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Meach last won the day on November 15 2017

Meach had the most liked content!

About Meach

  • Rank
    CMSF Beta Tester
  • Birthday 03/22/1975


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  • Interests
    Wargaming, Online gaming
  • Occupation
    Wannabe Rock Star :)

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  1. I will do what I can. I have RT and FI so I can do stuff with those maps. I haven't got round to purchasing BN as yet. So if you want me to try something with a map for either of those games then yeah I can but try.
  2. @MisterMark Very good suggestions and the only thing I feel that would be restrictive to going back over the older QB maps is the sheer volume of work that it would entail to put in more dynamic triggers. Not so much on each individual map but to produce a body of maps that would give that behaviour for the defence would be restrictive in so much that a reasonable time frame is not feasible. What you suggest about triggering a counter-attack of sorts is what I am working on just now on a few maps and to get it almost right has taken hours so far and that is probably the most simple counter attack you can get. Pincer coming down on the neck of the assault column but I feel that it could be done and with some effort newer maps could have a more dynamic defence but unless someone puts together a pack of maps then I think the best bet would be to get dug into the scenario editor and change the maps you feel that are not satisfying. If you have a particularly favourite map but it's a bit stale I could have a look at it and change things up but I make no promises to give you the map of your dreams What I can do is probably have the AI launch some kind of counter attack or blocking maneuver as my skills with the new fangled trigger-tricks are pretty raw. I do not mean to be contradictory nor accusative but the AI spotters can call in artillery on their own but if the map has a pre-emptive barrage planned in the script and it is set to "destroy" then that mission can blow all the ammo in one big shoot. Leaving poor Lt Specky with no shells to direct, which gives the impression of him being useless. The turn one barrages are sadly also a bit essential as the AI can group the Forward Observer into a random group within the AI plan which sits off on a flank and doesn't have great LOS to anything so the spotter won't blow his ammo on a tree off in the distance. Of course he could be in the thick of the action but if the prepatory bombardment has left him with no assets. I cannot off the top of my head say if you can delay the bombardment by 5 or 10 minutes in the AI plan but something tells me it's a first turn thing. But if you don't put down some kind of early strike in the plan then the spotter may never be in a postion to call down good fire support due to the random placement in QB's of units into groups. I humbly suggest that you find one of the scenario design manuals and have a good read because this will really help you understand why some of the maps are non-dynamic as triggers are a hard thing to get right. In a few maps I played the OPFOR does nothing for a good 46 minutes simply because the triggers relied on one group doing something then the other group would do something but the triggers were aligned in such a way that both groups stood looking at each other waiting on the other to trigger the other groups behaviour. "You go do recon!" "Naahhh you go do it!" so for almost the entire length of the scenario I was patiently waiting for some hot flying lead action and was severely disapointed. So I dug into the scenario editor thinking an AI plan was wonky and after a while I figured it out. A quick reduction of the timer and the map is now very playable. Long story short; triggers can seriously bugger up your AI plan if you get them wrong. I am not trying to make excuses but it's a tricky proposition to get a new map with triggers working but I feel it's quite daunting to go back to an older map and put them in over an existing AI plan. I sincerley hope this helps you out with regards to AI, scripts, triggers and poor LT Specky. Kindest regards Meach
  3. @MisterMark Interesting points and I often miss CMBB myself but if you don't mind me asking, and I mean no disrespect, how would you like to see an AI defense force behave in a CMX2 battle? I believe with the triggers we have now and a bit of jiggery pokery and creative licence with the scripting could we not come up with something? I understand what you mean about a static defence but in all honesty to move from a defensive position is to invite death in the face of an advancing assault. What else can we do as scripters with the tools at our disposal? Currently I am making a very small map which has a counter-attack from deeper defensive positions based upon triggers and timers to pinch off the attacking force but it is very embryonic and may not be what you are looking for but if we can grasp the concept and apply the tools we have then it might give more defensive options in a scenario AI plan? I am sure @MarkEzra has a much more solid grasp of the workings than I do but it all depends on what people want to see defensive troops do other than hold position and fend off the attack.
