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Showing content with the highest reputation on 06/17/2019 in all areas

  1. 3 points
    sburke

    Irrational Behaviour

    I am not sure I understand the logic flow here. Previously you commented on the fact that the TAC AI in CM is really complicated to the point you surely wouldn’t want to do it. Then you suggest BF could easily answer questions relative to the TAC AI. Which is it? what exactly would you have them answer that would change your mindset about “supporting them”? I can tell you now as a beta tester I submit behavior to BF that “looks” wrong with as much hard data (saves and the like) as I can get. Charles then looks at it and builds a patch and says have at it. I do not expect more than that as frankly I wouldn’t understand it. I can only test and see if it seems to have worked. Testing AI is a pain in the butt as you also have to consider unintended consequences which is one reason BF is so slow to address these. As it is none of this has stopped me from playing and dabbling in design. I am honestly pretty tired haranguing folks to stop just harping on behavior to provide saves and not just comment and yet 90% of these threads are completely useless to helping isolate what might be going on. People point to one item, assume that is it and then assume because they guessed at it presto BF should fix it. I am still on the fence on this particular issue simply because something about it seems very specific but it hasn’t been nailed down yet. For example if it turns out it is specific to something baked into a map, which maps? I expect this one is going to be around a bit yet. Nature of software. In a game this complicated if you assume you will get easy fixes and easy answers you are doomed to be disappointed. Yeah it sucks, but as someone who troubleshoots software issues a lot, it is how it works. (And the software I troubleshoot isn’t even this complicated).
  2. 2 points
    General Liederkranz

    Irrational Behaviour

    Just out of curiosity, I loaded the Roadblock scenario to test in 3.12, 4.0, 4.01, and 4.02. In each case, I selected 1st Squad and "Quick" moved it up to the tile to the left of the gap in the hedgerow, as @domfluff suggested to replicate the problem. I did this 6 times in each version. In every case they came under fire (MGs, small arms, and usually off-map mortars) and took casualties. I ran each scenario until the squad evaded, until its members were all casualties, or until the scenario ended. 3.12: Once they stayed for the entire game. In the other 5 cases they evaded (either Fast or Slow) away from the hedgerow, back into the friendly field. 4.0: Once they stayed put for the entire game. The other 5 times they Fast or Slow moved back from the hedgerow. So exactly the same as in 3.12. 4.01: 4 times they never fled (even with only 2 members left in one case). The other 2 times they evaded forward through the hedgerow gap, and then to the right along the hedgerow to the corner. 4.02: 5 times they never fled (in one case they were wiped out entirely). The other 1 time they evaded forward through the hedgerow and then right to the corner, like in 4.01. This is obviously a small sample size and not nearly as comprehensive as what the beta testers and some others have done. I did it mostly to satisfy my own curiosity and my suspicion that my system is not generating this issue as much as some people's are. It seems for some people, this happens almsot every time in 4.01. For me, it was only 2 out of 6 times. 4.02 helped, but didn't eliminate it (1 out of 6 times). It does not seem to happen at all in either 3.12 or 4.0. But what's really interesting is that in 4.01 and 4.02 the squad NEVER evaded BACKWARD, which would seem like the most logical choice. If they moved, they only moved forward. It was only in 3.12 and 4.0 that they would ever flee backward. (Random odd fact I noticed: in 3.12, the squad leader's name is always "Lewis." In 4.0 and later, it's always "Melvin.")
  3. 1 point
    Michael Emrys

