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WimO

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Everything posted by WimO

  1. @NPye I PM'd you 'cuz we separately seem to be working on the same theme. You "le Mairie" is perfection.
  2. Did unpack and look at the params for both sides as well as unit quality values and truth be told, I don't know if they had an effect. Will need to study a bit more.
  3. I am playing the CMBN campaign "Road to Nijmegen" cooperatively with a buddy. In some of the scenarios we seem to be losing but then suddenly, the game ends and we have a Total Victory. There are still Germans on the map and some of them are still in good order. But they have given up the fight. How does this happen? This is what I want to be able to set up without programming an AI withdrawal.
  4. If anyone can help ... There are two ways that scenarios end. The first is when time runs out even if the opponent's troops have been wiped out five minutes earlier. The second is the sudden collapse of the enemy force even if there are still good condition enemy troops on the map. As a scenario creator, I want to know how to make the second ending happen. What parameters or unit characteristics do I need to set to make a scenario end when one side has had enough before time runs out? For example, I am working on a scenario where the Germans are attacking the British 7th Parachute Battalion in Bénouville on D-Day. But the Germans are not too enthusiastic in the first attempt so I want the scenario to end before the Germans are wiped out to simulate the fact that they have pulled back. What paraameters/conditions/characteristics do I need to set? I have never been able to figure this out. Thanks in advance for any help.
  5. The two "tournament" versions are duplicates of VB 1 and VB 3 in the list. Others with the same name differ from each other by virtue of being either SP or H2H
  6. In all the years that I have been creating scenarios I have never been able to figure out how to change the orientation/alignment of 'single' trenches and 'single' barbed wire obstacles. The only way that I have been able to alter their alignment is by placing a second such object adjacent in the direction I want them to face. Is there a key press or magic incantation that I am missing to be able to align single wire & trenches? S.O.S.
  7. Villers Bocage Point 213 v2 (or CW Villers Bocage Point 213 v2) Villers Bocage in Town Centre (or CW Villers Bocage in Town Centre) Villers Bocage 1 Point 213 (or CW ...) Villers Bocage 2 Tillys (or CW ... ) Villers Bocage 3 (or CW ... ) Villers Tournament Point 213 (or CW ... ) Villers Tournament (or CW ... ) Wittman's Swords at Villers Bocage (or CW Wittman's Swords at Viller Bocage va)
  8. @Kuli For clean vehicles with 7th arm div markings look here: https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-other/british-7th-armoured-division-desert-rats-armour-and-vehicles-with-tactical-markings-and-mod-tags-added-over-stock-skins/ There are also already three or four scenarios about the action in and around Villers Bocage if you want to integrate them.
  9. You pay for a car. User made maps are a free gift. I agree with Warts if the maps under discussion are 'paid for' items. On the other hand, if something is a free gift, and I don't like it, then I'll either fix it or pass it over without fussing. I'd like to appeal to all on this thread that we come to a peaceful ending, agreeing that there are differences of opinion which we can respect without the need to 'convince' eachother. Then we can lower the temperature and get back to more harmonious subjects.
  10. I am going to step up with gratitude, in support of those who spend hours and hours of their lives to create large maps, or mods, or scenarios, or campaigns, for FREE for what appears to be a small community, few of whom ever say, "Thanks". I have created half a dozen large to huge historically authentic maps each of which took from 400-1200+ hours to create. I am fortunate (or maybe stupid?) to be able to spend 16 hours a day, 7 days a week on that obsession. There are always issues to debug as well as issues overlooked. Do all modular buildings have internal doors? Are all hedges and walls reasonably permeable for playability? Are buildings submerging? etc. What about thousands upon thousands of flavor objects? Not everything is fixable and not everything is doable.
  11. I have dropboxed my new Bénouville building skins and Kohlenklau's mod-tagged Horsa model and skin to Shane to u/l them to the FGM Mods Warehouse. As soon as that is done I will upload my first two OperationTonga scenarios (Operation Coup de Main historical and Operation Coup de Main - What If?) to the Scenario Depot. The scenarios need the building skins and Horsa mod for an authentic look.
  12. Looks familiar, "The shell went through two buildings and penetrated the Tiger."
  13. Here is Kohlenklau's Horsa glider integrated into my "Operation Coup de Main" (the original name for Operation Deadstick) and with his icon enlarged and recoloured.
