Jump to content

RMM

Members
  • Posts

    355
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by RMM

  1. 3 hours ago, Bootie said:

    Just doing a clean up now ensuring all 600+ files have the correct prefix on The Scenario Depot and ensuring file attachments are correct after finding a few with no files etc.

    The process is very easy so if you have a scenario to upload just follow to the word the instructions.

    Thanks

     

    Yeh, seems like there's a number of the scenarios (eg. Huzzar! redux, Heurtgen Wald Hump and more) that don't have any download links 

  2. Hi all,

    Does anyone know of, or can provide links for the following potrait mods that used to be available for this scenario:

    ·         Portrait/12 SS armor by Mord modified by Kandu [ss12pzr]

    ·         Portrait/12 SS panzer grenadier by Mord modified by Kandu [ss12pzr]

    ·         Portrait/Canadian 3rd Infantry Division by Mord modified by Kandu [cid3]

    ·         Portrait/Canadian 2nd Armour Brigade by Mord modified by Kandu [ciab2]

    ·         Portrait/British 79th Armoured Division by Mord modified by Kandu [bad79]

     They used to be available at FewGoodMen, but can't find them now. They were not an original part of the scenario but others that were nevertheless applicable to the units in this scenario.

  3. 16 minutes ago, MikeyD said:

    There was a chart circulating around that showed the first tank to get a round off had a much higher chance of surviving than the tank that fired second, especially against a T62's flat-trajectory APFSDS round.. In late WWII US tankers became quick-draw specialists, often operating with one round loaded, a second in the loader's arms and a third held between his knees for a quick 'BAM! BAM! BAM! Russian tanks were at a disadvantage in this regard. The vehicles were so low-slung that there was a real danger of striking the terrain with the cannon barrel while moving. So they were forbidden to be driven with a round up the spout.

    I'm not sure about the Russian tank lore, because they would notoriously drive into battle just banging away from their T34's, et al, despite not having any gyro-stabilzation or ability to aim worth a flip, but it did at least have the potential to produce a prodigious amount of fire superiority. The Germans were always bemused by it, since they rarely, actually hit anything, but there was no denying it's having a certain physiological effect on attacker and defender alike either!

    Just to reiterate from the original post, this same gun just got through wasting HEAT ammo on area fire that I ordered to suppress an infantry gathering, so it begs the question whether there's a backwards ammo-selection bug therein, since if the 'last round' theory were to hold true, they should have fired another HEAT!

  4. 13 minutes ago, chuckdyke said:

    I let the TacAI do most of the work. In the case of area fire and if there is more than one full contact, I give fire orders manually. For the bigger games some computers already struggle. To make myself clearer, I use the analogy of a game of chess. The Queen is the C2 and the King is the Morale and Leadership qualities of the units. To knock out the Queen take out any HQ or unit which is vital for command and control. The strategy is attrition, and you need to be careful. If your TacAI is not doing the things you expect, we tend to do things manually. I experienced more often than not we come out second best. It is time to concentrate on the KIng. Morale is the King without morale your troops will surrender. Units on Nervous and lower have become useless. Last time the AI surrendered with still a platoon in defensive positions. However, their morale was on nervous and lower. To check the King you have to pair your units with enemy units. Infantry in buildings to use infantry to get them out is attrition you need something with HE to have effect of checking the King. Maneuver is pairing enemy units with your superior units. If you look for details in your infantry units. Look for the grenades they have not at their sidearms. I only express my personal opinion here. The sign for me that I do things correctly is when the TacAI is giving me pleasant surprises like spotting armor or other vital units. I stress again it is my experience with the game. With my Queen and King analogy I enjoy the game before I came on the brink to install it from my computer. Happy gaming and Kind Regards. 

    I agree with the concept, and you're correct regards morale being the lynchpin, but being out of ammo is going to facilitate that when they can't shoot back and thereby get shredded with expected results. This is more about what the AI can't do, and I love that CM allows us the ability to focus on those things, such as making sure they can continue to fight and thereby avoid morale failure.

