Jump to content

RepsolCBR

Members
  • Content Count

    1,112
  • Joined

  • Last visited

  • Days Won

    2

RepsolCBR last won the day on January 12

RepsolCBR had the most liked content!

About RepsolCBR

  • Rank
    Senior Member

Profile Information

  • Gender
    Not Telling
  • Location:
    Kristinehamn, SWEDEN

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The HUNT command might be kind of a victim of the limitations with the WEGO system. Having the AI run the show for an entire minute in these situations where we use the hunt command is tricky to get right i belive. Sometimes we might want the hunt command to aqctually halt any advance and hit the dirt as soon as the unit spots an enemy or is somewhat close to incomming fire. Other times we might want the hunt command to act more as a 'carefull advance' and not having the troops stop and hit the ground as soon as a few builits start flying in the vicinity but still using the low/ready stance . Having a to sencetive hunt command might very well lead to something that sburk mentioned here... I have had this issiue several times, atleast pre V4, where my hunting troops halt over and over because of nearby fire. Sort of screwing up the timings for my overall avance somewhat. Many times i have decided NOT to use hunt for this very reason and instead used another movement option to make sure that my intended move did not take something like 5 minutes (halted several times) to complete. Maybe it would be a good thing if we could get two seperate orders for these situations. Keep the old HUNT and have it work pretty much as is (or even more sencetive). Having the troops stop and hugg the ground as soon as they are seeing enemy troops or are noticing incomming fire in the close proximity. A second version of this order could perhaps be something like LOW AND SLOW...The troops will move forward in a crouched mode with weapons at the ready and not stop until they take some serious fire/ casualties (like other movement options). This option should keep the stealthyness of the original HUNT command. Should the LOW AND OWING troops stop to return fire periodically 😎 I don't know
  2. RepsolCBR

    Kharkov Map Sneak Peak

    Macisle, what kind of specs are you running on your machine ? Do you think something like this will be possible...performace-vise ? On atleast 'above average' computers... Or have your testing indicated that using the entire map at once is out of the question...?
  3. RepsolCBR

    Kharkov Map Sneak Peak

    And a good point it is...One that needs considdering.
  4. RepsolCBR

    Kharkov Map Sneak Peak

    Setup zones for the AI might need to be restricted to - the first floor - to avoid the chans of the AI deploying troops on those balconies. I don't know if the AI ever deploys troops on balconies though. The option being to manually place the AI troops at desired locations (whitout setup zones). I usually find that this works better. Might ruin some of the randomness/fog of war but i Think this is a very minor issiue. Better to get the troops deployed where you like them (Place them you self).
  5. RepsolCBR

    Kharkov Map Sneak Peak

    Yepp...might be worth mentioning in the designer notes or in an attached PDF file or maybe in the release annoncement and if possible as a mapdescription at the scenariodepot or wherever you chose to upload it to. It will be no problem to handle this if the players/designers are aware of it...
  6. RepsolCBR

    Kharkov Map Sneak Peak

    Yepp ! best option we currently have imo...
  7. RepsolCBR

    Kharkov Map Sneak Peak

    Judging by the pictures/videos...A worthy contender for the title 'greatest CM map ever' i belive. I'm impressed ! This really gets me longing for persistant map damage though. That would be totally cool. A campaign on this map with such a feature implemented.
  8. RepsolCBR

    Basements?

    Yepp ! I agree...Up them all, i say 😉
  9. RepsolCBR

    Basements?

    AI Groups is what the scenario designers use to...move the AI forces around in a single player scenario. We currently have 16 of those. You can think of them as individually acting/reacting units. You place a number of units from the AIs OOB into these groups and have them act together. For example one Group could perhaps be 1st platoon of an infantry Company with... lets say 2 attached (put into the same Group)sniper team. The second Group is the Hvy weapons platoon and and the third Group is the two remaining platoons with maybe some pioneers. Pretty much Everything the AI troops will do during the battle they will do...as part of these Groups. The designers have the ability to set a number of parameters that to some degree dictate how these Groups will act...if they will attack, assult, area fire or do some other things like or hunker down, ambush, run, move slow etc, etc... Now...let's say you would like to design a singleplayer scenario with the AI acting as the attacker. The player gets a Company sized force to defend with. Then following the 3-1 rule the AI will need something like a battalion for the attack. Perhaps supported by a number of AFVs. Having 16 AI Groups as we do now pretty severely limits how flexible the AI can be in the attack. The Groups will get to big ! The scenario designer sets the general 'rules' for these Groups with his programing...Where to move, when etc but it is the AI that then handles how these groups actually perform given instructions. And the AI is not 'the best' at this. It is not terrible but it leaves a lot to be desired. With MORE AI-Groups the designer will be able to 'help' the AI by giving more precise instructions to smaller teams. Making the AI more FLEXIBLE and able to carry out said instructions in a better way ( hopefully 😉 ). The AI is far better at handeling something like a squad or...two squads in an AI Group compared to handle 2, 3 platoons with sub units/ Group. When you design scenarios you become very familuar with what the AI can 'handle' and what it can not. The limitations are pretty severe. Having more AI Groups would be... AMAZING ! 😀
  10. RepsolCBR

    Basements?

