CFNA
Moderators: JAMiAM, ralphtricky
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Marquo
So ceasefire not canceled; capture of the3 objectives defered till t5 while the CW sits idly and powerless to halt the western flow of Italian troops...
Since you knew that the cease fire had been canceled, it would seem that you could have been doing more to make that as hard to do as possible.
Regardless, I doubt you will have too much trouble when the raid starts. In fact, that strategy may backfire on the Axis player.
RE: CFNA
Bob, we are still playing this scenario and having a great time with it.
However I have an issue with the colour of the German units. Its a very dark grey and I can barely make out the numerical values on the counters.
Is there any way I can change the colour or lighten it?
However I have an issue with the colour of the German units. Its a very dark grey and I can barely make out the numerical values on the counters.
Is there any way I can change the colour or lighten it?
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Michael T
Bob, we are still playing this scenario and having a great time with it.
However I have an issue with the colour of the German units. Its a very dark grey and I can barely make out the numerical values on the counters.
Is there any way I can change the colour or lighten it?
You can do so in the editor, but that would require a restart to take effect.
I think it is possible to do it to an in-progress game with a little effort, although I haven't checked this out:
First, understand that in the Graphics subfolder there are four files for that tile color:
s_units_1_022_4.bmp (small bmp view)
units_1_22_4.bmp (normal bmp view)
units_1_22_4.png (normal png view)
h_units_1_22_4.png (huge png view)
What you have to do is copy the contents of the similar files for a different tile color you would want for that tile into those file names. These copies would best be placed into the CFNA subfolder in that Graphics subfolder, so the change would only affect this specific scenario.
So, for example, the units_1_white_0.bmp file is a white background tile. You would copy all four files for it to the CFNA subfolder and then rename them to the units_1_022_4.bmp name series.
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Michael T
Worked for a new game fine. But my saved game is still the dark grey. Maybe it will change with my next PBEM open/save. But I am kind of doubting it.
Hmmm. It could be that the folder hierarchy is saved in the .sal file and can't be changed once the game starts. In that case, you would have to modify the original files in the main graphics folder. Be sure to save copies somewhere.
RE: CFNA
Could it possibly help to switch between the "classic graphics" and the newer graphics using the shortcuts that get created during installation? How about using one of the various graphic mods that go in the "altgraphics" folder?
RE: CFNA
ORIGINAL: Michael T
I am about to start a game of CFNA with Marquo (Sep 1940 Start). This scenario looks superb.
However is there anything about this scenario either the Axis or Allied player should be extra wary of?
We are aware of the early game end rules, ceasefires etc.
I read some posts about RN lethality. Has this been addressed?
Bob, this is the best looking NA game I have ever seen [:)]
Yeah, my 2 cents, I've played through it a couple of times, and reconstitution always ended up messing the scenario. Both sides had so many skeleton of units to build continuous lines that it became a staring contest. I then did some version where I prevented units from reconstituting and it played miles better.
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Marquo
Should we use the 3Bb patch to play this? We are on move 43; as the CW I felt some pain with a Op3 version; now I am using the version 4....is it good for us to switch to 3Bb at this time or stick with V 4??
Thanks
I've never used it, but, it supposedly fixes a couple of problems with 3.4.
RE: CFNA
Bob, could you explain to me on what basis you have graded the Australian 6th XX as only 50% proficiency?
And the Australian 19th X at 30%?
I am quite astonished at these ratings. As they fly in the face of every account I have read about their performances. And every other wargame I have played rates them just as well the British and certainly better than the Italians.
I have never read any account that suggested these troops were very poor. On the contrary they performed very well.
And the Australian 19th X at 30%?
I am quite astonished at these ratings. As they fly in the face of every account I have read about their performances. And every other wargame I have played rates them just as well the British and certainly better than the Italians.
I have never read any account that suggested these troops were very poor. On the contrary they performed very well.
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Michael T
Bob, could you explain to me on what basis you have graded the Australian 6th XX as only 50% proficiency?
And the Australian 19th X at 30%?
I am quite astonished at these ratings. As they fly in the face of every account I have read about their performances. And every other wargame I have played rates them just as well the British and certainly better than the Italians.
I have never read any account that suggested these troops were very poor. On the contrary they performed very well.
All proficiencies in the game were derived from the values in the original SPI game. However, many of those values had a start value and a max training value. TOAW doesn't model training. So, I made assumptions for the proficiency setting based upon how much training time the unit was scheduled to receive.
Now, historically, they got enough training to reach the max value (except for the 19th, which arrives later than everything else). And, in the O'Connor's Raid version, the division is rated at 70 prof - and I originally had it that way in the version you are playing as well. But that version allows the Italians to opt for a drive for the pyramids. CW players found they needed the 6th Australian sooner in that circumstance just to survive. So, I made a compromise decision to release the division early in exchange for a reduced proficiency - since their training would therefore be cut short - in that version of the campaign.
- Curtis Lemay
- Posts: 14514
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: CFNA
ORIGINAL: Marquo
Do they "train up" if they sit and do nothing???
No. As I said, TOAW doesn't model training. So I hold them in reserve and we pretend they are training. They are released when their pretend training is up, making their proficiency rating valid.