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RMM

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Posts posted by RMM

  1. 5 hours ago, BeondTheGrave said:

    Two small QOL things, maybe both of them have already been mentioned:

    1) The 'acquire' command should become something like 'give/take.' I just played a mission today where I accidentally acquired 7.62 ammo for a squad which I dont think actually has any 7.62 weapons. Would be nice to just place it back into the M2. It would also be nice if infantry could pass ammo along to other squads, like ammo bearers. Could make truck drivers more useful as guys who can bring ammo out to an MG squad or rockets to a bazooka team or something. edit: Passing around ammo could lead to some gamey micromanagey situations (and was annoying AF in Men of War lol) so an easy solution could be for vehicles to 'acquire' ammo back from their carried infantry squads. That would let you put away kit you accidentally grabbed or decided you dont need and dont want to risk. 

    2) It would be nice to be able to see basic weapons stats for infantry in game somehow. Maybe by clicking on the infantryman you can see the stats for his carried weapon? Im not a dev, so someone smarter than me could that out. But I'm playing CMBS today and while I think I'm mostly well versed in modern weapons, some things are a little unknown to my Cold War-era brain. Like the M110 CSASS, I assume thats a DMR. But what kind of ammo does it take? Probably thats where all that 7.62 in my squads is going. I could go to Wikipedia and look it up of course, but it would be nice for the game to just tell me that without having to alt tab. 

    Amen and amen!

  2. 2 minutes ago, kohlenklau said:

    I am up near Burnet TX and yesterday was around 80F...sweating my chestnuts off...

    Yup. I do relate! Down in 'the south pole of TX' - McAllen. We're headed out today for a week's vacation and hopefully get to DC and get, at least some real winter!

  3. 12 minutes ago, JM Stuff said:

    "This could be a good idea", yes @Erwin to help this poor guy to have what he want, I can keep it couples of days on my HD and provide a link,... but no rush do it only when you are ready...

    JM

    Thanks guys. Wish we could have woken up to some snow too, but Wx on southern, TX border is rarely a real winter!

    Just to reiterate, it's just the one MOD - the TWC Grossdeutschland uniforms

  4. 3 minutes ago, Erwin said:

    Hi guys... I used the link.  One cannot drag and drop folders into it.  But for some reason dragging and dropping files into it does not seem to work either.  

    Phil:  Could I use your dropbox since we've successfully done this a lot?  

    Yeh, I figure my Dropbox is probably too full. If someone has a more capacity and they can provide a public link?

  5. 15 minutes ago, kohlenklau said:

    Maybe only send an upload link by PM! Anybody could upload pictures of some bizarre crap...Klink and Shultz drunk at the Stalag 13 Christmas party? ??

    Tell me if they arrive ok! j/k

    Lol, haha. Yeh, maybe too much trust and Christmas cheer in the moment! Well, nothing yet (debauched or otherwise!), but will let ya know!

  6. 4 hours ago, Ultradave said:

    1) If you are going to criticize a plan or an operation, you'd better also in the next breath put forward a viable alternative. 

    2) When putting forward that viable alternative, the response from a senior officer is likely to be "That's an OUTSTANDING idea, lieutenent. You're in charge. I'd like a plan of action from you in the morning"

    Amen and amen!

    4 hours ago, Ultradave said:

    Happy Christmas Eve everyone. And for a little of that winter spirit, our first snowfall of the season here on the Rhode Island coast. (not terribly scenic but it was dark walking the dogs and I had to point toward lights to get the snow to show up).

    Dave

    Thank you Dave, for a nice touch for those of us stuck on the Gulf Coast with nothing like real, Christmas Wx! Merry Christmas to all!

  7. 41 minutes ago, Ultradave said:

    Yes, it would be lovely. It was tried, and there were too many oddities with it that the consensus was it wasn't ready for primetime. But it sure would be nice to revisit it for the future (it's on the list of requests - guess we'll just have to see).

    Dave

    I can imagine it would be a programming nightmare, constantly having to get all the vehicles to match and change each other's speed, but it certainly would be a huge contribution to gameplay!

  8. 2 minutes ago, kohlenklau said:

    As a scenario author, you COULD have a desire to show a whitewashed vehicle that was then in a snowstorm and like in the movie "Battle of the Bulge", a fresh chocolate cake had been sent from the US. The panzer then smashed the cake and that is the muddy part in the tracks? [snow whitewash muddy] hahahaha

    🤣

  9. 1 hour ago, Sgt.Squarehead said:

    It seems that the sequence tags are loaded in can effect how they interact.....Hopefully @37mm can explain further, as I don't fully understand it.

    That would make sense; ie. if a scenario was (oddly) tagged [guards gc] and one had, both [guards] and [gc] MOD files with those tags, it's going to pick the [guards] ones over the [gc].

  10. 14 minutes ago, Vanir Ausf B said:

    Don't use the Hull Down command for area fire. It's not meant for that. It's really intended for tank vs tank engagement. The idea behind the command is to put your tank hull down to another vehicle on a particular piece of terrain, NOT hull down to the terrain itself. It assumes a Very Tall vehicle on the targeted action spot and attempts to get hull down to that vehicle, so it will usually stop short of LOS to the ground and will also sometimes stop short of LOS to any vehicle shorter than Very Tall (Panthers and Shermans are Very Tall).

    Ahhh. Ok, that really does explain it. Tks @Vanir Ausf B

  11. First, I do love this command, but while playing Verdenne, both of us had issues with the command not seeming to work the way the manual describes it:

    - I ordered a Panther to crest a ridge and assigned a brief fire command at the end, since that seems to ensure that the vehicle will clear the rise that I want it to, rather than the AI guessing at what it is I want them to be hull down to exactly; HOWEVER, the Panther stopped short, didn't take the shot (no there was no other obstacle to LoS), and I had to 'manually' order it forward with regular move commands in the next turn.

