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Gen Von Television

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Posts posted by Gen Von Television

  1. Sorry for the very late reply: i understand your frustration but when I made this conversion I realized I had to simulate the historical outcome too, hence you'll need at least Major Victory for each battle to successfully complete the scenario. If you play on the German side the Benouville Battle you'll be OK even with Minor Victory.

    It has been play tested quite a few time with different players and even if you have Elite/Crack/Veteran troops on one side against even Conscript on the other, still you have to play it hardcore on either and avoid unnecessary losses and fatal mistakes while at the same time moving very fast and decisively.

    This also reflect the ASL campaign: not that easy.

    You may say it's a kind of tricky trick but that is just to represent the difficulty faced on both sides to actually win the battle...

    It's also an old scenario I'm thinking to update since now we have so many different AI tools we can use, and a few touches on the map (the famous bridge included) will also help to recreate the authenticity of the battleground for which I spent a lot of time researching...

  2. While I'm reading your document and examining the map in the Editor, I've noticed I did a battle scenario called < The Sheriff of Oosterbeek - small >where there are no British SUZs and the map is somewhat smaller than the one pictured in the doc. Is that OK?

    Admittedly I've also received the disc version but since I had already downloaded and installed the MG module I did not bother to re-install everything: I wonder if on the disc there is a full version of it and if so how should I proceed without having to re-install all the upgrades?

    Thanks for any advice.

  3. Finally I was able to get a Waffen SS Tactical Victory but I barely reached the Central Crossroad that was still heavily defended.

    For sure the design is really good as this battle has depicted very realistically, and I would say historically, the difficulties and hardship both sides had to face.

    I appreciated how each strong point of the Red Devils fought with grim determination and skill: in the end even winning the battle I was never able to reach any relevant objective, not to speak of finding where the Sheriff was.

    It was a very slow and systematic grinding of the defender, staying always on the edge of failure since the best German troops even after a successful assault got at least nervous and had to give them some time before advancing again.

    A very well thought AI and clever positioning: good work Jon!

    I'm intrigued now to see how the German AI will behave on the attack...

    Now I can read on the whole designer's notes and find some inspiration for updating/creating new scenarios. Thanks again for sharing your experience.

  4. I'm still halfway into the battle and find it quite tough, especially since my SPGs are running low on ammo (my fault I presume) and indeed the Red Beret are putting up quite a stiff resistance (surely thanks to Jon very clever planning: good job!).

    I'm also half way reading this thread from the start and omitting the relevant Jon's designing parts not to spoil the on-going battle, so bear with me if I may bring up arguments already discussed and buried (like the double railway line issue, sorry).

    I've noticed some very high hedgerows that sometime are too difficult for the attackers to clear from the well positioned defenders, so I would like to question particularly emeg if is this a plausible feature of the City landscape, or just a means used to design a valid defensive position?

    Regarding Jack Reynolds...

    I have seen that blurry photo before

    Correct me if I'm wrong, but iirc that frame was printed from a movie shot depicting the marching off of the prisoners (hence the blur) while the one with the seated prisoners is indeed a photograph: I presume there were some signal photographers and cine operators present in Oosterbeek at that same moment in that place.

    As for the small battles, in CMx1 there were a couple based on the ECo/506/101 battles that were surely playable and indeed interesting and fun to play: anyway they had two major battles in Holland during MG and both should be worth updated scenarios imo, as is the amazing feat of Captain Winters and his Company on the dike later on the Island in November(?).

    Another interesting battle may be the start & break through of the XXX Corps against a Penalty Battalion of German Renegades (and presumably their guardians) supported by AT guns that was positioned on the very first road block across Hell's Highway and was also depicted in the ABTF movie.

    And for ABTF: this chocolate is good, it's English. Please take it...

  5. Yep, surely it was at least a double track railway: while playing this battle and noticing the atmospheric overcast afternoon, and the freedom I had moving around my German slugs and junks; that reminded me how strong was the AA around Holand and how poorly and quickly the Air Offensive was planned for the whole operation.

    If the Allied had a complete aerial supremacy of the kind they were able to master over Normandy, with the ability to use Typhoons and Thunderbolt to pigeon shooting any moving thing on the ground, maybe the Red Devils would have enjoyed a far superior support (aerial artillery) and reconnaissance. Just a thought: my 2c anyway.

    In the meantime the 'trick' is - as GvT noticed - to not put any waypoints under the bridge. The vehicles should follow the corners of road quite happily if you put one well past the portal (f'rex by that first intersection). A slightly more robust fix you can apply yourself is to simply delete the two rail bridges - they serve no purpose other than aesthetics.

    Nope, as I wrote I made four vehicle pass the bridge by placing a waypoint exactly between the two bridges and especially towards the left edge of the road (sense of march) trying to put the vehicle in the spot that was occupied by the Stug at Turn 1 that went on marching without any trouble.

    Not only I placed a way point between the bridges, but instead just to be sure I made the vehicles stop there, and after checking they were poised at almost the same-same Stug position I moved them out towards the first intersection: it worked all the time.

    On the other hand letting the vehicles moving freely below the bridges with long segments between way points more often than not brought about the pop up effect and you find yourself stuck on the tracks without any passage down.

    Instead of repositioning or reworking the spot I would suggest a simpler solution would be to let some passable terrain on the slopes besides the bridges, so that if by magic you get on top of them, you should be able to move them down too.

    To jump on another subject: as I said I'll wait to finish the scenario to go on reading the lot, but I'd like to know if Jon has discussed the new features, and especially about the triggers, the Mods inclusion and such....?

