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BornGinger

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Everything posted by BornGinger

  1. I'm in the making of a scenario of a battle which occured between 25 - 29 August 1944 (the scenario is set in Novemver 1944 because of Final Blitzkrieg) where the German forces had to push part of an Allied force back to the other side of a river and also blow up the bridge, to make it harder for them to cross the river again, and thus establish the river as the new frontline. I did a test to see whether three breach teams would blow the bridge up when being told to use the blast movement across the bridge's long sides or throw their demo charges on the bridge, like they can do on armoured vehicles, if I used the target command [T]. Unfortunately they didn't blast the bridge and had after 15 minutes only threwn all their grenades but one onto the bridge as well as used all their ammo from shooting at it. All their demo charges were left. So I'll have to solve the blowing up the bridge objective by giving the Germans heavier artillery as reinforcements a bit into the scenario. It's a pity that Battlefront didn't give us the chance to use breach teams to blow bridges up and I hope they will in a future patch or in the engine 5 Steven mentioned in the beginning of January. Another thing Battlefront didn't give us was the ability to use pioneers to place mines although they gave us the ability to use them to mark mines. If pioneers could place mines I could have used them to place anti-vehicle mines on the bridge which would blow up when the Allied player sent his tanks over the bridge and that way block their use of the bridge (would of course require of me to give the German player another objective than "destroy objective") and maybe the explosion of the mines even would make a hole in the bridge. Having the ability to use pioneers to place mines could probably make them more useful and also make battles more fun as we had to read our opponents moves to try to figure out where to move the pioneers up so they could place mines before the opponent arrives to a certain position we have guessed. So I hope that we one day will get the ability to blow bridges up with demo charges and also get the ability to use pioneers to place mines.
  2. You're probably correct chuckie. But with my post I meant to say "why is the game made that way that infantry can embark a halftrack and drive it to the closest beerhut but they can't borrow a lorry to do the same? If they can drive a halftrack they should be able to drive a lorry".
  3. I wish this was true for lorries too. If a soldier can embark and drive a halftrack, why shouldn't he be able to embark and drive a lorry?
  4. chuckdyke forgot to link to the discussion. The other thread starts off by discussing gun crew and later on transforms into a discussion about tank crew and crew for vehicles in general. You find it here.
  5. That isn't true for lorries. I had three Opel lorries in a game and had the drivers leave them. When I wanted to get them back into them they often decided to sit in the back instead off behind the stearing wheel. After some swapping back and forth I finaly got it right.
  6. Some people have used Blender to open and edit vehicles to the games. I'm pretty sure it could be possible to use Python and make an add-on for Blender to make it possible to open the animations in Blender and edit them. But there would be the need for someone who would like to jump on to that project. And you'd also have to take in consideration what Battlefront would think of that kind of mod making by editing their animations. They might not be so happy about it.
  7. The F&R download is a module with a patch following it. The patch you get with F&R the other games got earlier sometime in 2020. And I think there might be another patch coming for the other games as this patch for F&R seems to contain even more new changes. The mortar halftrack in Final Blitz is only possible to get if you pick an armoured panzer battalion when making a scenario or a quick battle (no option as a single vehicle). If you'll have it in F&R you might get the same limitation in how to get it to your forces.
  8. If both teams are using the same type of tanks it should be possible, I think. But if one team is driving a Panzer IV (or for example a Sherman M4) and the other team a Panzer V (or for example an M5 light tank or M18 Hellcat ) it won't work.
  9. That's the reason to why some people put a gun crew on top of a foxhole. When the enemy is sending their hard rain the gun team can seek cover in the foxhole below them and jump back up when the barrage is over.
  10. Rome Total War 2 for example? I looked forward to that game because I had good memories of Rome Total War. But I decided to wait and then never bought the game because of all the needs of patches which apparently didn't manage to make the game as good as they had promised. It was fun to read all the complaints on different forums.