    - My opponent had similar issues with his Shermans: they stopped short of the crest he wanted them hull down on and had to manually move them up to their final positions.

  12. > This might have already been mentioned, but I think it bears worth repeating - a convoy command. Yes, one can micro-manage the movements of each individual vehicle, but quite apart from that being quite time consuming, it's still not guaranteed to work and can still end up with vehicles taking off in all manner of bizarre directions as faster vehicles (even with slower movement commands) try to get around or overtake slower ones!

    > The manual needs to be updated with some terrain descriptions to help people better identify and understand the effects of say light v's darker muddy tiles, snow, etc. Does regular snow carry a chance of bog? I have no idea! In real life...well, it would depend on how deep it is. So, that's not an engine update per se, but would greatly help game play!

  13. On 12/19/2021 at 7:23 AM, theforger said:

    Is there a definitive list of the available mod tags?

    My understanding of MODtags is you can make any tag you want. There's no game limit; all you need to do is add the [ ] tag to any scenario plus any file(s) that you want associated with them and viola

  14. On 11/27/2021 at 4:33 PM, WimO said:

    You could contact me (Kandu) at woud89@gmail.com and I can DropBox them to you, and more.

     

    Oh hi Kandu, I'm sorry, never saw this 'til now! Yes, I have Dropbox, so lemme know. Maybe PM me, that way, it should notify me of your reply

    BTW, I do love the MOD's you've done, they're aesthetic as well as practical!

  15. Having just played this H2H for about the first 20min as the Axis, I threw it in completely, because I found the mud-traps at every field entrance and road corner beyond frustrating when I think that this was one of the coldest winters on record at the time, when GI's were complaining that the ground was so hard they couldn't dig proper entrenchments! It just seems designed to not allow the Germans proper field of movement across the terrain which is just beyond anything I would think realistic for the conditions at the time and more of a game design annoyance to somehow funnel the GE player into certain avenues or approaches! Having spent a significant amount of time tracing out extremely lengthy paths, and micro-managing them around all those mud traps, my armoured column almost, immediately lost a Panther to permanent bog before even cresting the first rise. This, after I'd already had issues with those traps from having to traverse from one side of the map to the other in order to try and bring troops up to the front so that they didn't have to route march to exhaustion before even firing a shot, because the setup zones are so restricted and leave the German forces scattered in areas I would never position them in RL for this attack given the vast areas of US target-range that they are left to traverse without any cover whatsoever under the current disposition. BTW, which is supposed to be the isolated German force?

    Maybe I just missed some critical elements or issues about how to launch this attack, but why is there a GE Engineer unit off by itself, completely removed from the main area of action? Why is the armour similarly displaced to where it has to drive across the entire map to support the main thrust towards Verdenne instead of (at least partially) entering on that same road? It makes a combined arms effort more of an exercise in logistics and transport than 'combat'. Otherwise, I can only strongly recommend that the all the mud traps be removed and both the GE and US setup zones be expanded. The GE zone should really be across the entire 'eastern' half of the map so that those forces can be placed up in the woods and along a more realistic jumping off line, roughly just behind the road running 'north'-'south'. The US setup zone around Verdenne should be expanded into the surrounding woods so that that player is not also rushing around his units to create a proper defense perimeter that would have been setup long before this action started. Like I say, maybe I just misunderstood or misread the whole map and avenues of approach, but after some 20min, was vexed to the point of "Forget it!"

    I'd be curious to hear other's AAR's about this battle, in particular the first 30min or so of setting up and approaches, coordinating arty, etc., and maybe that'll give me some insight into things I might have missed or not understood. Please do forgive the rant, and I really would like to hear what other's did about these issues, but this is the first of any CM I've played that I've just reached a point of "Oh, sod it!" let alone before hardly, even getting started!

  16. Just now, MikeyD said:

    Technically, 'muddy' and 'snow' don't officially exist together in the game. But if you place a [snow] tag into a scenario that doesn't have snow terrain selected that means 'muddy' is liable to pop up where you don't want it. So you need a combo tag [muddy snow] version so when the the muddy wheels/tracks/ hull sides show up they'll be using the tagged mod art you want.

    Ah ok. That explains it then. Tks

  17. 56 minutes ago, Sgt.Squarehead said:

    Can you even use multiple weather tags? 

    I thought they effect both how certain tiles are rendered and how they behave in the game, so I'd expect a conflict. 

    I haven't done any designing, so must admit, I wouldn't know, but I'm seeing numerous vehicle MOD's for RT that are tagged [snow muddy]

  18. Hi all, if a MOD is tagged with [snow], will it appear even if the scenario has multiple, weather tags like [muddy] and [snow], or does the MOD have to have the same multiple, weather  tags?

    The issue being, if the MOD has separate files for both [muddy] and [snow], which would appear in a scenario tagged with both [muddy] and [snow]?

  19. 1 hour ago, Redwolf said:

    I'm going to go ahead and say that unarmed vehicles should have a LOS tool, too.

    Right now they do not have a LOS tool since LOS is done via the target command, and without a weapon you don't get a target command.

    But that leads to some absurd situations. Not everything unarmed is combat-irrelevant. For example I have a SF2 German Aufklärungs platoon, which comes in Wolf vehicles. The Wolf doesn't have a weapon, it has 3 scout crewmembers (not passengers, crewmembers, big difference). So if you drive your scout vehicle to a certain point on the map you cannot determine LOS (without dismounting). This seems opposite of the scout's purpose.

    Perhaps through unit classification, so that a recon unit can fulfill that role but not one truck driver!

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