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mjkerner

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  1. Upvote
    mjkerner got a reaction from MOS:96B2P in units running from cover   
    Coming out of lurk mode (I lost my CMx2 mojo big time months ago and just can't find it anywhere! Any of you seen it?  Police were no help...). Anyway, proXMAZ, I just gave it a shot--twice. My guys didn't run on Turn 1 on either of the two first turns, but if they had, they would most likely have headed East, right down that road, across the river, and into their compatriots' arms, just like your pictures show them starting to do. That's because the East side has been designated by the designer/author as the US friendly side.  That's where panicked or otherwise AI-displacing troops generally head for--the designated friendly side.  It doesn't seem a bug (unless the fact that they are even displacing under those circumstances could be considered a bug) so much as a scenario design issue.  After all, there are Unfriendlies in between the ambushed force and the apparent safety across the bridge, so following AI protocol they will run them right past the bad guys.  And as far as panicking, considering they are scouts, on the bad guy side of a river, with 3 Strykers KIA and the surviving one immobilized, that's not too much of a stretch.
  2. Like
    mjkerner reacted to danfrodo in Rome to Victory Release Date   
    This is fascinating.  We are all watching for signs, like looking at the entrails of a sacrificed chicken, so we can predict when new module will be out.  Except that those in control don't actually know when it will be out because they are fixing this & that as they find further issues.  It'll be out when it's done.  except that the liver of the latest chicken I sacrificed was VERY healthy and fat, therefore October release.  Except that the entrails seemed to indicate a possible slip into November due to the Gods displeasure with the slightly imperfect way in which I cut the chicken's throat, which was I am sure at least somewhat offensive to some of the lesser Gods though unnoticed by the greater Gods but the lesser Gods will now lobby for delay, possibly leading to the greater Gods, being capricious simply because that's a way to exercise and demonstrate their power, reconsidering October, as they had done for September and August.  So as you can see, the omens are mixed and portend for both soon and delayed release.  Also, some of the Gods are angered by run-on sentences, so now I've done it.
  3. Like
    mjkerner got a reaction from hundtand in USMC Helmets and Gear   
    Hi hundtand, thank you for the kind words.   I'll see if I can explain how... the game provides only one default Marine desert marpat helmet.  It is named "smod_american-marines_helmet-soldier", so when not using any mods there is only the one default texture for all Marines. My moddded helmets come in packs of 5, named from "smod_american-marines_helmet-soldier" to "smod_american-marines_helmet-soldier 4", so there is no way for the default texture to show up when using the mods because it's overridden by the one in the modwith the same name. However, if you take the texture you want---you'll need to rezExplode brz 200a in order to get the default marine helmet texture, found in the the "uniform" folder--and place it in whichever helmet mod folder you are using, overriding when prompted, it will replace the modded one with that name.  You could also rename the original helmet texture as "smod_american-marines_helmet-soldier 5", and it will be added to to the helmet selections in that particular mod.  You can add as many as you like, or add other modded helmets, as long as you keep the numbers sequential.
    I hope I have I explained it so you can follow. Technical writing is not my forte.☺️
  4. Like
    mjkerner reacted to The Steppenwulf in Combat Mission: Modding tools   
    Yep this is easy, I'll get packaging everything up as soon as I get an hour. We're still waiting for CMmods 4 to activate though. Been waiting for weeks now to upload my new Sf2 UI mod. 
  5. Like
    mjkerner got a reaction from IanL in Rome to Victory Pre-orders are now open   
    Yes you can, Ian (disks, anyway. I have the CMSF2 disk sitting on a shelf atm).  I always order them along with digital downloads. I like having the physical copies around. Gives me a sense of ownership, lol!
  6. Like
    mjkerner reacted to Mord in Steppenwulf's Modded Flavour Objects for SF2   
    Nice. Blimey had a some rusted BMP and soviet truck hulks made a long time ago but they never got released. Problem is they don't function like real vehicles for blocking incoming. I've made a few suggestions for BF to give us a fifth vehicle state, "Parked". It would just be a stationary vehicle with no infantry, it would block line of site and take damage and catch fire when fired on. One can dream. Anyway, good work, man.
     
