Jump to content

PEB14

Members
  • Posts

    744
  • Joined

  • Last visited

Posts posted by PEB14

  1. 10 hours ago, Vacillator said:

    And I can't help but mention the current work of @Mr.X on RT campaigns.  Frank has done absolutely great work but has also involved a lot of people to play-test by requesting it on the forum.  All for a free user-made release.  Love it ❤️.

    AFAIK Frank is not affiliated to BFC by any mean. And his communication regarding his great work is more or less what @CarlXII is suggesting to BFC... 😉

  2. 16 hours ago, Vacillator said:

    Okay, a quick search on the wondrous emporium that is Amazon suggested Gochujang.  I have actually tried that one and it was good.

    And now Phil, please - back to your great work my friend.

     

    gochujang is no brand, it's the name of the main type of Korean pepper paste (gochu = pepper and jang = paste)!

  3. 8 hours ago, Vacillator said:

    I can see an Allied unit in pic 2 - they aren't the ones responsible?

    Well, they have no explosive (no bazooka, no demo charges) before and after the explosion! Plus, they're really too far to blow a hedge with a demo charge...

    Looks like I've discovered a new German Wunderwaffe: the hochexplosive Hecke ! 🤣

  4. 2 minutes ago, George MC said:

    Yes - there is a face direction option available now in AI plans. Sorry I forgot to remove that bit from what is an old aide memoire...

    Thanks for the update.

    The real problem, now, is to get the AI units on the right side of the hedges and walls…😪

  5. On 6/2/2023 at 12:57 PM, George MC said:

    TIP! There is no explicit way to instruct a Group to face after completing an Order.

     

    I'm surprised by this statement. I've just worked an AI plan and I found that the face command (Alt+click green painting) working pretty well, as my troops end facing the desired direction.

    Is this tip obsolete?

  6. Another bizarre thing. I'm playtesting one of my creations in author mode. Suddenly… a hedge exploses with no one in the vicinity !!? See below:

    before10.png

    after10.png

    As you can see on the clock, there are less than 15 seconds between the two pictures.

    There is no squad with a demo charge nearby. No artillery nor tanks in this scenario. No mines either. So what ?!

     

  7. 3 hours ago, kohlenklau said:

    Hi Pierre. I must disagree with your statement to a certain degree. Many of the weapons are the exact same (R35 for example) and often the TOE is not so important for certain of my scenarios in my humble opinion. But I know what you are saying. I can't go inside the code. The "fake lobster" aspect can or does turn off the purists or the TOE snobs. Don't download it is fine with me. I am having a great time playing KOREA 1950 head to head with fake lobster kimchee. 

    Hi Phil,

    You're perfectly right. Your "fake lobster" job leads to great results. I enjoyed very much playing a French campaign scenario of your design. And I think the very modest one I did for your mod had the real taste of the Phoney war. 😉

    By TOE, I really mean the squad organization and weaponry, as you know very well. One cannot play Stalingrad with Panzerfaust. IMHO It's not a matter of purist or snobish style…

     

    3 hours ago, kohlenklau said:

    To correct one other accidental misconception, @Erwin I have had some help from other modders. So it is not single-handed all the time. :D

    The "dirty dozen" of my fans/friends have given me plenty of good vibes. I appreciate it and more or less have plenty of energy to continue chugging forward to mod CM stuff at a leisurely pace. I have decided to dial way back the AI plans for single-player scenarios (except for a few buddies). That kind of made me feel I didn't really have to retire.

    I'm one of your fan! And I sincerely hope you won't retire. You and your work are pillars for this community! 😊

     

    3 hours ago, kohlenklau said:

    I have asked BFC to make a special modder's workshop (early war construction kit) version of CM as a stand-alone title or as a module to maybe CMFI. It could solve a ton of these fake lobster issues by plugging in various weapon options like anti-tank rifles on axis and allied side or drop down menus to better tailor the squad make up like a "Formation editor" and be able to remove the rifle grenades or panzerfausts (for example). Other vehicles could be made available to make the kit really flexible.

    They have zero interest to do this and so it is what it is.

    That's really a pity because it would indeed boost your mods a lot (see my remark regarding Panzerfausts issue above)…

    This afternoon I was having a look at the units available for the Italians in September or October 1943, as I consider a small red vs. red campaign during Operation Achse. Unfortunately, nearly no armor are available for this era, whereas some did fight against the Germans, either on Italian mainland or in Corsica. So I really would have interest for such a CMFI workshop…

  8. 8 minutes ago, Brille said:

    Well I would not call it a bug. Its just like the game functions, limited as it is.

