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AlanSA

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Everything posted by AlanSA

  1. Well yes they continued to adhere to WHO guidance which was compromised to put it mildly. We've now been in complete lockdown for a month. 87 reported deaths.
  2. I doubt it. Since you've also had problems perhaps it's an issue with this specific scenario. EDIT: doing further testing on other units.
  3. Yes in this instance the commander of the tank is. In other tests he was not. Like I said other units are having the same problem.
  4. CMFI seems to have gone haywire on me. In the 'Gateway to Palermo ' scenario, after initially working fine units stopped sharing spotting intel either up through the chain of command or horizontally despite being in contact. Below are two pics illustrating the problem as the Sherman will not share it's Panzer spotting to it's HQ despite being in contact. I tested it for over ten minutes and the icon never popped up. This is affecting all units. Reloading an earlier save 5 minutes into the game and the intel sharing works properly. So too reloading the scenario entirely. At least for the first few minutes tested. I further tested to see if it was perhaps a graphical issue and intel was in fact being shared. However that didn't seem to be the case as the Sherman who should have been informed about the location of the Panzer had a tough time spotting it taking 3 hits before positively identifying it. Can upload a save game if required.
  5. Busy playing the 'Gateway to Palermo' scenario. About half an hour in and my units are no longer sharing spotting intel. Neither up through the chain of command nor horizontally despite being in contact for over 10 minutes. Could it be they are sharing the intel but the icons are not updating? A graphic bug rather than communication issue. I reloaded the scenario to test and the units successfully shared intel. Icons were also updated when new intel was provided by units in contact.
  6. Like say pass an executive order.... Here in the third world we still haven't seen a significant increase in reported deaths. Just 34 deaths and 2506 cases. While those numbers are to be taken with a grain of salt it does give credence to the possibility something else is at play here.
  7. Possible explanation why the West is being particularly hard hit. https://www.bostonherald.com/2020/04/07/century-old-tuberculosis-vaccine-could-offer-virus-protection-mgh-doc-says/
  8. The guy on the bicycle. Not his day. Running into a convoy of 8 SAPS vehicles
  9. Well as of right now more people have been killed by cops enforcing the lockdown than there are reported deaths from Covid19. Pretty brutal out in the informal areas. Here in suburbia it's been okay. I haven't left the house in 8 days. Added bonus of the economic shutdown means less strain on power generation so respite from blackouts. Not sure. Bus them out. All I've read is mention of government owned land where I presume they'll be set up with nothing more than tents. Once this thing really kicks off the public health system will fold, it barely functions as is.
  10. Not here. Slums have significant rates of TB and HIV. Apparently there are plans for mass evacuations of people from the townships.
  11. Here in some area if you just go for a stroll you risk getting shot at with rubber bullets by police. Soldiers though prefer dishing out a more personal physical beat down....
  12. Just announced a nationwide shutdown here for 3 weeks.
  13. It is indeed present in all the titles but it affects all troops not just those that are panicked. Here's an example of Nervous troops running off after a grenade thrown by their own side explodes. I notice it fairly regularly with devastating results as an entire team usually gets wiped out as they run into the teeth of the enemy. Again not panicked or green troops. I'm hopeful though it will be addressed with Fire and Rubble with it's focus on urban warfare which is where I find this bug appears most often.
  14. Apologies if this has been mentioned before but does the Heaven & Earth mod require all SF2 modules?
  15. Seems there is an issue in CMBS with airburst rounds. 'Usually Hapless' H2H game had two incidents where airburst round exploded harmlessly above targeted Humvees. 9:20 mark
  16. Here's a crazy thought. Maybe a lottery of sorts? Stop sniggering and hear me out. 60 tickets at a dollar a piece and the winner takes home a title of their choice. So the possibility, admittedly a small possibility, of getting a game for a few dollars or even a single dollar. That or the consolation you've made a minor contribution to help somebody else getting a CM game they otherwise wouldn't be able to afford. Finer details and rules would have to sorted out but it's at least plausible, assuming it's even legal. Or not in which case just forget I ever posted this....
  17. Literally just started the campaign and now I see this thread. Guess I'll just stick with it and see just how punishing that second mission is. If anything it might, to some degree, reveal how good or not I am at this game.
  18. /shudder Just no Hopefully like both my grandfathers did when they were there...
  19. Churchill found Smuts to be a rather nice Afrikaaner. and us English 'soutpiel' South Africans speak perfectly good English thank you very much. Unlike most Brits.....
  20. Great. I reckon I'll make for a great 'incompetent benefactor of nepotism' in the Syrian officer corps....
  21. Well I suppose if you're desperate enough you could quickly crush this newbie although I only have demo
  22. 1. Early War Western front. 2. Korea 3. Now for something from way out of left field. The Iran-Iraq war. A mishmash of units and types of warfare from major tank duels to guerilla insurgency.....
  23. So I've been looking at a possible workaround to this issue. Certainly seeing more incidences of squads fleeing from their own outgoing fire especially when a thrown grenade explode . Seems to me that in the game there is one solution to two different situations. The first situation I'd call 'regrouping'. A squad that is at worst 'cautious/nervous' concluding they're in a possibly untenable situation and intending to fall back. The second is 'fleeing' when a squad is overwhlemed i.e panic status and is convinced bugging out is the only solution. For both situations the game offers a fast move in a seemingly random direction for around 60 meters. Which is fine for the later but an overreaction, often with dire consequences, for the former. A possible solution would be to introduce a second retreat mechanic specifically for the first situation. Say a short 10 meter quick move order back where the squad came from. This I reckon would be a more proportional response. Obviously I'm not privy to engine limitations and other consequences to changes being implemented etc...
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