  14. About partially buried buildings. It is an artifact of how buildings are placed on a sloping terrain. The building floor always defaults to the lowest point of terrain with which it is in contact. This includes corner to corner contact with surrounding terrain tiles. The scenario designer can often, but not always, do a workaround by altering the elevation of each terrain tile that a buildings stands on or in in contact with, to the same elevation. This is what I usually do. However, as mentioned above, it is not always possible, notably on slopes with rapidly changing elevation. The problem is more challenging with diagonally positioned buildings because there are in contact with more terrain tiles. Given that CM's map features are based on lego-like squares and map building is like working with lego blocks, I doubt that the issue will get any easier. In large measure it's up to the scenario designers to deal with it or ignore it. By the way, you can fix this yourself too. Do you see a building whose submergence you don't like? Open the scenario in the Editor, go into the Elevation menu and level the buildings floor and surrounds.. Et Voila!
  15. I'M SOOOOO STUPID! ALT-K??? I never noticed. Wasn't aware. That fixes it. Thank you thank you thank you.
  16. Since I upgraded CMBN to game engine v4.04 I have not been able to shoot or pop smoke in any manner. This bug occurs only in my original Battlefront installation and not with my second, Steam installation. The problem with the Battlefront installation occurs both with and without mods installed in Data/Z. Steam version works normally both with and without mods installed in Data/Z. So what is the difference between my Steam v4.04 and my Battlefront direct v4.04? The Steam version is an all-in-one single installation whereas my Battlefront direct version has been patched to v4.04. Hypothesis: I guess that there is a problem with the patching process. My remote playing partner who also has a Battlefront direct installation patched to v4.04 is having the same problem. Any suggestions?
  17. This morning I have completed two scenarios; "Operation Coup de Main - Historical" and "Operation Coup de Main - a 'What If?' variant". A bit of final play testing to do later today on the variant.
  18. I agree with you for the most part. Towards the 9th and 10th the British did fight some unsuccessful actions in their attempts to move from Longueval into Ste. Honorine. Indeed, prior to that time most of the British actions were quite small to move into positions from which they fought mostly defensive actions. Just between you and I - I am in the process of secretly creating my largest map ever - 6 km x 3 km covering the south edge of Le Bas de Ranville, Ranville, Longueval, Ste Honorine and Escoville. This will allow me to recreate a number of German attacks. It should be possible to recreate the events from both sides. IF .. if .. if I complete this project later this year, I might attempt recreate the terrain covering the more significant battles for the Breville gap. This whole experience has been unplanned. All I ever intended to do was create a tiny scenario (boring it seems) of the attack on the 'Pegasus' bridge. Trying to turn it into something more interesting is a job that I really didn't plan for ...or even want.
  19. Some year's ago modder Juju Grootjans created a parachute flavor object. I can no longer find it posted anywhere. Does anyone out there have a copy? I could really use it for my Operation Tonga project.
  20. Apart from some initial skirmishing and sniping which went on throughout the day the first semi-serious attack against the Bénouville bridge came in the form of two half-tracks while the Oxf and Bucks were still the only defenders. A much more serious attempt west of the canal came in the form of a company assault supported by SP guns via the road to Caen. The fighting ocurred in the south edge of Bénouville near the intersection with the Chateau de Bénouville (the maternity hospital) after a platoon from the British 7th Parachute Battalion had occupied buildings in that area. It was a difficult struggle with nearly all of the paras eventually killed or wounded. Some minor skirmishing in Le Port with German snipers. A minor even occured west of the canal when a German PzKfw IV suddenly appeared in Le Port having arrived unexpectedly from the north. I appears to have just driven through towards Caen. Similarly to the surprise of all, two Sherman tanks appeared and disappeared along the same road - never to be heard from again. After the foregoing nothing more seems to have transpired west of the canal. All further actions, minor and major occurred in the days following, east of the Orne with none of the German actions able to penetrate to the bridges.
