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Bannon DC

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Everything posted by Bannon DC

  1. Funny -- just a second ago, I posted the same question in the Tech Support area. Worked up a map in the scenario editor as a "battle" and I want to change it to an "operation." Slack--- fyi, check tech support to see if I get a helpful reply. String was title "Scen Editor -- changing battle to op"
  2. I've spent a fair amount of time designing a map and have decided it would make a better Operation than a Battle. Is it possible to change? I've tried changing the suffix from ".cme" to ".cmf" but when I load it, it still says battle and the parameter options are still for a battle. Thanks
  3. I'm in the process of finalizing a scenario I've designed but I do not know how to set landmarks on the map. Can anyone give me the "how to"? I don't see it in the manual. Also -- it's been a while since I've been on the forum. Is the "scenario depot" still the better place to post user created scenarios, etc? Any other sites emerge in the last few months? Check out my battle if you get the chance... "Road to Smolensk." It will feature a German armor spearhead advancing along a long road. Thanks for the help. [ April 07, 2003, 12:19 PM: Message edited by: Bannon DC ]
  4. SORRY ABOUT THE DUPLICATE POST... (this is the thread) Hello all -- I'm seeking a playtester or two for an infantry battle based on an encounter described in Rommel's book "Attacks." Rommel was a Lt. commanding a company of mountain troops fighting against the Romanians in WWI. Situation pits German company (Infantry '41) vs. larger Russian Force (Infantry '41) for control of a small village. Weather is fog. Basically, quality vs. quantity. Map based on sketch from Rommel's book... village of Kurpenul. Intended to be played as German vs. AI. Two player head to head would work as well. You can contact me here or by email. Thanks, Bannon zapmc@msn.com [ October 24, 2002, 03:49 PM: Message edited by: Bannon DC ]
  5. Hello all -- I'm seeking a playtester or two for an infantry battle based on an encounter described in Rommel's book "Attacks." Rommel was a Lt. commanding a company of mountain troops fighting against the Romanians in WWI. Situation pits German company (Infantry '41) vs. larger Russian Force (Infantry '41) for control of a small village. Weather is fog. Basically, quality vs. quantity. Map based on sketch from Rommel's book... village of Kurpenul. Intended to be played as German vs. AI. Two player head to head would work as well. You can contact me here or by email. Thanks, Bannon zapmc@msn.com
  6. I have used Ampuloments in groups. Solo, they are pretty ineffective. I was surprised at the effectiveness of 3 or 4 or them working together. I'm not sure of some of the damage inflicted though... damaged guns, etc. And yes, you can definately take even good tanks out.
  7. I've been playing mostly 1941 scenarios. My favorite Russian infantry weapon in the Ampuloment. Great sound when it fires. Great hit on vehicles. More mayhem than damage. Has tendancy to set fires... I had half of a large wheat field on fire once.
  8. ATRs are damn hard to get out of halftracks. Light machine guns, same thing. Is there a better way to "tag" with your cursor units that are halftrack passengers to give them orders? I've got to stab at them a few times... a real problem with a column of mounted infantry. Would be helpful if the unit display window for the halftrack had a little icon to tell which type of unit(s) are riding. Better yet, to be able to select from there.
  9. I'm just making my wish list for Christmas... I'd love to a horse team unit. Actually, what I'd love to see is my Stuka straffing a road with a bunch of horse-drawn artillery on it. OK... HERE'S what I'd REALLY love to see... my Stuka straffing a road with a bunch of horse-drawn artillery on it ROUTING the horse teams and watching them run hither and tither with their guns and caissons still attached. Merry Christmas down there! Good luck retrieving your guns!! Ahahah Bannon
  10. I read that they misspelled words during WWII as well. So, in some cases, it is historically accurate.
  11. thanks for the help... After much experimenting, I was finally able to get the AI headed in the right direction. I played the opening move of my scenario about 25-30 times... I noticed that the AI dives for cover immediately, even if it means it has to run in the opposite direction. It will take LARGE detours just to get to the next set of trees. So, I essentially built a ladder of trees (rural map... hope this works the same for urban maps) to lead the AI toward the enemy... it worked well. In fact, I noticed by tweaking the scenary by as much as one or two "scattered trees" I could get my AI company to head for Objective flag A or Objective flag B. (What I would have liked to have done was lead them off a cliff... ) So, lesson learned was the AI needs cover all the way to keep it moving... direct routes work best. Also observed that even when the units start in the default position, they will still slightly alter the way they move forward and it can still make a difference. For example, sometimes the AI got his Maxims in position and gave good covering fire, other times his slower units lagged too far behind... the AI just moved the company in a jumble, the same units did not take the exact same routes everytime even when they where headed in the right direction. Just got lucky a few times. I've been thinking about making a few slightly different versions of the same map... one for head-to-head play, one for playing vs. an AI German, another for playing against and AI Russian. Sometimes too much bother, but in some case it can just be a tweak here and there such as giving the AI bonus units. Anyone consider this?
  12. Need some help tighting up my scenario designs -- ATTACKING -- I'm having difficulty getting the AI to actually attack... I know this is a major weak point with the game in general. The AI dives for cover on its first move and bunches up thereafter. Attacks quickly fall apart with the slightest enemy contact... even with numerical superiority for the attacker. I've added more cover on the approaches to the objective. I've "roughed up" the map (uneven surfaces for LOS blocking and additional cover). I've experimented with moving the objective flags around to let the AI focus on only one objective. Any other suggestions? DEFENSE -- Is it possible to set a group of AI units to not move from a specific part of the map... ie, have them wait in ambush or to set a number of defensive lines? Defending a bridge from being crossed for example When I play the AI in general, they seem to leave dug in positions to march across the open fields into my advancing troops. Ruins some great games. Is it pointless to try to design a good AI vs. solo player battle? Thanks for any help Bannon
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