  4. I remember Steve saying that CMX1 AI literally had a single plan. It was the random maps that the game could generate which gave a good illusion of the AI dealing with the situational stuff but in fact, as others have said, the AI just went straight for the objectives. Don't ask me to find the post as it was from such a long time ago but I am sure it was mentioned. But for random maps to be a thing again.... sigh. Sadly the map is integral to the scripted AI now so how to marry up the random map generator with the AI scripts is a project I feel that no one would have time or money to invest in for a reasonable outcome within a reasonable time frame.
  5. @George MC Ahhhh ok. I see what you mean now. I am getting that off in the distant grey tree thing going on but no actual fog to speak of. Right, at least I know what is normal now for the new game engine. My first foray into playing CMRT seriously and I remembered there were issues with fog and mist in the distant past and had glorious memories of CMBB wreathed in spooky fogs that you half expected an undead army to come shambling out of. Thanks for all the replies. Meach
  6. Hi guys, I searched and poked about for an answer to this but didn't really find anything that I could use so apologies if this has been answered elsewhere but I promise I did have a nosey about first before asking. When I load up a battle of Red Thunder and have any form of fog or mist selected I am not having any graphical representation on screen of said moisture particles in the air. I see rain perfectly well and don't seem to have any other graphical glitches or oddities to report. I am using an Nvidia GTX 970 4Gb Vram with up to date drivers. I have the effects of the fog in the battle as I currently have a LOS of about 30m across open terrain so it is playing it's part just not displaying any particles. I have tried turning shaders, war movie lighting and night time artificially bright on and off but none of this has made a difference. Hopefully someone can help me out. Kindest regards Meach
  7. Ummmm I don't mean to butt in here but I have made a scenario which involves around 30 tanks or so on each side in a meeting engagement. The map is fairly big and about 1.5km x 1.2km if I recall. Some infantry and plenty objectives to fight over but the briefing and tactical front end stuff is non-existent mainly because it was for private consumption. I can stick it in a drop box folder if anyone wants to try it out. I have worked hard on 4 AI plans for each side so you a fair bit of replay-ability is in there. The battle boils down to a meeting engagement and for a briefing each commander has basically been told "Strike as far in that direction as you can. Logistical support will be forthcoming when you have fired your last shell and used the last drop of fuel." You get the idea.... It's a bit of a mash up and blast fest which not in anyway historical gives a couple of hours of good old fashioned fun in my humble opinion! Be warned it is not particularly well balanced nor is it covered in deep terrain which lots of folks might not like as you can be slugging it out with your Panzers and T-34's in a very short amount of turns. If that description doesn't turn you off then let me know and I will try to figure out how to get the files to you via dropbox (any help on this would be appreciated as I am not very tech savvy) Kindest regards, Meach.
  8. Back at ya big guy! Hope all is well with you and things are groovy
  9. It's really good of you guys to help @Topkick out. It must be about ten years since Mishga put together her QB maps and scenarios along with @MarkEzra.
  10. Ah well at least you continue to put one foot in front of the other at a higher velocity than most could possibly manage up a mountain. Good job!
  11. I hope @Mord is doing well and still kicking. He is a good guy and hopefully doing away just fine.
  12. @George MC Hiya Matey! Yeah all good thankfully. Been raising the rug rats and keeping the wolves from the door. How are things with you? Still climbing mountains?
  13. Thanks guys! @JoMc67 I used to paint toy soldiers for a living back in the long ago years of my youth! @MOS:96B2P Good Ol' Infantry? Thanks for the links!
  14. Hi Guys, I treated myself to Red Thunder recently and have everything running at "Best" in the graphics options and the game runs sweetly at 1650 x 1080 on my monitor, which is a few years old now but I am wondering how I can take the slightly jagged edges off the vehicles and soldiers limbs. The game runs fine even with a couple of battalions going head to head on a fairly large map so it's not performance related but more a lust for the eye candy to look more appealing. I am not that techy and haven't fiddled with the Nvida settings but maxed out pretty much everything I can within the game options but I sense that I am missing something to just give that glossy look. I have downloaded a multitude of excellent mods which make the all the models look gorgeous but I think I can squeeze a bit more out of game if only I knew how. If any kind soul could assist I would deeply appreciate it. Kindest regards, Meach.
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