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Sweed59

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Posts posted by Sweed59

  1. On 8/18/2024 at 10:23 AM, JM Stuff said:

    Welcome in the CM world and thank you to yours comments.
     
    Yes in the beginning is a little chaotic the way to know how mods and scencamp work but take only in mind that when the scencamp are in the correct place locate in your Game files respectively with the same name you cannot make any conflicts or mistakes.

    Mods have to be normally in your Z or ZZZ folder (more Z you added in your Z folder more chance you will have that the game read and apply your last  effect from your mod) but of course you don't have to exaggerate 😄...


    For my part I have a ZZZ folder and a Zzzzzzzz Subfolder (because I make some "last minit tests" ) but is only me, you don't have to have the same structure.


    (before to place a new mod)

    Important is to delete or take another place all  the content of your Z folder to another place, outside of your Data folder,  because the game read all in your data and all will be taking and apply, when you start a new scencamp, created for exemple a folder "For later Use" or whatever of your choice and put your old mods that you can take later .

    Take a copy or place  the full wishing Mod "Brue", and put it in your Z or ZZZ folder.
    Be sure to put the scen camp appropriated as mentioned above.
    Don't forget to put also your tag file in your scen or camp, that he take the mod and his effects added from the modders.

    I hope my advices are explicitly enough and helpful if you have some doubt don't be afraid to ask in the forum, many nembers will help you, and you will always receive the wishing answer, also when I explain something wrong, there will be always somebody to show us the correct way.

    Remember
    There is no silly questions, but sometimes silly answer.

    JM

     

    On 8/18/2024 at 10:49 AM, dragonwynn said:

    Yes that’s correct. The mods in the folder are tagged for this campaign only so they shouldn’t interfere with other mods. The only exception is what I previously posted in the campaign release post. If you have Umlauts Snowy Panther and Snowy sdk 251D then go into that folder and delete the [snow] tag only and you should be good

    Thank you both for you explanations.  I figured I couldn't break it, but by asking I could avoid some trial and error until I got it right. 🙂

  2. First thankyou to dragonwynn and JM for all of the hard work providing this campaign. 

    I'm still fairly new to CM2 and have my Z folder pretty much squared away with some all in ones and a few more things I've added on my own.  For this campaign would I put the "Brue Mods" folder into my Z folder and name it so it loads last?  Then remove it when not playing this campaign?

    In general it seems I see quite a few scenarios being put out there with specific mod folders and I'm never quite sure how I should go about using those folders?  I'd appreciate any thoughts on how you veterans go about incorporating these files in your game without creating any conflicts.

    Thanks.  

  3. 4 hours ago, Bubba883XL said:

     

    even to the extent he vented to the community like were fan boys and just not wanting the game to progress, like, wth is that about???? lol.

     

     

    Bubba.. 

    I've seen this become a popular cry among young users (not all young users) over the last 10 years in a couple of forums for games I have played for 20+ years.  They will say anyone that posts about how the game is good let's the developer slack off and not make further improvements. Throwing your toys out of the crib is the way to get things done according to these users. 

    Many, I won't say all because I know it's not all, of these young posters, IE " the tolerant crowd" aren't tolerant at all if you don't agree with whatever they are going on about. There is no middle ground. You are wrong and any name they call you is deserved. Just remember to never call them out because, "that's not being tolerant". lol

     

    This is a quote I ran across on another game forum. 

    Quote

    "If someone offers an explanation for why something may be why it is without proof then they are blindly defending or making excuses

    If someone insults or accuses the devs of incompetence/wrongdoing without proof it’s acceptable.

    Never figured that out"

    Lot's of truth in those words. 

  4. 35 minutes ago, PEB14 said:

    Which scenario?

    Third battle, Berlov's War. 

