I Want My, I Want My...I Want My, CMBN Patch

NUTTERNAME

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Historic day down at the "Old Website". Even I am amazed at the shenanigens...2/27/2016. A day which will live in CM Infamy.

I must share these cherubs of wisdom from JonS...The Master...

Q: 4 hours ago, lordhedgwich said:
Hobarts Funnies and Swansong seem identical.


A: They aren't identical ;)

This was a deliberate design decision, and the fruition of an idea I had waaaay back in the CMSF days. One of the glories of CMx2 is the variety and detail of the TOEs, and anyone who's played, say CMBS and CMRT, can attest to the differences in game play that different TOEs can force. One of the shames of CMx2, I think, is that players seldom get the chance to really examine the differences between TOEs, or the impact that different equipment can have on a given battle. So, in following those threads, a couple of the scenarios in the Battle Pack are explicitly set up to examine the differences that different TOEs and different kit make when conducting the same mission against the same enemy.
JonS
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If I understand this correctly, he just changed TO&E in some old scenarios! He repurposed them to be, well, the same thing but just different. A little. This demonstrates...uh, the glory of CMX2...and it shows that, well...its like when you have two cars painted different colors. See? Different! Glory be!

I won't comment on all the typical confusion regarding installing, etc. I expect that now.
 

NUTTERNAME

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Oh, yes, the Patch? It's in there with the repurposed stuff.
 

Geordie

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I would say that changing the Toe and nothing else is a wee bit off tbh.
 

NUTTERNAME

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I would say that changing the Toe and nothing else is a wee bit off tbh.
They should really list the scenarios by nationality, etc. It would be nice to see how many of each unit types...paras...SS...Brits...etc.

Also, since they ARE selling scenarios, how are they designed as far as H2H, vs AI only. This really reflects value and talent of a designer. The much bally-hooed 'Sheriff of Oosterbeek' was just German vs. AI. I see crap like designers putting terrain in front a players defensive position that no commander would defend from. Things like grain, etc. Its real cute but basically stupid.

Replacing a TO&E isn't really spelled out either. Does this take an Expert-Genius to do? I personally want a Feature that allows a player to designate one sides forces to be a lesser or greater level...something like "Hey, I will play you 'Boys vs. Men" and give you one level morale boost".

In any case, SG says that they won't release 3.12 till BP gets more "testing". Ahem, now customers must pay to test for them? This hasn't been tested enough??? Isn't CMFB basically being released at 3.12????

I know it's an election year here in the States, and people are just saying anything whatsoever, but there comes a point where customers need to know they are being insulted.
 

NUTTERNAME

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Supposedly....this is the 3.12 list...

v3.12 Features:

Content
* Market Garden module scenario "MG Counterattack at Son" has been updated: the Canal Bridge has been replaced with a bridge that can support more weight for tanks.
* Market Garden module campaign "The Road to Nijmegen has been updated: Improved Experience level of friendly aircraft throughout the campaign. Concrete bunker changed to wood bunker in Heuman Lock Bridge mission. Reduced morale of German troops in Heuman Lock Bridge mission.
* Commonwealth module campaign "Kampfgruppe Engel" has been updated: fixed an issue where core tanks would disappear after Mission 1.
* Commonwealth module campaign "The Scottish Corridor" has been updated: Replaced three tanks missing from player force in one mission.

Updates
* Some micro terrain, such as rocky ground, now provides more protection from high explosives.

Bug Fixes
* Fixed a bug that caused players to swap sides in a 2-player Quick Battle.
* Fixed some issues with vehicles interacting with bridges.
* Fixed some issues with AI purchasing logic in Quick Battles.
* Fixed a problem where units from a module that was not owned by the player could be added to a scenario after a 2-player Quick Battle, resulting in the scenario being inaccessible to the player later.
* Fixed a bug where a towed anti-tank gun could disappear or get left behind by the towing vehicle.
* Fixed a bug where an anti-tank gun could take up to 15 minutes to Pack Up, instead of the time indicated by the UI.
* M8 and M20 scout car driver and radio operator, when commander is unbuttoned, should no longer be hit by small arms fire that does not first penetrate the vehicle.
* King Tiger (Henschel turret) mantlet armor protection increased.
* Fixed a bug that could cause a unit's pause orders to be change to a one-second pause if a waypoint was repositioned.
* Anti-tank guns now rotate more slowly.

TO&E
* The Grille is now available to the Waffen-SS service.
* Waffen-SS motorized Panzergrenadier formations have more Panzerfausts stored in their Opel Blitz trucks.
* PSW U304(f) halftracks now carry Panzerfausts like other German halftracks.
* Bedford QLT TT trucks assigned to Lorried Battalions and carrying infantry platoons are now stocked with extra PIAT ammunition.
* Fixed an issue where if an entire Panzergrenadier battalion was purchased, sometimes one platoon would be left without available halftrack transport.
* Adjusted ammunition counts for various artillery units.
* These vehicles will now properly have a full crew when they are purchased as individual vehicles: Firefly, Stuart III, Stuart V, Stuart VI, and Crusader AA.
* The imposter "Vickers" team that is actually a 2IC team available for purchase as a Specialist Team has been removed.
* Commonwealth service QB Infantry branch once again has Observer teams available for purchase as Specialist Teams.
* Some Kriegsmarine Specialist Team troops were being improperly equipped with the Gewehr 43 rifle. These troops are now equipped with the Kar 98K.
* Adjustments to ranks of various Kriegsmarine troops.
* German Heer once again have a Panzer Division Escort Company.
* SS Panzer Division Escort Company in Quick Battles now has three subordinate ATG squads assigned, instead of three subordinate ATG platoons.

