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Gay Hitler
Dec 11, 2006

I'm gay as heil!

what is the release date for cmbs? I bought it without even thinking about how long it would be until release.

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apseudonym
Feb 25, 2011

gradenko_2000 posted:

The 1.08 patch for War in the East finally released as a beta. Check your registered users downloads section.

I looked at the changelog and jesus gently caress that's a lot of changes. Any highlights?

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Gay Hitler posted:

what is the release date for cmbs? I bought it without even thinking about how long it would be until release.

Hmm... Red Thunder was released 2 months after official announcement. Gustav Line was 1½ months after announcement. My bet is that they aim for release before Christmas holidays, but whether they make it there..?

Vahakyla
May 3, 2013
Why isn't there better graphics? Combat missions need a bit of polish in my opinion.

VendoViper
Feb 8, 2011

Can't touch this.

Vahakyla posted:

Why isn't there better graphics? Combat missions need a bit of polish in my opinion.

I really wish they would make it run well first. I have a reasonable rig, but no matter what settings I choose moving the camera around is awful.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

apseudonym posted:

I looked at the changelog and jesus gently caress that's a lot of changes. Any highlights?

Check my post history in this thread. I did a write up on the changelog a couple weeks back.

Vahakyla
May 3, 2013

VendoViper posted:

I really wish they would make it run well first. I have a reasonable rig, but no matter what settings I choose moving the camera around is awful.

Well this, too. It just feels like laziness and trusting that grogs will by them no matter what, despite it being a game in an engine where if I understood correctly, making better graphics for units and maps is just about working a bit more.

I like grog games but I'd like my CM to look like it is 2014.

Dark_Swordmaster
Oct 31, 2011
I've been playing a CMBN MG scenario (Facade Troop) for the past few days and if I look towards the town not only does my framerate die but I've noticed it's a global hit. I can have IRC or a stream or just an on-disc video playing on my secondary monitor and it all gets choppy and runs like poo poo. I've tried reducing the model quality mid-match but that barely sees any improvement except on the lowest detail, which is obviously not the best thing. It's weird and dumb and I hate it and I've never understood why CM games run like poop-covered poop.

Pimpmust
Oct 1, 2008

Yeah that's a pity but god drat, I want this game :negative:

(Now if they could just give me an option to skip the physical order and get 20 bucks of the digital one... )

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

COOL CORN posted:

One of these days I'll find just the right hex-and-counter PC game that's also pretty and has a good tutorial.

My holy grail grog.

V for Victory. Anyone remember that? You could probably get it for free these days too! :v:

Dark_Swordmaster
Oct 31, 2011
What the gently caress even is the Battlefront toolbar!? I've always seen it's offer to install and always told it to gently caress off because TOOLBARS. But I don't know what the poo poo it would be other than a giant button to take you to their page.

Pharnakes
Aug 14, 2009
WITP questions:

I know the Japanese get some kind of starting bonus to planning or else they unload in amphibious landings as if they had more planning than they do, but what exactly is it and how long does it last?

I'm sure that you can adjust the behavior of level and dive bomber depending on what altitude you set them at, but other than dive bombers needing to be >10K I can't remember what the other ones are. Does it make any difference to torpedo bombers? Surely they have to come down low to attack no matter what you set their altitude to, so does it make any differences for them?

As Japan should I expand my industry from the start? If I am reading the screen correctly I start with a small resources deficit to run the industry I have, and of course a large fuel deficit. But presumably as I seize more of the SRA I will at least get enough resources, but maybe fuel will always be an issue since its needed for my ships too. Should I build mainly light industry then?

How the gently caress does the aircraft research thing work. I get that the factories exist as R&D labs until they finish a new type, when the automatically become factories for that type, and I can also force them to produce an existing type by taking a hit to their HP and having to repair it, but how do I chose what planes to focus on, or do I just leave to get on with it?

