Search found 24 matches

by d1973
Sun Mar 28, 2010 10:01 pm
Forum: Close Combat: The Longest Day
Topic: how to change BGroup name
Replies: 2
Views: 163

how to change BGroup name

I changed the name of a battlegroup but in the game it retained the old name.Perhaps the BG names are hardcoded so I should give up looking for a way to change them???
by d1973
Sat Mar 27, 2010 9:22 pm
Forum: Mods and Scenarios
Topic: Excel tool to mod fpools, bgroups, teams
Replies: 39
Views: 958

RE: Excel tool to mod fpools, bgroups, teams

I managed to change everything I wanted except the unit names.I mean I changed the names in bgroups and fpools and replaced the text files in BASE folder,but when I open the game and try to create a new scenario the battle groups names are unchanged! Am I missing anything???
by d1973
Sat Apr 25, 2009 4:44 am
Forum: Scenario Design
Topic: switch objective tracks
Replies: 2
Views: 62

switch objective tracks

<t> If I set 3 objective tracks,will the PO use one of them by default or do I have to trigger the Force 1(2) Track event for the first turn?If I edit the Force 1 Track to switch to track 2 in the first turn and for the same turn I edit it to switch to track 3 with a probability of 30% for both how ...
by d1973
Sun Jun 08, 2008 7:13 am
Forum: Conquest of the Aegean
Topic: British light AA section
Replies: 5
Views: 119

RE: British light AA section

<t> Sorry for disturbing again guys,but I found another one:The German motorised MdmArtillery Battery has four 10.5cm caliber guns .Instead,should be the &nbsp;15cm cal. sFH18 as is correctly provided to the horse-drawn mdm battery estab.Please note that the motor Mdm Arty Bn.&nbsp;estab is also ...
by d1973
Sat Jun 07, 2008 3:40 pm
Forum: Conquest of the Aegean
Topic: British light AA section
Replies: 5
Views: 119

RE: British light AA section

I also noted that the mounted recon cavalry has the same speed as foot infantry.Is that normal?And if the same speed value is not set by accident,what is the difference between the mounted and foot troops?
by d1973
Sat Jun 07, 2008 5:57 am
Forum: Conquest of the Aegean
Topic: British light AA section
Replies: 5
Views: 119

British light AA section

<t> I took a look at the British Light AA Estabs and I saw something strange: the "1m-uk-LAA Sect-40mm" Estab has a speed of only 1kph(thou it has 2 motorizet tractord),but the same Australian class of estabs ("1m-au.cf-LAA Sect-40mm" for ex.) has a speed of 6kph (wich I think is normal).Is the UK ...
by d1973
Sun Jun 01, 2008 2:43 pm
Forum: Scenario Design and Modding
Topic: Map Maker
Replies: 1
Views: 147

Map Maker

After the last patch I saw the "Calculate visibility tables" is missing from the Map Maker menu.Have I done something wrong,or is it deliberately eliminated?And If it is,how is the game speeding up the LOS calculation during the play?
by d1973
Sun Jun 01, 2008 12:54 pm
Forum: Scenario Design and Modding
Topic: Vickers Mk IV vs Pz II F
Replies: 4
Views: 143

RE: Vickers Mk IV vs Pz II F

<t> Yeah...I see.So&nbsp;let me see if I correctly understood: even if Vickers has an impressive A Armor value,having a max 20 armor penetration val it can only kill the Panzer 2 (with a 35mm front armor) only with a side or rear hit,and this&nbsp; from a maximum 250 meters range.Beyond this range ...
by d1973
Sun Jun 01, 2008 10:28 am
Forum: Scenario Design and Modding
Topic: Vickers Mk IV vs Pz II F
Replies: 4
Views: 143

RE: Vickers Mk IV vs Pz II F

<t> OK,I looked on other posts and checked again the armor penetration of the 50 cal HMG,but still intrigued by the fact that even if the AP value of the 50cal is smaller than that of the 2cm KwK 30 L55 tank gun,the Panzer 2F has a much weaker anti armor value than the gunless Vickers! Any reason ...
by d1973
Sun Jun 01, 2008 10:07 am
Forum: Scenario Design and Modding
Topic: Vickers Mk IV vs Pz II F
Replies: 4
Views: 143