    That instead of a Campaign would be much more interesting and useful, since as Jon already stated the Campaign is merely a collection of battles and its production I believe can be summarized in one chapter, but dealing with the more complexities you do encounter designing a battle in all its aspects would be IMO requiring wider and deeper analysis and experimentation...

  6. Never mind: I still have to know what is meant by AS but I went back some turns and replayed the armor and vehicles movement and I believe I've found the sweet spot to make them going through under the bridge and not above it.

    The problem I still believe is to have an angled road below the bridges, while a straight segment would have probably resolved the problem: in any case just keeping the left side of the road, exactly where the first Stug was placed at start, seems to work all right.

    Interesting battle, nevertheless: I've still a long way to go...

  7. ... for a few AS

    Hi mjkerner, what do you mean with AS?

    With the SPG I've tried since a few turns to move it left and right along the RR and down from the embankment but it seems it's not finding any passage and it stays where it has been stuck by black magic. :eek:

    Iirc this may come from a problem due to the diagonal road under the bridge: possibly making a straight segment would not have triggered this bug...

  8. Jon, I know this may be not the proper thread to post this, but I encountered a weird and seemingly unresolvable issue with your scenario: hopefully you can give me a solution.

    I'm about 25 minutes into the battle (developing quite fine 'till now) but the under-bridge passage seems to be a deadly trap: while a couple of armor passed under the bridge with no trouble, I've now got a couple stuck on top of it! and cannot find a way to get them back on the road.

    Watching the replay both were slowly moving on the road when suddenly they popped up on top of the bridge!

    The Armor is stuck there since some turns, while the truck has just popped up in place: it seems they cannot find a passable way down the road again (impassable terrain I fear). Maybe the trouble is coming from the narrow width of the road beneath the railway bridge, but indeed this is a bug I wasn't expecting as a couple of the assault guns had passed quickly the trap and no troubles. I also noticed many of the infantry instead of going under the bridge just crossed the railways.

    BTW: are you sure that in 1944 Oesterbeek had double rail lines? It seems odd but possible.

    post-14606-141867625818_thumb.jpg

  9. I'm not sure this may be of your concern here but I've found an odd texture mismatch after loading a saved game from BN 2.x to the newly upgraded BN 3.11 (before there wasn't any problem even coming from v.1).

    I tested it several times and different machines, but the error is always repeated.

    To be sure I removed all the uniform Mods, but the saved game present a couple of US Paratrooper from the platoon's mortar team in a weird German uniform. Loading a fresh AB Mortar Team presents no issues.

    All other units are showing correctly without any problem either.

    Maybe is not that relevant, but I'd appreciate to find out if there's any fix about it, I'm even willing to Hex editing the saved game if I can fix this.

    From the saved 1.x / 2.x game:

    post-14606-141867625815_thumb.jpg

    Fresh 3.11 game:

    post-14606-141867625817_thumb.jpg

  10. It was since some months I wasn't able to visit and luckily I stumbled upon this excellent thread! ;)

    KUDOS Jon and thanks a lot: I still have to read it and will wait to go through it with close attention 'till I will play the Scenario, but for sure it's a brilliant idea and a treasure's trove of useful hints and tips and surely it will be most helpful for my future upgrades and new projects.

    Cheers

  11. A perfect atmospheric introduction to the Red Thunder, the world famous march was the elite Preobrazhensky Regiment march in the 18th century it is also the slow march of the Royal Marines.

    Drop it in the Z folder and you're ready to go: if you like to use it for the splash loading/briefing screen, rename the file to music splash.wav or duplicate it before renaming it.

    A perfect complement to Soviet Music Mod, by Saferight!

    At GreenAsJade'sCombat Mission Mods Warehouse:

    Apparently for the Repository here is too big (105 MB)...

    Enjoy

  12. Why so?

    What Erwin is saying is true, but I also like the variety: one tank can be worn out while another is almost as new.

    Some grunts are wearing drags while some others have just received their new uniforms... I try to find excuses not to being trapped in OCS (Obsessive Compulsive Syndrome)... ;)

    What we also miss here is the sublime JuJu to build us a great interface: I'm sure he's lurking in the dark waiting for a definitive version of the game to start tweaking all those little-big layers and alpha channels.

  13. That may come handy... ;)

    For Stalingrad

    За Сталинград!

    Elvira

    Эльвира

    Black Death for the fascists

    Черная смерть за фашистов

    Black Death

    Черная смерть

    Remember Stalingrad

    Помните Сталинград

    Marina Raskova

    Марины Расковой

    King of the fighters

    Король Истребителей

    Crush the Facists!

    Бей фашистов!

  14. I've just played my first battle on the Eastern Front since a long time: I won't go into details so as not to spoil the battle for anyone.

    I generally love how this game has improved and those t-38/85 are a shure match to catch a tiger!

    I know the subject matter may belong to ancient history, but I had to have those jokey diggers once I realized I was loosing a whole platoon as they entered a mine field!

    As a veteran of many CM battles I thought There's no problem, man: keep cool, here I have some handy sections of sappers with their specific icon, even if they insist to call themselves breachers, and they are also on board of those engeneering wonder called Gaz, so davaidavai they are on the scene and left them on top of those 'achtung minen' boards.

    They stood there for about half an hour, many of them died valiantly vanishing in a blaze when the heavy bombardment came, and not a single mine was ever removed!

    Besides breaching walls and sewers in the red barrikadi, are these 'breachers' any useful? I don't trust we have many hedgegrows in Russland anyway but we sure would get rid of those minefields.

    Thanks for the attention.

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