    When buddy aiding, the unit only picks up ammo it can actually use (plus high priority equipment). Anything else will be discarded from the game entirely.

    And since in this case the buddy aiding infantry had No PAK40 in their pockets they just threw that away.

    Pak Crew(5m away):"hey guys we still need that !"

    Buddy aiders: "Sorry there Leutnant, Mülltrennung (waste Separation) comes before all else in the german military !"

    :D

     

    😉

    You're correct. It's technically not a bug. But it's one of those illogical behaviour caused by the way the game functions. Here it means that it's more interesting NOT to buddy aid.

  9. 39 minutes ago, Artkin said:

    I just finished a 1941 german infantry division table of organization for CMRT (requires f&r) a couple hours ago. Kursk would be easy to do given the quality of the source materials. Technically we pretty much have all the assets in the game already. The hard part is getting all the mapping done. 

    I'm more than willing to pump out some 1943 flavored tables of organization if it sparked peoples interest. Even though the battles were ****ing massive, it should be a cleaner job than my previous works. 

    If interested: 

     

    46_Infantry_Division.btt 74.21 kB · 0 downloads

    Can you remove Panzerfausts from the units? Can you adjust the number of LMG per squad?

    If I'm not mistaken, 1941 german infantry divisions fielded 37 PaK that are not available in CMRT…

  10. 23 hours ago, Brille said:

    Then I saw that the Pak still got access to the spare AP and HE rounds they were carrying. But once they got Buddy aided the rounds also vanished.

    Sounds like a bug… You can use ammos from the neighbouring bodies, but once the bodies are evacuated the ammos disappear?? 😶

    I doubt the extra gun shells went to the medical aid station with the poor ammo bearers… 😉

  11. Hi,

    Game manual states (Game Engine page 64) that it takes 1-2 minutes for surrendering (i.e. raising hands) troops to actually be captured.

    In my last CMBN game, it took at least 6 or 7 minutes for my troops to capture surrendering ennemies in the same building (and at the same building's level).

    In my current CMRT game, I have two different Soviet soldiers raising their hands since 4 turns and nothing happens. My troops were 12-15 meters away, since 2 turns they're in the same action spot, not pinned, nobody firing at them. Still waiting.

    Did I miss something??

  12. 20 hours ago, Brille said:

    I always thought BFC wanted to handle it like the old series: West-, East- and Southfront and build them up with modules from there.

    So did they for the Italian front. So did they for the late Eastern Front.

    Anyway, there's nothing critical in having a separate game for CMFB, except for a couple of drawbacks:

    • I have to install yet another game engine on my already crowded hard drive
    • CMFB would have been a formidable opportunity to upgrade CMBN (tank riders anybody?)
  13. 15 hours ago, Erwin said:

    +1   Phil is single-handedly giving us early war and N. Africa/DAK (and Korea) - and it's free.  People should be jumping onto his mods.  Maybe folks do not appreciate free stuff?

    We all know the fundamental weakness of Phil's stuff… While it is graphically on-par (and even better) with BFC official production, it doesn't (and it cannot !) feature the proper TOE and weapons characteristics of the portrayed eras/theaters. And it is by no mean Phil's fault: we cannot mod these critical aspects. I hope we could.

  14. 34 minutes ago, Vacillator said:

    I think I tend to agree with you, a few poorly supplied old (or young) men with PFs against the US or British Army is unlikely to be the best of wargaming experiences.  But to be fair Fire & Rubble was more than just the final days in Berlin, and I suppose the CMFB module will be much more than 'last ditch' efforts on the West Front.

    Hmmmh… This is defintively NOT the most exciting timeframe/theater combination of WW2 as far as wargaming is concerned… Germany doesn't offer terrain much different from CMBN's France and Benelux… There is not much to be added in terms of equipment and organization… save the Volkssturm, and the French forces, whose colonial troops are already portrayed in CMFI… and which, together with their armored divisions, will probably never make it into CMFB anyway. 😪

    So what are you expercting from CMFB's last module save for the "'last ditch' efforts on the West Front" ? Did I miss something from WW2 history? 🤔

    To be honest, I don't even own CMFB. I still don't understand why it's not a CMBN module, the same way R2V was to CMFI. And I don't think in terms of cost for the customer or complaints like that, I'm thinking in  terms of coherency: one game for the Western front, one for the Eastern front, one for the Italian front. And the next one for the African front, obviously… 😇 (or for Korean War — in both cases, see @kohlenklau achievements…)

  15. 1 hour ago, Vacillator said:

    Okay.  Stop right there, before we go any further (yes I know, bad musical quote).