    I play slowly.  Lot's of days two turns, but some days only one. Then I have to watch the replay from each platoon or team perspective, the area where I called in mortars during setup, and a replay with the whole map to see the big picture. I know the young crowd complain on Steam about the "dated graphics" but I think they're just fine and I spend entirely too much time getting in close when watching my troops. At some time I may hit the wall on wanting\needing to zoom in and only use that for firefights and other enemy contact, and do more watching the big picture from above. It would surely save me a lot of time.  

  5. 5 hours ago, PEB14 said:

    Beware! I'm playing the same campaign as you do and I'm also trying to hammer those partisans positions with offboard artillery. Unfortunately, yesterday a 81 mm mortar spotting round fell just on top of my FO team instead of the enemy. Now I ain't got no FO team anymore... 😭

    F*** short LOS in those f*** dense, marshy forests!!! 🤬

    I laughed. I know I wasn't supposed to, but I did. 🫢

     

  6. 4 hours ago, A Canadian Cat said:

    One other thing that might work is that an FO (and mortar teams shooting direct) can call / target things that are just out of view for them. I am unsure if this would have worked in your situation but calling a points strike on the place you know a bunker is located, is just as effective as calling it on a bunker your FO can fully see. 

    I know this works for targets just over a hill crest or behind a wall for example.

    Interesting because after the bunker turned from solid contact to an icon I could have set a point strike right next to the bunker icon.  I wondered if that would be affective and should have mentioned it in my first post.  I'll definitely keep your post in mind for the next time I run into this situation and call in a strike to see what happens.

    Thank you for the advice.  

  7. 1 hour ago, Bearstronaut said:

    Don't use mortars on bunkers. It's a waste of ammunition. Even heavier caliber artillery is hit or miss when targeting bunkers and I never try to destroy bunkers that way. Your best bet is direct fire from a tank or assault gun or getting infantry close enough to destroy it with grenades.

    It's a wood bunker, does that make a difference in your advice? I am new and still learning but thought an 81mm would do the job on wood?   

    I also have a squad near enough that I thought about smoke and assault.  I also thought about smoke and moving up a Stugg to do the job, just not sure of any AT guns that could be in the area.  I have time to adjust or change the fire mission to smoke and go with another option. I'll contemplate the situation before firing up the game and make a decision then.  Part of the fun of being new is learning what will or won't work. 👍

  8. 17 hours ago, Warts 'n' all said:

    Which mission are you playing? And do you have any screenshots?

    I'm at "Berlov's War" the third battle. No on the screenshots. I have the Steam version and unfortunately their default for a screenshot is f12. I tried changing that on Steam to another function key but it doesn't produce a picture. I'm "untrained" but fairly proficient at doing things on my pc, and minus a dedicated screenshot feature in a game, I have always used  print-screen\paste to put an image into Paintshop Pro then edit\save from there.  This doesn't work for me with CM.  I know there are other apps that can get screens but I have never looked into them.  

  9. 14 hours ago, chuckdyke said:

    In SF2 Edge of Darkness I had the same. Sniper Spots the FO next to him doesn't he just keeps a very strong tentative contact. I think it may have been designed that way. My thinking is as follows, the task of the FO to call a fire mission. He doesn't need a full contact, so the TacAI find a spot in the 8 M² square to stay out of LOS. I tested this over 5 turns and the square selected provided concealment. The sniper took shots at the bunker and took out one Red Soldier inside but gave his position away. 

    There may be some truth in this. With my FO prone and no full spotting of the bunker he was always able to see a spot within the 8m area that he could use to call in a strike.

    Being a "newb" I wasn't sure if this type of fire mission was a good idea,  was going to have a chance of success, or how many spotting rounds it might waste to get a result. So I found myself wondering.. do I call in a strike and see what happens, or continue to move my FO hoping for a better LOS? Rather than playing that guessing game I came here hoping to learn from the veterans on these boards.  I think I made the best choice, you guys were all very helpful. 🙂

  10. Thanks to all that responded. And to answer Erwin's question, yes I am playing WEGO. 

    The short move, short target arc, and pause worked and the FO has called in a mortar to take out the bunker. 