Vickers Mk IV vs Pz II F

<t> I tried to create a balanced scenario,but was stopped in my track by a disturbing issue: <br/>
<br/>
I saw the armament of the Vickers IV light tank consists only of 2 MG with no armor penetration value,while the 2cm gun on the PZ 2F is a better weapon from this point of view.But the "1m-uk.ad ...
by d1973
Sat May 31, 2008 10:27 am
Forum: Scenario Design and Modding
Topic: estab percentage error
Replies: 3
Views: 122

RE: estab percentage error

I liked the HTTR system where I could assign more than 200% to&nbsp;every estab.It provided support for more creative freedom.
by d1973
Fri May 30, 2008 6:31 am
Forum: Scenario Design and Modding
Topic: estab percentage error
Replies: 3
Views: 122

estab percentage error

<r> Hi,I did a small test with a supersized unit(estab 200%),and after I started the scenario,the unit had a strange force mix.The number of men seems to be all right,but the equioment is less than it should be.12 Tanks instead of 24.This is the "1m-hr.pzd-Mdm Pz Coy-PzD 5" estab and I'm running the ...
by d1973
Wed Sep 27, 2006 2:42 pm
Forum: Highway to the Reich
Topic: unit values.
Replies: 7
Views: 152

RE: unit values.

<r> flak bn:anti-armor 67.So the sum of the anti armor values is not the same with the one displayed in the HQ unit tab,and if its own anti-armor value is added(23),we have a grand total of 184,compared to the 117 shown in the unit summary tab.<br/>
<br/>
<IMG src="https://www.matrixgames.com ...
by d1973
Wed Sep 27, 2006 2:36 pm
Forum: Highway to the Reich
Topic: unit values.
Replies: 7
Views: 152

RE: unit values.

<r> 2nd coy 47 pts anti-armor<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/7242/6A1355BBC39342D5B8C3257EC4EB571B.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/7242/6A1355BBC39342D5B8C3257EC4EB571B.jpg"><LINK_TEXT text="https://www.matrixgames.com/forums ...
by d1973
Wed Sep 27, 2006 2:34 pm
Forum: Highway to the Reich
Topic: unit values.
Replies: 7
Views: 152

RE: unit values.

<r> 1 coy: 47 pts anti-armor<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/7242/25799B5ABEEE466EB9AE987E548B242C.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/7242/25799B5ABEEE466EB9AE987E548B242C.jpg"><LINK_TEXT text="https://www.matrixgames.com/forums ...
by d1973
Wed Sep 27, 2006 2:33 pm
Forum: Highway to the Reich
Topic: unit values.
Replies: 7
Views: 152

RE: unit values.

<r> this is the Kg Knaust HQ with 117 total value of anti armor.<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/7242/AC50EED74E9747839F3ED2CAD339E227.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/7242/AC50EED74E9747839F3ED2CAD339E227.jpg"><LINK_TEXT text ...
by d1973
Tue Sep 26, 2006 4:00 pm
Forum: Highway to the Reich
Topic: unit values.
Replies: 7
Views: 152

unit values.

In a test scenario I have a regiment of 3 battalions each one with 451 anti-armor value,but the whole regiment has only 688 anti-armor points instead of 1353.Is this a bug,or is there a complicated method of calculating the points?
Thanks in advance!!!
by d1973
Tue Aug 22, 2006 4:06 pm
Forum: Highway to the Reich
Topic: AI bridge
Replies: 12
Views: 202

RE: AI bridge

thanks very much for your usefull answers.It helped a lot!
by d1973
Mon Aug 21, 2006 3:13 pm
Forum: Highway to the Reich
Topic: AI bridge
Replies: 12
Views: 202

RE: AI bridge

<t> Yes,but can the AI enemy build a bridge over a river that never had a crossing and the only valid crossing have to be built during the game?Or if there is one single crossing point,is the AI able to build a bridge elsewhere to avoid the strong defence it is supposed to meet at the only existing ...
by d1973
Sun Aug 20, 2006 11:08 am
Forum: Highway to the Reich
Topic: AI bridge
Replies: 12
Views: 202

RE: AI bridge

hmm but does that mean that it won't be possible to make a river crossing scenario with no bridge or other crossing point at the start of the scenario,or if there is a bridge to create the option for the AI forces to build a bridge elsewere in order to outmaneuver the human player???

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