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WimO

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    Ontario Canada
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    Computer and miniature wargaming. Rules writing & scenario creation. Been historical wargaming for 60+ years. Started with Elastolin knights, castle and siege engines, then Airfix 1/72nd. Later included board wargames and computer wargames (Combat Mission series, Total War series, Wings Over Flanders Fields, Silent Hunter III) but never left historical figure gaming. Current collection includes gladiators, Wars of the Roses and WWI Wings of Glory.

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  1. In CMBN, CMRT, CMFB, CMRI, bocage (high and low) blocks the movement of everything except armour equipped with bocage cutters. IMO this is not entirely historical since infantry of both sides in Normandy managed to force themselves through the bocage at various points when gaps did not exist. Historical bocage varies in thickness, height and density anywhere from scrubby to double rows back to back. In game, there are two other ways to get through the bocage. Both require blasting, the first with satchel charges and the second by long bombardments with direct fire HE against a single point. It is up to the map or scenario designer to add sufficient breaks in the bocage to create a reasonably playable scenario.
  2. I play CMBN every day. Usually playing through CMBN's campaigns co-operatively with a friend at the rate of two moves per day. Playing co-op is a great simulation since you have control of only half of the force and personalities differ. Lots of fun.
  3. I get reproducable CTDs with CMBN when I load multiple huge scenarios in succession. This is due to not allowing my computer sufficient time to for the previous scenario to be completely cleared out of memory.
  4. My version of Closing the Ranville gap loads no problem. There are no Designer's Notes nor has the author included their name. BTW: The scenario is quite a significant abstraction of the event. The map is flat whereas the terrrain in the area between the bridge over the Orne ("Horsa") and the Chateau St. Come gradually climbs from 6m to 60m. The elevation difference between the British positions around Ranville, Le Bas de Ranville and the high ground just east of the Orne and the German start line was approximately 20 meters of elevation. The Germans also had a great view of the whole area of Dropzone N and beyond from the steeple of Eglise St. Pierre in Breville-les-Monts which sat at 54 m elevation plus the steeple.
  5. As the titles implies, I am trying to find the name of the author of the above named scenario. I would like to ask them some questions about sources for the names of the assigned defensive sectors. Any help would be appreciated.
  6. You can load the graphic into the free Greenfish Icon Editor and then use the eraser too to make any part transparent.
  7. I would like to agree with Centurian52's comment regarding player expectations. I remind myself that the CM series are simulation 'games' and a lot of fun to play. Although there are numerous quirks that I personally don't like, I can live with it, comforting myself with the knowledge that my opponent (real or AI) is experiencing the same issues. Graphically the series is dated and constructing maps and scenarios is like working with Lego blocks but ... what other game gives me an editor to create new maps and scenarios? Maybe not ideal but still wonderful! Very wonderful. Although the orthogonal and diagonal constraints of the map building blocks frustrate me daily, it still remains my 'go to' game and editor. If there is something in a scenario that you don't like, just load the scenario into the editor and change it (then save as a revised version). You can do that with campaigns too but that is a heck of a lot more work.
  8. Yes, I know the cause and solution for that problem. It means that you also have the 'original' version of the Kohlenklau's HORSA MOD installed. The problem resides in the fact that the mod replaces a British truck mdr and moves the passengers and that not ALL of the incuded files have been appropriately mod-tagged [horsa]. There are two solutions that work equally well ... OPTION ONE: uninstall all files pertaining to the Horsa mod OPTION TWO: keep the horsa mod (which is necessary for my Operation Coup de Main campaign) and ADD the missing [horsa] mod tags. The sub-folder with the"horsa textures" does not need to have the mod tags added. The remaining files should be as follows: bedford-qld-gs [horsa].mdr damaged horsa b [horsa].mdr glider [horsa].xcf gmc-cckw [horsa].mdr icon british blue truck 1 [flicw horsa]. bmp ... this graphic was added by me icon british blue truck 1 [horsa].bmp ... this graphic was added by me icon british blue truck 2 [flicw horsa]. bmp ... this graphic was added by me icon british blue truck 2 [horsa].bmp ... this graphic was added by me obedford-qld-gs [horsa].mdr silhouette bedford-qld-gs [horsa].bmp To Summarize: The original mod forgot to add the [horsa] mod tag to one or more of the mdr files, so when you choose the truck, the program is calling the mdr for the horsa instead because it is lower in the list of files in data/z, and combining it with the gfx for the truck. Chuckle.
  9. Have played the original. Thank you for the revised version. Looking forward to checking it out.
  10. @kohlenklauThat's a great question given that Steam members can use the mods and scenarios that we have created and posted off-steam! There should be reciprocity. Personally, given that PBEM was working find off Steam, from a player's viewpoint I see no use for a Steam version. I assume that it was a business decision, hope for greater market exposure, wider distribution etc. Understandable.
  11. It has been suggested by others on this forum that Experience levels affect only rate of fire and accuracy and that setting these to Green for nearly all infantry regardless of real experience, yields more realistic ROF and accuracy. Motivation affects willingness to stay put or move under enemy fire and thus this is the more important parameter for charging across the causeway when both sides are shooting less and less accurately. The players referenced above, also suggest that any value higher than 'normal' yields behaviour that is significantly braver than normal higher than 'real normal' and even perhaps, that 'normal' is rather exceptional. I have taken their comments at face value and used Motivation and leadership values to be the primary distinguishing factor between troop types. And because this matter might be erroneous or at least debateable, I have created two separate revisions. Have I tested the impact? No. Not going to. Just put it out there as an 'option', one of three if including the original.
  12. ALERT! My apologies. I had to remove/unpost the two variants due to issues with not seeing the core units file. My bad.
  13. I have just posted two variants to the original 82nd Airborne campaign at FGM's Scenario Depot. Both variants correct errors in my original values for Refit, Repair, Resupply and Rest. In the original I had place the values under the wrong battle numbers, i.e. they were all shifted one entry lower in the list. This has now been fixed and the values changed as well based on further analysis. The version labelled v4RG, i.e. "Green" globally reduces rates of fire, casualties, spotting and reckless behaviour by reducing the values for Experrience, Motivation and Leadership more in line with the values proposed and discussed on this forum, i.e. virtually all troop types Experience is now 'Green' with differences between types primarily depending on Motivation and Leadership. Should be interesting. Cheers,
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