    For any in the future that may be searching for an answer and find this post I'll leave some detail on what I did.

    From my previous turn I had an idea where I needed to be to get LOS. I set my target arc in line with the reported bunker position, but well short and where I was certain no enemies would show up. I set two short hunt moves and checked LOS from both with both showing a successful view. I put a full pause command on the first waypoint and ran the turn. As my FO reached the first waypoint he had spotted the bunker. Not sure if this was luck in timing as it was very near the end of the turn? The turn ended and the bunker was still in full view from my FO's position. On the next order phase I was able to call in a mortar strike. 

    I picked up complete additions of all of the WWII titles around Christmas and then the new BN Battle pack 2. I'm learning the game and trying to figure out some of it's quirks and the ways one has to command units to get the desired result.  In one of my earlier games I had a truck loaded with troops driving away, which wasn't cool as I had anticipated the troops dismounting before the truck moved 😳 🤣 .  But I'm getting better and enjoying the ride. 

     

     

     

  11. Playing the Summer of Destruction user campaign from Mr. X. I have an issue where I have spotted a bunker first with a two man team and then my FO but can't keep LOS to order a mortar of Inf gun to take it out. Here's the situation..

    Two man split scout team spots bunker, at approx. 180 meters, while hunting through some forest. The bunker is fully visible with red bunker icon if I pause the playback. The team loses sight as it continues on it's path, but stops it's move after a few more steps. I leave that team in position and have a FO close by as I had an earlier unconfirmed bunker icon. My FO follows the path of the team and stops where the team had spotted the bunker. As the FO moves into the spot the bunker becomes fully visible and I'm thinking "I gotcha".  However the FO goes prone and loses sight. 

    I tried moving the FO on the next turn to a "better spot" with the same result. IE FO sees the bunker while moving and then loses sight again as they go prone. I then tried a longer path to try to get closer using hunt.  The result was almost as soon as he stood up he saw the bunker, stopping his hunt move, and went back to prone. My question is..  if I leave the FO in his current position is there a chance he will see the bunker from this prone position as he is still "spotting"? 

    In the end I would think since the FO was hunting and spotted a target he would\should have kept the bunker in sight.  I'm just not sure how to proceed without having a lot of experience with the game engine? Leave him where he's at and hope he spots it again from that position? (in the lower left corner of the screen his action is still described as "spotting"). Or since he's prone and lost sight is a re-spotting "never going to happen"?  Leaving move him again as the only option and hope to get a position where going prone wont' break the LOS?

    Thanks for any insights on what to expect or how to proceed. 

     

     

  12. I'm new to CMx and playing a game where I have moved my German sniper team into place expecting a long view from the woods down a railroad track, and beyond, with trees on either side. Covering an area of expected approach.  As I set my waypoints I checked LOS to make sure he had vision. The track bed is slightly elevated but as the sniper approached LOS was there. Now he is in position but seems to want to take a prone position which places him too low to see down the tracks and I go from the "blue line" to a no sight message when checking with "target".  The team is not "hiding" it has only reached the final waypoint, but the spotter is prone looking through his binoculars and the sniper is prone with rifle ready looking through the scope.  Looks like if they were up on a knee the LOS would be there. I did set a target arc thinking if he knew what he was expected to cover he would put himself into position to see, but that had no effect. So...

    Will the sniper raise his head to get a view, or am I stuck with him never acquiring the LOS I expected to have? The only fix I can see would be to have him crawl up the embankment of the tracks but this would leave him exposed. 

    Any help would be greatly appreciated. 

  13. Thanks for asking this, I was wondering about it myself. Found a couple of youtube videos that were no help at all.  Just getting back into CM and not ready to PBEM yet, but was looking around on how this works so when I'm ready I'll know what I'm doing.    

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