    Mord.
  7. Like
    mjkerner got a reaction from Sgt.Squarehead in WIP: British Army Uniforms, Helmets, and Gear   
    Thanks for the encouragement, Splinty.  Settling up my Mother-in-law's estate, cleaning out the house, etc., etc. has been taking up most of my time.  I also hit a big snag with the mod, when I discovered that a part of one of my template layers was fipped around. It was the seams in one of the base layers, so I wasted a lot of work and time. Don't know how I missed it.   Fingers crossed I can get this out the door in a week.
  8. Like
    mjkerner reacted to danfrodo in Headcount - Please Fix It!   
    Getting one man team is easy.  All I have do is say "glad that area is cleared" and send forward an entire squad.  60 seconds later I have a one man team.
  9. Like
    mjkerner got a reaction from zinzan in bug in CMFI when requesting the open command   
    You bet.  By the way, it was Vin's Animated Text mod that consistently causes problems if left in the Mod/Z folder while installing the games/modules.  Something to do with the fact it changes the string text.  I haven't used it in ages, and so it's not in my mod folder.  The last few times I had to do the install dance, I left all my other mods in (about 200) and had no problems.
  10. Like
    mjkerner reacted to MarkEzra in hummm patche 4, I need your opinion   
    @Macisle  Thank you for posting and especially sending me a save file.  First I gotta say... Glad the AI and me are giving your boys a good fight!  Now that I have that out of my system here are results of my elevation review:  As you can see your Axis units are the x in the red circle... elevation 21.  Your Allied attackers are in several locations.  But it appeared to me some pretty effective fire came from across the river Elevation 23.  Behind your units the elevation increases to elevation 22.  Your 2 units under fire attempted to evade. one ended up back in those foxholes.  the other sought lower elevation tiles and died trying.  But I think we can all agree retreating North was all uphill. I took a good look at that House.  Why wouldn't they just go there?  While it offers good cover and concealment, it's a long way to run over open ground while under accurate automatic weapons fire from higher ground. Those poor lads had three bad choices... and the dice got rolled.  
    ON A SIDE NOTE: My beta testing job is to provide my observations with supporting documents.  My job is not to provide my personal opinion... BUT if you would allow me a slip of the tongue here.  I get what I'm seeing seems counter intuitive... but it just makes such good sense when I examined that map.  I been testing war games for 20 years.  Over that time I've learned that it's Never about who's right but What's right that matters.  That's why player questions and feed back matters.  Thank you.
     
     

  11. Like
    mjkerner reacted to sburke in Afghanistan - The Current Situation   
    That is called politics.   Every administration does it regardless of party.  One thing I really liked about that Iraq study is it pulls no punches.
  12. Like
    mjkerner reacted to ncc1701e in AI triggers small tutorial   
    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups.
    AI group number 2
    This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2.

    AI group number 3
    This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3.

    AI group number 4
    This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4.

    As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  13. Like
    mjkerner reacted to ncc1701e in AI triggers small tutorial   
    The 2D map view is below.

    First thing to do is to paint terrain objectives that will be used to activate the triggers. You can have up to 15 objectives. Some of them to be used for victory
    points, ... some will be used for triggers. I am using Terrain Objectives (Blue) since I am acting on the Blue AI.

    Objective number 1
    Objective number 1 will be used for activating a first trigger to change the on map mortar fire from Target 1 to Target 2. Remember, I want to avoid friendly casualties. I am declaring Objective number 1 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 1".

    Objective number 2
    Objective number 2 is basically the same but it will be used to change the on map mortar fire from Target 2 to Target 3. Again, I am declaring Objective number 2 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 2".

    Objective number 3
    I want my 3rd platoon to react to an enemy move. So, to show how it works, I have created Objective number 3. I am declaring Objective number 3 as AI Trigger (enemy) because it is triggered by enemy forces reaching this terrain location. I am calling it "Trigger Red 1".