    Hitler, the failed artist

    Should have stuck with painting postcards. Michael
  4. 1 point
    sttp

    Irrational Behaviour

    I don't think we should just throw our hands up here and say "oh well, software's complicated, so what are you gonna do?" I feel like that's what happened with the tanks humping bridges bug, primarily because of some of the more vocal forum members here, and all that's gotten us -- the community of players -- is a bug that still exists. Do we know for certain whether this "fleeing toward the enemy" bug appeared in CMx2 version 3? My understanding is that it did not. Has anyone -- beta testers, Charles, or whoever -- reverted their game to a version prior to 4.0 and then set up situations similar to the save games that have been submitted and confirmed to be broken? It seems like that would be a good thing to know for certain. Only Charles knows the relevant AI code that was touched between versions 3 and 4. I feel like sufficient evidence of a significant issue has already been presented (via save games, images, etc.) from multiple forum members. Unfortunately though, yes, it's across multiple threads on multiple forums. And even if the problem relates to something "baked into" only some of the maps, as you say, there is still a solution that exists that can be rectified by modifying the code. (Again, it worked before, right?) There are only 1 or 2 people who have access to the software and debugging tools needed to analyze, isolate and resolve this issue, and to be honest (but hopefully not too harsh), those people should have been all over this, by their own initiative, as soon as the problem was first confirmed.
  5. 1 point
    So a while ago I made this post in the CM: Afghanistan forum showing that the cover art from that game was based off of a picture of a US Marine being barely missed by enemy fire. Well, a friend of mine linked me a post on reddit that has the SAW gunner that the CM: Shock Force cover art was based on. Apparently it is a picture of a 1st Armored Division soldier in Ramadi, Iraq sometime in 2006. Here is the original picture and the cover art side-by-side.
  6. 1 point
    Will do....assuming that after I finish this bottle of wine I remember to do this at all. 🍷 kidding, but I did just get in from Japan this morning so it will likely be a day. ...or so.
  7. 1 point
    Just to confirm the version number of my CMBN game save submissions to the testers:
  8. 1 point
    Superb.....Now I finally know why I'm ordering these: Drilling them out and re-polishing the inside will be interesting (they are 1/72 scale)!
  9. 1 point
    Heirloom_Tomato

    Irrational Behaviour

    This issue is one that has been very hard to nail down. While some people have been able to spot it every time they play a battle, the next player never has a problem. I was able to build a test map showing the problem and a fix was made. Since 4.02 came out, the test map I made has seen zero incidents of this bug showing up. So my comment of the issue being fixed was in relation to the 4.02 patch. It appears the issue has not been solved in all circumstances. I have loaded the Scottish Corridor campaign and have seen the issue happen once in 5 attempts. The training scenario Roadblock has also been posted by @Falaise and @domfluffas a battle where the issue shows up. I have loaded this battle and so far have been able to make the men flee into fire, BUT not every time. In my opinion, there is an issue but nailing down the specifics of what causes it to happen will be difficult. Last night I built a new test map, 12 German HMG 42's versus a single green American squad placed at a gap in bocage. I tested with them in and out of C2. NOT once did they break and run into oncoming fire, even when their status was broken. I added some 81mm mortar fire to see if that would do anything to make them flee and they still stayed put or crawled safely to the rear. I am about to head out to my parents for Father's Day so I won't be doing any further testing until later tonight. If anyone is seeing this issue show up in different scenarios or maps please post them here. If it is a specific combination of elements causing the problem, the more examples available will help to increase the odds of finding the problem.
  10. 1 point
    nathangun

    Combat Mission AAR: MSR Titan

    Enjoyable AAR to read, can't wait for the final chapter. @IICptMillerII
  11. 1 point
    IICptMillerII