    On 20 minutes (the maximum 'delay') I did get reinforcements, and they are from 1 Kompany not 3 Kompany as I thought the Editor had suggested, and despite what the message on screen says (3 Kompany has arrived).

    I'm a little confused by this, but will now proceed to crush the British.  @PEB14 you might be right after all, or I may be speaking too soon.  And I had just resolved to finish the job with what I already had 😂.

    Don't worry. After a couple of minutes the Brits are out of ammo. It's not a scenario — it's an execution. (As you guess, I was on the wrong side of the blade… but Theblitz's stats consoled me somewhat…😇)

  16. 1 hour ago, Vacillator said:

    Okay, another quick necro of this thread.

    I'm playing this as Germans H2H, and in the briefing it says 3 Kompany Pioneers are due as reinforcements after 15 minutes.  But if I'm not mistaken they're already on map at the start?

    Anyone else noticed this?

    @Pete Wenman am I right or wrong?  As I was waiting for another Kompany of Pioneers to arrive I may be disappointed 🤔.

    EDIT - I may have picked up that it's 3 Kompany in the editor not the briefing, but they do seem to be on map at the start...

    You don't need this company anyway; the scenario is unwinnable as the British.

    https://www.theblitz.club/scenarios/combat-mission-battle-for-normandy/boy-s-against-men/b-15.htm?action=scenario&id=3709

  17. 4 hours ago, Erwin said:

    What a shame.  Plz post links when you get the versions polished.  And be clear what old versions we can delete.  (Sometimes there are 4-5 versions of old scenarios or campaigns as the designer keeps changing them.)  But, thank you for keeping up on the improvements.

    The two versions might be VERY different if all troops were changed to green.

    @WimO did you test the impact on the whole campaign? Rushing the La Fière causeway with green troops might be... complicated!

  18. One more question, even though I'm pretty much certain that the answer is "no !":

    - is there a way to show simultaneously on the map the "yellow zones" from all AI groups for a given order #?

    - is there a way to show simultaneously on the map the "yellow zones" from all the orders phases for a given AI group?

    That would be so useful… 😪

  19. 7 minutes ago, kohlenklau said:

    We all need to have George's cell phone number for 24/7 distance support! :D

    Of course it is a credit card charge with ramped up rates depending on the late hour disturbing his beauty rest. Cha-ching.

     

    Yeah! But when you're wondering about the AI, don't forget @CarlXII's phone as well, he's pretty impressive regarding this topic…😉

  20. @WimO@kohlenklau@George MC@CarlXII

    Gentlemen, thank you for your support!

     

    1 hour ago, CarlXII said:

    Have you tried hitting the GO button (ones) to see if they jump into place (according to the yellow squares) when the scenario gets going ?

    30 minutes ago, George MC said:

    Aye you have to hit the 'GO' button for the AI controlled units to shift their position.

    That… I'm… It's… unbelievable !! I just scratched my head and tried things and tricks for an hour… and all I needed was SIMPLY to push the GO button?! I can't believe it… It works!!! The IA units are instantly teleported to the yellow areas! 😶

     

    18 hours ago, WimO said:

    Similarly they do not hug the bocage if a yellow setup square is beside the bocage. Also, if a yellow square straddles the bocage or a wall, you never know on which side the unit will deploy. I only use the yellow setup square in fields or woods.

    Yeah, that's an issue. I thought that the "facing" (MAJ+click) painting in the AI plan would do the job, but it just does THAT: adjust facing. It looks like the wall/hedge's side an AI unit deploys is only determined by the friendly map edge — which obviously doesn't work well for hedges and walls which are orthogonal to the friendly edge…

     

    18 hours ago, WimO said:

    I usually start by setting up my units directly, broken down into squads. Then I paint a number of yellow squares equal to the number of squads. These will all have the same group number. For example if an American platoon breaks down into 9 squads plus its HQ, then I paint 10 yellow setup squares. During their movement orders I try to maintain the same number of yellow squares for each movement step to prevent the squads merging back together again - unless that is what I want them to do.

    I guess you mean TEAMS, not SQUADS?

×
×
  • Create New...