I can't find any answers to these in the manual, which seems stupid except for perhaps the last one I suppose.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

quote:

I know the Japanese get some kind of starting bonus to planning or else they unload in amphibious landings as if they had more planning than they do, but what exactly is it and how long does it last?

The Japanese amphibious bonus lasts until exactly Mar 31 1942. AFAIK the bonus takes the form of no (or greatly reduced) disruption for amphibious landings even with 0 preparation, and that AP, AK, xAP and xAK ships will have their amphibious unloading capacity set at either 1200 flat or +200 to their current values.

quote:

I'm sure that you can adjust the behavior of level and dive bomber depending on what altitude you set them at, but other than dive bombers needing to be >10K I can't remember what the other ones are. Does it make any difference to torpedo bombers? Surely they have to come down low to attack no matter what you set their altitude to, so does it make any differences for them?

AFAIK the difference is that below 10k feet, dive and non-torpedo-equipped torpedo bombers will glide bomb, which is more accurate than level bombing, but much less accurate than dive bombing. Above 10k feet (use 15k feet I think), dive bombers will dive bomb and non-torpedo-equipped torpedo bombers will level bomb.

Below 1k feet, level bombers will try to skip bomb against naval targets.

Below 1k feet, fighters will strafe targets, whereas they would level bomb where possible at higher altitudes

If I'm completely wrong on any of this, I apologize, but searching for all this arcane info for WITP is a loving nightmare.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
I really need to compile myself a list of ways to break WITP for the Japanese LP.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

I'm lazy so i'm just gonna quote a bunch of stuff I previously posted about WITP.

Saros posted:

Haha like all things this game you really need an essay in response to it. Check the official forums there have been a lot of thread over there about it but i'll try hit the key parts.

-Search, make sure you have a good number of both floatplanes and carrier planes on search, if you don't find the enemy you cant hit them and the detection level of the enemy task force directly effects the strength of your strike in a number of ways.

-Range, US carriers are limited to a 7 hex strike range while IJN can strike out to 8. Be very careful not to get bushwacked by this. If you are close (generally 3 or less hexes) you can get afternoon strikes as well as morning strikes.

-Plane altitude, Divebombers MUST be set between 10k-15k feet. Otherwise they will not perform divebombing attacks and use the inferior glide or level bombing profiles.

-US torpedoes, do not use Devatrators with torpedoes unless you are battleship hunting, they have a 50% dud rate and the devastators are shiiiit planes. Their secondary loadout is two 500lb bombs which will mess up IJN carriers just fine. Set them to 1k-2k ft if the pilots are trained in low level naval bombing or 6k if they are trained in normal naval attacks (a separate skill from torpedo attacks.)

-CAP, Height matters, I usually use most of my squads on 30-40% CAP (10k-15k ft) with a couple of CAP only squadrons at different heights, some low to catch skimmer attacks (100ft suicide runs). Generally at least half of fighters are assigned to CAP, some people use dedicated escort and CAP squadrons but I find this helps keep fatigue down via rotating squadron jobs.

-Planes:

Dauntless are amazing, their bombload is approx 2x that of the IJN D3A1 Val and even a couple of 1000lb bomb strikes will wreck an IJN carrier. This plane will win you the war. IJN Val only carry a pair of poo poo 60Kg bombs past 6 range so are enormously less dangerous at long range.

Kates are massively superior to Devastators and mildly superior to Avengers, all use torpedoes although the stats for the IJN air launched torpedo are noticeably better. Pretty much a wash once you get Avengers however and the US torpedoes lose their 50% dud rate.

Zeroes will smash your Wildcats in a turning or equal height dogfight, especially if they are in the hands of the IJN superpilots the IJN carriers start the war with. However you can win if you get the 'bounce' on them (diving from a superior height) as the lighter zeroes come apart easily even to the 50cal of the Wildcat. Zeke 20mm cannons are terrible and inaccurate and the LMG's have trouble destroying armored US planes (basically all of them). You will probably end up with more damaged planes than shootdowns.