    Combat Mission AAR: MSR Titan

    The Bridges (Cont.) Then the infantry make contact. An enemy radioman is spotted moving between the buildings of NAI 6 up on the ridge. A Bradley from 2nd platoon spots the movement and pumps some 25mm HE rounds into the area. As 1st squad cautiously advances closer to the buildings of NAI 12, they draw fire. A casualty is suffered, and the squad goes to ground and begins returning fire. A sharp firefight breaks out. The infantry returns fire as tanks are brought up to pump coax and .50 cal fire into the buildings. A few enemy RPGs are fired at the tanks, but none hit. It’s a race to see who can build fire superiority and win the fight. A fire mission is called in on the buildings up on the ridge on NAI 6 to help suppress/destroy the enemy infantry there. Abrams along the MSR pump HEAT rounds into the buildings of NAI 12 and quickly help me gain fire superiority. With the enemy forces near the MSR either destroyed, suppressed, or under direct observation, I move 2 Abrams across Bridge 32 to strongpoint the other side. They take no fire and encounter no obstacles on the bridge or the far side. I now have possession of both Bridge objectives. I’ve spoken too soon. Scout team 2 moves up along the left (North) side of the bridge, only to discover what appears to be an entire infantry platoon in foxholes down in the gully directly next to the bridge. The scouts take a casualty before returning fire. This is a curious threat. It doesn’t pose any direct threat to vehicles moving across the bridge, though I can’t just leave it be. The enemy infantry could mount a suicidal yet potentially damaging attack from this position so it must be dealt with. The scouts Bradley moves up to put direct fire down into the enemy foxholes. It is only able to get a few bursts off before it is hit and knocked out by an RPG. Luckily, the crew survives and are able to bail out. Further, the Bradley is not on fire, so there is little risk to the scouts in close proximity. A moment later, the scouts return fire with their javelin, vaporizing one of the enemy foxholes. I decide to risk moving a tank forward to put fire into the gulch. I have the tank move forward just enough to only spot one of the enemy foxholes and give it a pause command of 20 seconds. After which the tank will reverse. The maneuver pays off, the tank is able to lay down coax fire and causes a casualty before reversing to safety. No RPGs are fired. The tank repeats this maneuver and is soon joined by a wingman. The wingman performs the same maneuver but from a different vantage point. They fire both coax and main gun rounds into the foxholes down in the gulch. 1st squad, 2nd platoon takes up a position overlooking the enemy in the gulch. They add their fire to the two tanks, and the enemy position is quickly destroyed. 2nd platoon continues to slowly advance on the buildings of NAI 12. A few enemy infantry make their presence known, but they are quickly bombarded by both small arms and 25mm fire from my infantry and Bradleys. One of the Bradleys fires a TOW into a building, destroying it. The resistance in NAI 12 is rapidly diminishing and the area is soon cleared. Some stragglers are seen milling around NAI 6 and are sporadically engaged by both Bradleys and infantry. The stragglers appear to be shellshocked and disoriented, wandering around with little semblance of order. At this point I think it is safe to assume that any threat posed by enemy units on NAI 6 has been neutralized. As final insurance, another short but sharp fire mission is called in on the rubble of NAI 6.
  12. 1 point
    Michael Emrys

    Hitler, the failed artist

    It strikes me as entirely possible that by the end of this century the human race might be extinct or nearly so. I hope not, but it seems like we are bound and determined to wipe each other out, and we're damned good at it. And that's not even counting giant meteors or mega-calderas. Michael
  13. 1 point
    DerKommissar

    Hitler, the failed artist

    Think early 2000s rap. "Happy people have no history." -- Tolstoy Diseases were more rampant and deadly, in the past. Life expectancy and living conditions were poorer. In both respects, relative to their temporal peers -- Stalin and Hitler were not significantly below average. Indeed, most famous historical figures were not illiterate peasantry. I'd say that most scientists, inventors and philosophers had very good upbringing. Fun fact: The first Polytechnic, that Einstein applied to, rejected him!
  14. 1 point
    Erwin

    Hitler, the failed artist

    I like the theory that happy people don't accomplish much - why should they - they are happy with the way things are. ie: The world is moved forwards/changed by the disaffected folks with bad childhoods who have an axe to grind/chip on their shoulder/something to prove. NB: PR often presents such people as happy, but if one digs into their BG, there's usually something dark.
  15. 1 point
    The ideology was well established before Hitler joined, so Nazism would have been a political factor in any case. Wheteher they could have taken over Germany without him, who knows?
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