  5. 7 hours ago, chuckdyke said:

    I agree if you focus on the unit in Camera position1 you should see exactly what is going on. A while ago somebody had that problem with a panzerschreck. The unit just wouldn't use it. 

    Well, I think that soldier will use the mortar if I ask him to (he has previously); it's just a player, ease-of-use thing. A quick right-click in the UI would show me what other weapons he has and may need ammo for. The other particular case for this would be when only a handgun is displayed in the UI. It's often because they've run our of ammo for their main weapon, but at the moment, one has to zoom in to find out what that was, assuming it can be seen and isn't 'invisible'!

  6. 7 hours ago, chuckdyke said:

    Flares should play a role in the C2 and maybe bugles the NVA used them a lot. 

    Hmmm 😔. Starshells should make a significant LoS impact. Rather than shooting at muzzle flashes, the unit has a clear LoS as long as the starshell illuminates it. I would think it would work in the game much like night-vision capabilities do in the more modern genres only the effects would be localised to the illuminated area.

  7. 1 hour ago, Thomm said:

    A label indicating weapons as 'deployed'.

    The same way 'semi-deployed' is shown.

    Best regards,
    Thomm

    Isn't that intrinsic to the UI weapon silhouette though? When it's deployed, it shows in fully setup status without any other labelling; ie. no label is the label? The status can also be seen in the special orders section where the 'Deploy' order is highlighted as long as the weapon is deployed.

  8. 21 minutes ago, chuckdyke said:

    I think that you use a mod, I never come across this in the standard game. if you used a mod I think that the problem could be there. I have no experience with mods/ Kind regards. 

    Yeh, I do have some mods on, but even so, sometimes the UI will also show a man wielding a handgun, and ya know he has more than that. Still, my suggestion remains, because I think it would be a lot easier for the player to access this info in the UI rather than spend the time zooming in on the battlefield itself.

  9. 2 minutes ago, chuckdyke said:

    Click the weapons on the interface and the TacAI highlights the position of the trooper.

    Yeh, I use that feature a lot, but the problem is that the actual graphic of the soldier in the game doesn't always fully render everything, and in this case, it shows him completely weaponless! I've come across this elsewhere though, particularly for soldiers that have a light mortar or some such, it would be really helpful to be able to see in the UI what personal weapon they, otherwise have.

    Airborne soldier weaponless.jpg

  10. Could really use the ability to see in the UI what other weapons a soldier has. For instance, I have a UK Airborne Light Mortar Section, and the mortar carrier shows the smoke-bomb weapon icon, but what's his other armament? Normally, it's a Bren gun, but zooming in on the actual soldier, there's no depiction at all, not even the mortar! I know the game will switch weapon depictions automatically, depending on what the soldier is using in the moment, but it would help me to know for ammo purposes, because at the mo, the unit only has 9mm ammo. If he has a .303 weapon (Lee Enfield or Bren), then I need to get them some appropriate ammo.

    Maybe a right-click in the UI, on that soldier, could pull up the other weapon icons?

  11. Points reward for buddy aiding; ie. you essentially save a wounded comrade from later dying. Will make it more realistic in the sense that players will want to try and save their PxlTrppn, but will have to weigh the risks and costs involved. A soldier thus 'saved' would count less towards enemy's victory points for casualties inflicted. Maybe only worth half of a dead one?

  12. 9 minutes ago, umlaut said:

    Did you try renaming them [whitewash snow]? It think that would work too.

    As @Frenchy56 just noted. Unfortunately, that would still restrict it to 1945; ie. only activated when both tags are applicable. To make the whitewash appear whenever conditions are snowy, I'm having to create separate, duplicate files that were originally tagged [whitewash], and retag them just [snow]  

  13. 8 hours ago, Frenchy56 said:

    Yes, as long as it's between the two [ ]'s separated by a space. Modified files will show up when those two mod tags are active at the same time.

    Ohh, at the same time? So, adding 'snow' to the tag, like I did, still wouldn't work outside of 1945? I noticed that adding 'snow' to the tags didn't change anything when I did it. I'll try adding it as a separate tag, and see if that works. I presume one can add more than one tag to the file name, in separate [ ] ?

×
×
  • Create New...