Saros posted:

You want the A6M5 (carriers), George and the Sam for the navy. Latewar Shinden and the 262 ripoff. Army is all about the tojo until you get the Frank and the KI-83 is a Latewar superfighter.

Navy bombers, Jill, Judy and Betty/nell until you get the advanced torpedo plane I forget the name of.
Helen is the best Army bomber for most of the war. Your 1E bombers can be converted to Nicks which are decent at anti-shipping is you train them in low naval and send them in on attack bomber profiles. They are also the best anti-B17 weapon you have for '42 thanks to being tough and having two Heavy MG and a 20mm cannon mounted centerline.

Oh and optimum Rd factory size is 30.

Saros posted:

War in the Pacific's most important rule is trust nobody, especially the traitorous pilot scum recon guys on your side.

Range bands for the various attacks are:
100ft: Attack bombers, fighter bombers, strafing. Uses Strafe skill.
1k-5k: Low level attack. Uses LowNav or LowG skill.
6k+: Normal bombing. Uses NavB or GrndB

Special cases:
Kamikaze, well this one is obvious really. Uses LowNav skill (I think)
Torpedo bombers: Always drop to 200ft for atack run. Uses Torp skill.
Attack bombers: If set under 6k will drop to 100 to strafe and skip bomb. Not sure what skill is used, supresses AA fire of target.
Divebombers: Diving attacks from 10k-15k. Finishes dive at 1k-3k. Uses NavB or GrndB. Most effective attack.
Glide bomb attacks from 6k-9k and 16k-19k. Finishes at 2k-4k height. Uses NavB or GrndB. Better than level bombing, worse than dive.

Economy:
Supply is precious to you, you will never have enough. Fuel likewise.

DO NOT EXPAND HEAVY/LIGHT INDUSTRY IN JAPAN. EVER. Never expand Light industry, it takes so long to pay back the investment the game will be over before it does. Some very small scale expansion of Heavy industry in conquered territories with rail access to fuel sources can be considered.

Scenario 1 Japan can get enough resources from Manchuria Korea etc. Set up a few CS convoys on safe routes pulling resources and forget about it.

Fuel comes from the Dutch east indies mostly. Most people run small tanker convoys to hubs like Singapore/Manilla then large well protected convoys of big tankers back to Japan. Oil and Fuel can be shipped back as Japan has a lot of excess refining capacity.

Repairing damaged oil is worth it, not so much damaged refineries.

Plane R&D is a whole topic itself.

Pick Navy/Army planes and focus on R&D for the good ones. I had a list of the ones I like above.

Set R&D factory sizes from 10-30 for the closest of whichever plane lines you decide. Factories don't contribute R&D until they are fully repaired and they repair faster the closer the planes readiness date is.

Pay attention to upgrade paths as some skip a model or two and some planes (A6M3 for example is not carrier capable) have quirks. Once a factory is fully built it can be upgraded along a plane upgrade path without incurring damage. I almost never convert more than a minimum of R&D factories to real factories preferring to shift them up the upgrade path to get later models sooner once a plane is within 1 month of readiness.

For example 100 factories doing R&D means the readiness date will advance at a 1:1 rate. So one month sooner every month.

Saros fucked around with this message at 17:37 on Nov 7, 2014

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Quote is not edit.

dtkozl
Dec 17, 2001

ultima ratio regum
Can you suppress naval AA with strafe or is it just ground AA?

pthighs
Jun 21, 2013

Pillbug
There are some good resources on the matrix forums that cover stuff in more detail than the manual that I've bookmarked:

Basic FAQ of stuff not in manual - definitely read this
http://www.matrixgames.com/forums/tm.asp?m=2260137

Specific info about making sure your air strikes are coordinated
http://www.matrixgames.com/forums/tm.asp?m=2382494

Info and advice about pilot training, including a Japanese specific training flowchart
http://www.matrixgames.com/forums/tm.asp?m=3540874&mpage=1&key=&#3540874