  11. Another situation with an unwated result is when one wants the vehicle to stop (pause) for a certain amount of seconds (for example 30) on a spot to drop off infantry and then drive away to another spot. The result is that the infantry never leaves the vehicle, although it wouldn't take them too long, but sit tight in it. I suspect that the game engine is treating the paused vehicle as being on the move and of that reason doesn't allow the infantry to leave it. When it comes to a vehicle to pause and pick people up I think one just has to guess the amount of seconds it will take to move from somewhere to the spot where the vehicle is waiting and for the infantry to get up onto the vehicle.
  12. I don't know whether a ammo carrier team with space for more ammo is able to retrieve ammo from an ammo carrier team where all members are dead. I think it works with Panzerschreck teams and would think it could work with ammo carrier teams. But you will find out after three or four turns. The issue with ammo carrier teams not being able to help the gun crew (or mortar crew) for other guns (mortars) which use the same ammo is hopefully something that can be changed in a future patch.
  13. The only infantry units were on a field a couple of hundred meters away. So the fog would have affected them too. I only noticed them when the game was over.
  14. What does this mean for those who are pre-ordering? Another couple of weeks to wait or "when it's finished" as the mantra has been going for a long time? What are usually the time span between a pre-order and being able to download the dlc or game?
  15. It seems that infantry in buildings, which is good cover, take more time to kill now. Very good when the player's infantry is in the building and not so fun when the player's infantry has to take that building to be able to move further. A great change but sometimes also a bit frustrating.
  16. What? Are there changes to come in a new patch with ruined buildings looking different from how they do now? I sure hope that's what you mean. It would be great to have ruined buildings look a bit different and sometimes have walls standing on a side or two instead of the way they look now with rubble gathered on the centre of the ruined building.
  17. That quote from the manual isn't very correct. I had an enemy tank in a thick fog being able to spot my two man team which were hiding behind a tree and in tall grass on a hill almost 800 meters away. The thick fog should have been enough to prevent the tank crew from seeing them but the tall grass and the team in hiding should have made it even less possible for the tank crew to see them. But it didn't help and a HE shell ended the team members' poor pixel life.
  18. A campaign for which game and since when have you been working on it? I'm pretty sure that you sometimes have felt a bit fed up with it and had a break or two which turned out to be longer than you planned.
  19. My example above with a dense forest and woods and the corner of a house and single trees and bushes are from what my pixeltruppen managed to see through in Final Blitzkrieg and also in the Black Sea demo. The strange thing with the situation in Final Blitzkrieg is that I also had a German SPW 250/9 reconnaissance halftrack wich was unbuttoned and with a clear view of the same area without any trees blocking. But although I left the halftrack standing there for three turns the crew still couldn't see that lonesome enemy team while the squad behind a dense forest could see through everything which should have blocked their view.
  20. The AI's or Player's troops being able to see through a dense forest, or in some cases even - through a dense forest and over a field after which there are some woods and the corner of a building and further on through some lonely trees and bushes where there is a single enemy soldier having a **** in the tall grass - is part of the magic eye the CM-games make you annoyed over but you learn to live with. When it comes to "turning off trees being gamey", you don't need to take that seriously. Those who claim that it's gamey only want to try to force their way of playing the game on other people. Turning off trees can be helpful to see what is in the forests and help to figure out where the mortar fire will land.
  21. Easy to check for those who have a need for it. Make some orders for AI-tanks and watch it play out in Scenario Author Test mode.
  22. Is this something that is how it works IRL or is it how you use them? If you have experience from this yourself, if you were in the army or any other fighting force, why not tell us an anecdote about it? As far as I understand from what you have written earlier you are 70 years old and could have experienced things as a soldier.
  23. It's a pity there isn't a sound mod for the winter with a cold wind blowing. As far as I know there are only day sound, night sound, rain with and rain without thunder sound without any shooting and explosions. I think that a visit to a website with free sounds for download could help me with that.
  24. So it's time to visit that tube then and watch some new videos. Usually Hapless already had CMBS as he uploaded the Blood In the Snow H2H-bout on the tube some years ago.
  25. Considering that the tests were done using the same tank on both sides, are they really of any significance when using different tanks? Or are maybe each tank in the games basically made the same, although the ability to shoot and hit from longer/shorter distances can be different, so they still have a great value?
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