    32 AI-Groups 😎... Adding something like this would significantelly increase the challange of fighting the AI. 32 Orders/ Group where implemented a while back. 32 AI Groups seems like a logical next step and would be much, much apprisiated ! or A complete remake of the AI artillery programing interface... Programing some decent AI artillery support with the current system is a real pain ! to much randon, to limited and VERY frustrating. We have seen no changes to this system in a very long time i belive (maybe since the start of CM2)...It is high time to get this right. As a designer currently you have some decent controll of the pre-bombardments...but thats about it. NOT GOOD.
  11. RepsolCBR

    Scenario designing with AI

    You're welcome...Good luck with the scenario designing !
  12. RepsolCBR

    Scenario designing with AI

    No 😎 Bad choise of word from my part...This is not cheating but i don't think that BFC originally thought of this possibility when they added the area-fire feature with the V4 update. If they had realized this neet trick they ought to have mentioned it in the patch notes or in the V4 manual. Having this possibility when programing the AI plans is a BIG ! improvement and should have been well described imo. This trick have been known on these forums for quite some time though and i'm pretty certain that a fair number of the upcomming 'stock' as well as comunity made scenarios will be taking advantage of it. This is a POSSITIVE sideeffect of the area fire feature i belive it should be taken advantage of ! Cool ! 😀
  13. RepsolCBR

    Scenario designing with AI

    It's kind of a 'cheat' with the areafire function introduced with the V4 update (i belive). In the editor the areafire function allows you to 'paint' an area on the map and assign an AI Group to fire at that location ones they reach a certain waypoint (orderlocation). This is sort of a compliment to the usual paintings of order(locations) that you make for each waypoint you want your AI Groups to take. Place your waypoints (orderlocations) on the map...order(location) one will move the AI-Group to location 1. order(location) two will move them to location two and Three to three and so on. What areafire allows you to do is having your AI-Group start to areafire at the location of your choise ones they reach a certain waypoint. If you for example would like them to start to area fire at a set of buildings as the reach waypoint (order(location)) 2 then in addition to painting the usual orderlocation for the waypoint you may also add this new areafire function to this order (waypoint). Hold down the correct key combination (i don't remember it right now but it is something like CTRL or ALT i belive) and then paint the area around those Buildings you want you would like the AI Group to fire at. Remember to have ORDER 2 selected when you do this so the area fire 'connects' to the right waypoint. Now the AI Group will fire at these Buildings until they start the move towards order(location) 3. Or until they run out of ammo. You may use this function with your on-map mortars also to get a bit of indirect fire support going. But it has to be ON-MAP units. Therefore mortars. Assign your mortars to an AI-Group and place them on the map. The way that ORDERS (orderlocations) work is that if you don't paint any terraintiles for a certain ORDER the your AI Group will remain in Place where they are for that ORDER and not move anywhere. The way you can do this is...Select the AI-Group assigned to your mortars and for ORDER 1 do not paint any tiles (the mortars will show up where you placed them in the deploymentface in the editor and stay there.) Now to get the mortars to start to fire at the desired time either set the EXIT BEFORE/AFTER on ORDER 1 to the desired time or if the bombardment is ment to start as a result of a trigger set it to WAIT FOR TRIGGER. On to ORDER 2 (the shooting part...) Don't paint any tiles for ORDER 2 either. No ORDER-tiles (waypoint) that is. This way the mortarteam will remain in Place for ORDER 2. What you should do however is to paint the location you want your mortars shooting at. Hold down the corract keys for areafire and paint the 'target area'. To time the lenth of the bombardment set the EXIT BEFORE/AFTER for ORDER 2 to the appropoate time. Or if you so desire use WAIT FOR TRIGGER (a triggered event will stop the bombardment.) In order to get the bombardment to stop we need to add a third ORDER. For order 3...paint NOTHING ! No ORDER(location)...that is waypoint...also do not paint any AREAFIRE location for ORDER 3. This way ones the AI Group with the asigned mortars 'move' to their third waypoint (order) they will remain in Place and also stop areafirering. The barrage is over ! I may not have descibed this in a very good way above but if you manage 'understand' and do it like this...It will work ! You will be limited to mortars though and you will need to have atleast one spare AI Group for you mortars. It may not be a perfect solution but i think that for something like a company sized attack 'mid-battle' it will do nicely. The heavy bombardment (caliber) should be finished ones you start to advance unless the map is very large perhaps. Pre bombardments work fine for this... Yepp ! Hope this is somewhat helpful 😎
  14. RepsolCBR

    Scenario designing with AI

    One option you could use is on-map medium mortars unless you find their caliber to be to low. Put the mortars into an AI-group and have them area fire at the desired time and location. This way you can get the AI to support the AI assult. The start of the barrage can be set either by the gameclock or by a triggered event and they will bombard where you tell them to and stop when you want them to (gameclock or trigger)
  15. IIRC it's the FXAA in the Nvidia panel that needs to be TURNED OFF...
×