All the dirty details about supply and logistics
http://www.matrixgames.com/forums/tm.asp?m=2878790&mpage=1&key=&#2878790

All the dirty details about ship repair
http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=&#2990845

How the hell to actually use all your tenders and auxiliary ships
http://www.matrixgames.com/forums/tm.asp?m=2920431&mpage=1&key=&#2920431

Also a couple of threads about Japanese production (I haven't read these)
http://www.matrixgames.com/forums/tm.asp?m=2287336
http://www.matrixgames.com/forums/tm.asp?m=3329605

One important takeaway I found in here is that Land Based Aircraft that are not attack bombers carry a half bomb load when flying low level (<6000 feet). They can also suffer reduced accuracy if low morale / high fatigue / poor Low level bombing skill.

So keep your non-attack level bombers above 6K.

pthighs
Jun 21, 2013

Pillbug

dtkozl posted:

Can you suppress naval AA with strafe or is it just ground AA?

From memory I'm pretty sure you get the "suppression" UI message when attacking naval targets as well. Though note you have to be flying an attack bomber to have enough forward firing armament to really make a difference.

Also, the strafe attacks happen after dropping bombs. That seems weird to me - I guess you are softening up the AA for the next guy?

Pharnakes
Aug 14, 2009
Thanks for these effort posts guys, you'd think a grog manual of all things would contain all this but I suppose that would be too easy and filthy casuals might start playing!

Pervis
Jan 12, 2001

YOSPOS
I picked up CM:BN (1.x) back during Grey's first LP years ago, and played the campaign (up to and including Razorback Ridge) mostly, as I tend to only have the time to play against an AI. The CM:BN 1.x AI (Campaign and other battles) seems rather.. simplistic, especially when it's on the attack, and after replaying through the campaign up till the last mission my tolerance for attacking well prepared positions in the hedgerows/hills of Normandy is about 0. Part of that is obviously knowing just how to order my units to do certain things and how to do it safely, and the other is that it's just a loving pain in the rear end, even if I mostly know where/what the Germans have.

Grey's recent CM:RT LP of course prompted me to take that 2nd stab at CM:BN, so now I've tried out the CM:RT demo, but I couldn't really tell from the meeting engagement scenario if the AI was any better or not - I properly had good firing positions for my tanks and killed 25 vehicles with 7 lost, and easily mopped up the rest. The overall UI improvements and different TOE/equipment do seem nice though.

Is CM:RT worth picking up if you are only planning on playing against the AI? I imagine the campaign can't be solely attack missions like CM:BN, but I'm iffy on dropping $55 unless I can get some interesting play out of it, which is hard if the AI can't actually respond to you all that well, and really only defend.


Also, I'm really looking forward to Grey's IJN LP.

TonySnow
Mar 24, 2008
The AI is a little better, but only because they implemented new options for creating AI plans in scenarios. A lot of the AI it is dependent on the scenario and who made it. It's certainly gotten better since the first iteration, now that scenario designers have had so long to learn what works.

I've didn't play much of the campaigns in RT, honestly wasn't impressed with the quality of the maps (I'm a huge stickler about this), but the scenarios are decent and worth a shot. I would also play the CMFI demo and see if you like that theater better, I like it the most out of the series and has the best scenarios and campaigns.

Dark_Swordmaster
Oct 31, 2011
COMBATMISSIONAI

dtkozl
Dec 17, 2001

ultima ratio regum
Yeah you really have to hunt around for a good game against the AI. On its own it is completely brainless. One of the big things 3.0 added though was AI triggers that give the scenario makers a lot more freedom in providing a good and varied game. In terms of quick battles, you are generally never going to get a great game, but they sort of fell into this weird trick of the engine where each Batt CO assigns to a different group, so they have it set up where the first CO and forces under his command will have a static roll and the 2nd will be mobile. So in cmrt and fi have the first co be guns and stuff and the second tanks and you can sometimes have an ok game. This means you have to pick the AI force of course, and it doesn't preclude some interesting deployment choices.