  21. The save file zipped is 9.77 MB, too large to upload here. I input all the data for a support 'ticket'. I am as yet unconvinced that the AI's A/Tk gun was shooting at the Firefly on the side of the building visible to the gun because the killer shot plus multiple follow-up shots during the same turn (the Sherman is not yet flaming and confirmed KIA to the gun) all pass far to the rear of the Firefly. Lack of damage to the buildings might be explained by the gun's round being A/Tk and not HE. However the follow up shots all demolish the stone wall behind the originally KIA'd tank.
  22. Yes, multiple. It appears that we have been receiving the 'silly' fire for more than one turn.
  23. I have been playing the Combat Mission series since Barbarossa to Berlin and as many of you know I have created a number of historical maps, scenarios and campaigns for the community. I have had a love/hate relationship with the game; loving how the game plays, player options and scenario editor but hating a dozen other features that I have written off as minor and chosen to endure. Until today love trumped hate. But that all ends today. I have been playing "The Road to Nijmegen" campaign co-operatively with a friend. During today's turn one of our Sherman tanks which should have been out of the LOS of a hidden German A/Tk gun (an 88) due to the fact that between the gun and the tank there stood a row of multistorey, UNDAMAGED buildings. However the 'program' thinks otherwise. The gun fires, and the shot travels at street level, right through the intervening buildings, WITHOUT CAUSING DAMAGE to the buildings and KIA's the tank. FUBAR! FUBAR! FUBAR! I am so angry. Are these buildings transparent? invisible to the program code? This is finally one issue too many for me. I QUIT Excuse me for shouting. ONE: The Tank at the bottom of the screen grab is about the get KIA'd. You can see the shot coming at the top. It seems to be flying over the building but is actually at street level as in picture TWO TWO: The tank about to get KIA'd is outside of the picture at the bottom. Not the one in the picture. You can see the shot flying between two buildings at street level. It is presently on the far side of the buildings hiding our tank. THREE: Out tank has been hit. The shot has flown through the undamaged buildings just above it in the picture. No damage to buildings. These buildings should have blocked the gun's LOS to the tank.
  24. Going to upload two versions of the my expanded Tonga master map today. One is without any flavour objects except cemetery gravestones in the two church yards. The other includes thousands of flavour objects and thousands more Rommel's asparagus. In fact, I stopped placing the latter imagining that Todt had a work in progress. The map is very tasking on my computer with a few minutes to load. The map without flavor objects should be a quicker load and will allow you, the user, to cut it up in the Scenario Editor to make smaller maps without the crazy random redeployment of flavour objects. When I started the Operation Tonga Map I intended only to improve the historical accuracy of three existing CM scenarios and focus solely on the British Airlanding assault on the Bénouville bridge. Almost immediately it grew to include both bridges of Operation Deadstick, the Bénouville bridge across the Canal de Caen and the "pont tournant" across the Orne. When I researched the historical events, I decided that this was not going to be a very interesting scenario due to the overwhelming force that the Brits were able to bring to bear (5:1 + surprise). Most of the under-strength German platoon were asleep and its commander was at a dinner party in Ranville. Only one active MMG was encountered and a second captured fully supplied but unmanned as was also the old French A/Tk gun in the Tobruk. At the pont tournant, there was only brief resistance by a single German with a Schmeiser. Others were seen to be running away. Again, not much of a game. Having already spent too much time on the map I thought that perhaps a short campaign might create some interest since there was a game-worthy small action in the south edge of Bénouville involving 7th Para. Apart from that there was only minor skirmishing and sniping around the buildings near the Bénouville bridge and in Le Port. I found that the Brit. 12th Para Bn had a busier time in and around Le Bas de Ranville and the ring contour, sufficient to create another scenario or two. This required extending the map further south and east and that would also bring in the Brit. 13th para. This would also bring into play another small action. The largest actions were fought in areas off-map. One to south-east in Longueval and Ste. Honorine started on D+1 that involved the Royal Ulster Rifles who had moved up from Sword Beach the night before and not any airborne elements. The most intense battles occurred north-west when the Germans attempted to punch through and the Brits and Canadians to close, the Bréville gap. Overall the situation does not lend itself very well to a campaign format for a variety of reasons; the size of the area, the large number of battalions crammed into the space and diverse actions all over the map in all directions. I think maybe a series of individual scenarios captures it best. Maybe two very short (two scenario) campaigns. The situation is too large for CMBN and breaking it into pieces just does not tell the coherent story. Taking a pause to read and think.
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