ccyounger Posted May 31, 2021 Share Posted May 31, 2021 Dumb question perhaps, is there a command to get armor to follow each other on the roads as a group? Double clicking on group and setting way points and they make there on way off the roads not following lead tank. Missed something in the manual I have? 0 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted May 31, 2021 Share Posted May 31, 2021 You must line them up perfectly and the armor follow each other on a straight road, the trouble is in the corners. 0 Quote Link to comment Share on other sites More sharing options...
ccyounger Posted May 31, 2021 Author Share Posted May 31, 2021 Thanks for the quick response Yup those dang corners, and sometimes the road is silly with them! I was hoping I had just missed something in the manual 0 Quote Link to comment Share on other sites More sharing options...
Ultradave Posted May 31, 2021 Share Posted May 31, 2021 The answer is there is not a "follow" command. A while back there was an attempt to add one (with the big engine 4.0 update I think? can't remember when for sure). It was thoroughly tested and it just did not work well enough for release. It sort of worked but had enough quirks and times when it didn't it would have just generated a ton of complaints/bug reports. It's something that many would dearly love to have, especially at the beginnings of scenarios where you tend to be lined up and want to move quickly somewhere to deploy. What you did is to issue the same command to the group, which means they all turn at the same TIME, not the same PLACE. Turning at the same place is the dream/desire. Dave 3 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted May 31, 2021 Share Posted May 31, 2021 40 minutes ago, ccyounger said: Yup those dang corners, You realize that you can highlight the 'waypoints' and drag them in the correct place. Sharp corners take them in stages at least 2 waypoints to negotiate. 0 Quote Link to comment Share on other sites More sharing options...
ccyounger Posted May 31, 2021 Author Share Posted May 31, 2021 39 minutes ago, chuckdyke said: You realize that you can highlight the 'waypoints' and drag them in the correct place. Sharp corners take them in stages at least 2 waypoints to negotiate. For now I will just have to be patient and do as you suggested. Thank you gentlemen for your help. 2 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted May 31, 2021 Share Posted May 31, 2021 Convoy spacing to guard against air attack, artillery and ambush was a minimum of 50 meters, more often closer to 100. That's much more widely spaced than CM players are typically trying to do with road movement. 2 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted May 31, 2021 Share Posted May 31, 2021 Another thing to keep them from getting tangled is to give the second vehicle a 5 second pause, the third a 10 second pause, and so on. More if the vehicle in front of them is doing anything but going straight ahead. Any turns or pivots before moving require a little more pause to keep the accordion from getting all snarled up. 3 Quote Link to comment Share on other sites More sharing options...
Erwin Posted May 31, 2021 Share Posted May 31, 2021 There is usually width space on a road to have two vehicles side by side - not that one should move like that, but if you stagger a column of vehicles that is another way to help mitigate the concertina issue. Hope that in CM3 there is a convoy order. Note that CM1 was obsolete after 7 years (2000-2007). CM2 is now a very elderly and obsolescent 14 years old (2007-2021). All hail CM3. 1 Quote Link to comment Share on other sites More sharing options...
semmes Posted June 2, 2021 Share Posted June 2, 2021 If only somebody could talk to the AI about that 5 seconds pause... …owing to the heavy fire in front and an excess of enthusiasm in the rear. Fredericksburg. 1 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted June 2, 2021 Share Posted June 2, 2021 My solution - first vehicle 'Fast' second vehicle 5 second pause 'Quick', third vehicle 10 second pause 'Move' or variations on that theme depending on the number of turns in the road etc. Is it painful - yes, should there be a follow command - yes, but as others have pointed out, it has not arrived because the attempt to make one would just not work satisfactorily in testing. 1 Quote Link to comment Share on other sites More sharing options...
ccyounger Posted June 2, 2021 Author Share Posted June 2, 2021 These are still a great series of games but perfection as with any game is tough to achieve. I will experiment with all the suggestions to see what is best. I don't play turn based so just pause real time for large group moves. Thanks all! 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted June 2, 2021 Share Posted June 2, 2021 And when in roads there is usually enuff space for 2 vehicles side by side. It's recommended to actually place two vehicles side by side, but it you stagger your column, this will lessen the problem where a vehicle runs into the one ahead - ie: it should simply pass by on the side - and then one can readjust the next turn. (Obviously this is primarily a problem for WEGO players.) 0 Quote Link to comment Share on other sites More sharing options...
Warts 'n' all Posted June 2, 2021 Share Posted June 2, 2021 On 5/31/2021 at 8:11 PM, Erwin said: Note that CM1 was obsolete after 7 years (2000-2007). Well bugger me, I was still playing it in 2010. And only stopped when my old dad died and I took a break from all gaming. Ho hum. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted June 3, 2021 Share Posted June 3, 2021 I was still playing some brilliant large (Regiments on each side) CM1 tournament games until maybe 5 years ago when the WeBOB club imploded as CM1 players drifted away. To play those huge scenarios one still has to play CM1 rather than CM2 as the latter is so complex it takes too much time (plus until maybe now we couldn't run the 8Km x 4Km maps that CM1 (CMAK) could feature.) Also, a well-modded CM1 is about as good-looking from level 3 upwards as CM2. 0 Quote Link to comment Share on other sites More sharing options...
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