Morholt
Mar 18, 2006

Contrary to popular belief, tic-tac-toe isn't purely a game of chance.
What is the Weimarian army in Pike & Shot supposed to represent?

apseudonym
Feb 25, 2011

CM is probably much better multiplayer, shame I never have anyone who wants to play PBEMs :smith:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

apseudonym posted:

CM is probably much better multiplayer, shame I never have anyone who wants to play PBEMs :smith:

Thanks to Grey's LPs I finally took the plunge and got the Demo for Fortress Italy...









:shepspends:

Caconym
Feb 12, 2013

pthighs posted:



One important takeaway I found in here is that Land Based Aircraft that are not attack bombers carry a half bomb load when flying low level (<6000 feet). They can also suffer reduced accuracy if low morale / high fatigue / poor Low level bombing skill.

So keep your non-attack level bombers above 6K.

On the contrary. The key point is low naval skill. Normal navB is pretty much useless for non-dive bombers, exception being a secondary skill for torpedo pilots. I train all medium bombers in lownav and normal ground, heavy bombers in normal ground and nav search. One on the crappy dutch bomber squadrons out of batavia landed two 300kg SAPs on the Hiryu last turn resulting in a fuel storage explosion and heavy fires. They had about one month of 100% lownav training and about 50 lownav skill. Took a heavy toll but so worth it. Blenheims out of singers landed enough 250lbs on the Kongo for keep it on fire for several days and forced it to withdraw.1000 feet for ever.

Metal Bear
Jun 18, 2014

Not sure how much this counts as a grognard game considering it's an Android OS title, but I've been playing Pacific Fleet for a bit, and it's reminding me quite a bit of SH3 but with surface vessels. It definitely scratching my naval sim itch.

TonySnow
Mar 24, 2008

apseudonym posted:

CM is probably much better multiplayer, shame I never have anyone who wants to play PBEMs :smith:

We need to have a list of people looking for games in this thread, because I would definitely play a CM PBEM with people here.

apseudonym
Feb 25, 2011

TonySnow posted:

We need to have a list of people looking for games in this thread, because I would definitely play a CM PBEM with people here.

There is a list in the OP but I dont know how much use it gets

TonySnow
Mar 24, 2008
Totally forget about that, and I'm even on it. Never been contacted by anyone though.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Metal Bear posted:

Not sure how much this counts as a grognard game considering it's an Android OS title, but I've been playing Pacific Fleet for a bit, and it's reminding me quite a bit of SH3 but with surface vessels. It definitely scratching my naval sim itch.

That's looks a lot like SH3 right down to the font and the use of Renown.

Party Ape
Mar 5, 2007
Don't pay $10 bucks to change my avatar! Send me a $10 donation to Doctors with Borders and I'll stop posting for 24 hours!

TonySnow posted:

We need to have a list of people looking for games in this thread, because I would definitely play a CM PBEM with people here.

Same.

dtkozl
Dec 17, 2001

ultima ratio regum

apseudonym posted:

CM is probably much better multiplayer, shame I never have anyone who wants to play PBEMs :smith:

I have an open invitation for anyone to play pbem.

apseudonym
Feb 25, 2011

dtkozl posted:

I have an open invitation for anyone to play pbem.

I'm pretty bad but I've got BN at 2.0(might get the 3.0 because :shepspends:), FI, and RT. Let's set up some goon games

dtkozl
Dec 17, 2001

ultima ratio regum
Ok, I've got everything at 3.0, so if you also havn't upgraded italy we will have to do rt.

apseudonym
Feb 25, 2011

dtkozl posted:

Ok, I've got everything at 3.0, so if you also havn't upgraded italy we will have to do rt.

Is FI paid too or does it come with the Gustav Line expansion?

TonySnow
Mar 24, 2008
It's another paid 3.0 upgrade for CMFI. I've got the latest and greatest for everything, would be interested in playing some PBEM too.

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apseudonym
Feb 25, 2011

Alright then I'm down for some RT.

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