    Here is the 3D view in Scenario Author Test mode. The triggers are invisible playing in normal modes.

  14. Like
    mjkerner reacted to ncc1701e in AI triggers small tutorial   
    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after.
    Here is my small force.

    They are facing those enemy positions.

    And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial.

    I would like to teach the AI to do several things.
    Phase 1:
    The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move.
    Phase 2:
    While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch.
    So how I can do this using the editor and AI triggers?
    To be continued...
  15. Like
    mjkerner got a reaction from Blazing 88's in Saumur Panzer IV/H in full array out and about   
    What’s wrong with its butt?
  16. Like
    mjkerner reacted to ncc1701e in What Are You Reading?   
    Currently reading this... Just imagine the TacAI learning game after game how to destroy you !!! 🙂

  17. Like
  18. Like
    mjkerner got a reaction from DerKommissar in Saumur Panzer IV/H in full array out and about   
    What’s wrong with its butt?
  19. Like
    mjkerner reacted to RepsolCBR in Let's make QB more interesting   
    Yepp 😎
     A nice new feature for the QBs could perhaps be to include a function that would allow one player to pick and deploy the forces of the AI side and then 'save' the game...upload it to a special thread/location on these forums ( or elsewhere ) to allow other player to download this save and load it into the QB interface as the AI side...pick his own forces...click go ! And the QB battle would start with the AI commanding the forces picked by the first guy...😁
    This way we could help eachother to build up a 'pool' of QB battles picked and deployed by a human but playable as singleplayer vs the AI...
    Hopefully a decent pool of such scenarios could soon be avaliable...they would be doable with a very limited effort on the part of the picker i think...
  20. Upvote
    mjkerner got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Okay, okay, grab the ¥§$#@& tires and put ‘em in your stupid sandcrawler, but then get the hell outta here, ya little sh*ts!
  21. Like
    mjkerner got a reaction from Splinty in WIP: British Army Uniforms, Helmets, and Gear   
    Thanks for the encouragement, Splinty.  Settling up my Mother-in-law's estate, cleaning out the house, etc., etc. has been taking up most of my time.  I also hit a big snag with the mod, when I discovered that a part of one of my template layers was fipped around. It was the seams in one of the base layers, so I wasted a lot of work and time. Don't know how I missed it.   Fingers crossed I can get this out the door in a week.
  22. Upvote
    mjkerner got a reaction from Warts 'n' all in US Helmets   
    Hell, it's bad enough at 65.  I'd say you're doing pretty well for 400!
  23. Upvote
    mjkerner got a reaction from MOS:96B2P in New Scenario: Coup D'etat   
    Great minds think alike! Well, your great mind thinks like my run-of-the-mill mind, lol.
    But, after re-reviewing MOS' description, and then going back to his other masterpiece (My mind forgot the g-damn name in like 5 minutes--what?..I told you it was run-of-the-mill!), I'm not even going to bother making my own scenarios (which I have always done, in all the titles), let alone one for the public.  Genius is just too difficult to follow.
  24. Like
    mjkerner reacted to Howler in Inaccurate Mission Briefings   
    While there are discrepancies in a few standalone scenarios, you guys (designers) did a great job handling the update overall. I treat such inaccuracies as either bad intel or to reinforcements being delayed in some unexpected manner. As a veteran of CMSF,  I appreciate the improvement of the AI play over the original and don't get too worked up over the odd SNAFU.
    I haven't encountered any game breakers yet. Not having played Semper Fi, as I'm still nine engagements (completing) into Task Force Thunder, I do understand the concern the OP may have especially if he's never experienced CMSF (to serve as a sanity check).
     
  25. Like
    mjkerner got a reaction from RockinHarry in The Civil War is back on the menu, boys!   
    Still a lot of work left on these and others, Mord, but it's a start and I'm having fun.  Won't get much done now until after Christmas.
     


     
    Africa!


     
    Marxist Insurrection!


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