Art
* Fixed a misaligned passenger in White Scout Car.
* Fixed an issue with 105mm-armed M4 Sherman turret rotation on slopes.
* Fixed normal maps on Humber IV and Daimler tires.
* Adjustments to assignment of uniform textures for Luftwaffe infantry NCOs, Commanders, and Kriegsmarine troops.
* Replaced missing brittleness indicator dot.
* Adjustments to King Tiger model and texture (Henschel turret variant).
* Adjustments to airborne 6 pounder ATG model.
 

Elvis

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Supposedly....this is the 3.12 list...

v3.12 Features:


* Fixed a bug where a towed anti-tank gun could disappear or get left behind by the towing vehicle.
If I remember correctly....this was an issue in one of the tickets that you submitted. #listeningtonutt
 

NUTTERNAME

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If I remember correctly....this was an issue in one of the tickets that you submitted. #listeningtonutt
It seems similar to one of the ATG issues. I believe the some issues were that antitank gun crews could completely leave the weapon behind, ATG crews could also 'split-up' and take weird walks around buildings, ATG+crew could get 'jammed' against buildings and not move, and ATG could be put in buildings under certain circumstances.

In any case, since it is not repeatable, how did they fix it?
 

NUTTERNAME

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If you download the patch, it will 'update' the scenario list in CMBN to include 'BP' scenarios (greyed out). So, you can get a brief idea about them. As probably is already known, they are mostly concerned with the Anglo forces post breakout and if they feature Vehicle Pack AFV, they are the Anglo types.

One of the scenarios was actually a podcast it seems. Even the ever-exuberant Podcaster remarked what a cake walk it was. I don't think it included any VP afv.

Two of the scenarios are TO&E redux, and that the author apparently has been thinking about this 'concept' since CMSF. I really find that odd, but his long awaited fascination has come to fruition. They apparently are old scenarios done with new forces on one side or the other or both?

The BP includes four 3 hour fantasy trips (Linnet II) about a cancelled airbourne drop. Four of these apparently are needed as separate scenarios and feature different force makeups(?). I am not sure if they include "funnies" or if "funnies" come to the rescue. So, a third of the scenarios are about this drop. And it seems to be the same scenario done 4 different ways? It appears that US Forces (paras) are in some of these scenarios. I guess this is the same thing about something coming to a fruition of sorts? These are three hour Huge scenarios btw. Done four different ways. There are also two DZ Charlie scenarios. It appears to be the same thing. That is, two scenarios done with either US Airbourne or UK Airbourne?

To say the least. It seems very 'different'.
 
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LATE BREAKING NEWS!!!!!

myles keogh
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posted 23 hours ago
i finished playing the first scenario of bp1's "amiens tonight" campaign. Overall, i thought it was terrific. It's maybe a bit "big" for my usual tastes, but still terrific work.

i'm george mcclellan as a commander so i only got a draw, but while i was reviewing the after-action-report i noticed that i didn't receive any points for one of the victory point locations i did capture. Objective don (the sawmill) is listed in the briefing and on the map as being worth 90 points. The aar listed it as being achieved (green check-marked). However, the aar listed its vp total as zero!?!?! Is this a bug? Or some sort of design decision in which the player is sent after a red-herring objective that actually has no value?

Spoilers:
The sawmill is an out-of-the-way objective. It's all by itself which led me to believe that it was fairly lightly held. So, i assigned my weakest company (c coy) to take it. Eventually, i reinforced c coy with two carrier sections. I needed them all. By game's end, c coy had been ripped-up. Needless to say, i wasn't too pleased to receive zero points for an objective that i had sacrificed a company to get.

Still, i really did enjoy the german counter-attack for objective beer. That caught me off-balance and pretty much halted my advance on the final objectives. After capturing objective beer, i left two beat-up d coy platoons, the company hq, and two armored cars, one of which had badly damaged tires, to hold it. I thought i was being overly-cautious as to protecting the objective, but, in fact, it wasn't enough. The germans destroyed one of the armored cars and almost routed the two shaky d coy platoons off of the objective. I had to send my reserve a coy platoon, my last armored car, and two cromwells to recapture it. Panzerfaust/panzerschrek fire destroyed a cromwell and the reinforcing armored car. The loss of three afvs led me to calling-off a and b coy's advance on the final objectives resulting in the draw.




jons
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posted 9 hours ago (edited)
********spoliers (d'uh!)******************

darn. There's always something, isn't there? Yeah, obj don should have gained you 90pts, though it shouldn't affect the overall outcome much. I've uploaded a fixed version of the cmpn to the repository. Thanks for the report myles, and i'm glad you're enjoying it :)


edit: Nuts. The repository has closed down.

Edited 8 hours ago by jons
{Putting on Conspiracy Hat}

So, they have closed down the Repository, eh? Is this some ham-handed attempt to limit Vehicle Pack scenarios to just the 'Battle Pack'???

(actually, there are very few that I know of. And not very good either...)
 
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