which look like smoke rounds.  So modeling smoke rounds outside of the players control, who then has to live with the effects is starting to sound shaky.

    - So what does chemical warfare do.  Well it puts everyone in TOPP/MOPP whatever, so there are now uniform modeling efforts which are not small.  Then play-wise it slows everything down.  All infantry take a serious movement, morale and fatigue hit (which as has been noted the player can already model), vehicles are fully buttoned so spotting goes down.  And probably most importantly logistics take a serious hit, which was the actual main point of chemical warfare, strain operational logistics.  [Aside: this was over 60 years after Ypres, so no one was expecting magic breakthroughs, that is what the nukes were for].  So now supplies may run low and medivac becomes a nightmare.  Interesting but who does that really effect the 90 mins of a CM Battle in any better way than what we already have?

    - So now we have a significant amount of work to essentially take decisions out of the players hands.  Play would risk slowing to a drag, which really goes against the fun factor.  And, if a scenario designer really wants to, they can already simulate some of this in the current game. 

    So at the end of the day, even though we knew many players had been talking about this feature and it is likely that chemical warfare would have been employed, the effort was simply not worth the potential gains to in-game experience.   We needed to put it on the shelf right next to real-time area denial through flooding and psyops as all really cool and realistic stuff but simply not worth the level of effort to implement while a lot of other priorities existed.

    Thank you for the detailed reply. I was wondering because I couldn't really think of a worthwhile way to model CW either. 

    edit: a battalion in full MOPP gear would be a nice aesthetic to play with, though...

  6. 6 minutes ago, chuckdyke said:

    You can download this one from the Microsoft Store. WinRAR wanted money last time I tried to use it. The App from the Microsoft store did the job just fine.

    winrar.jpg

    fyi - Winrar always asks you to buy a license, but you can just ignore it. 

     

    3 minutes ago, JulianJ said:

    Hi, I think it's working now - I got the latest 7-zip from 7zip.org - version 19 for win 64.  I installed that separately from the previous 7zip.

    if 7zip doesnt work, use Winrar.

  7. the French 1st and 5th Armored Divisions were stationed on the German side of the border at Oberhofen and Trier. It's easy to come up with a scenario where France for various reasons refuses to participate, but the "standard" Fulda Gap scenario generally assumes the French would be fighting in Germany.

    I voted for the two Germanies. While I prefer Britain personally, it just makes more sense to do Germany first for a war fought in Germany. Also the NVA should be easy to do since nearly all the assets are already there. And you already have German voice acting from a wide range of titles.

    edit: it should also be fairly simple to do Poland and Czechoslovakia, whose units would have been included in the follow-on forces behind GSFG and CGF. 

  8. Hi, I just came back to this series after last playing in 2014 and I was excited to see there's a 2016 patch for SCWW1.

    However I am confused since Breakthrough's last patch is still from 2014 - does SCWW1 v1.08's Call to Arms campaign include the enhancements from Breakthrough, or does Breakthrough 1.05 include SCWW1 1.08's changes? Which one should I play for the most complete experience?

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