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Freyberg

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Everything posted by Freyberg

  1. It's an excellent scenario - I played it twice, first H2H, then against the AI. I can't remember the precise outcome of the H2H battle, but I remember it was exciting and close. It's an Italy scenario, so as Allies I was aggressive and used weight of numbers. I probably lost (which is not unusual), but I do remember it was very close. Against the AI (much more recently) it was also fun and exciting, with high casualties, but it wasn't too hard to get a total victory against the AI. I seem to recall it was a real combined arms operation. Using artillery was quite important, and once there were a few gaps in the German line or they were suppressed, there were some blind spots I could push men through.
  2. Many of the QB maps in Market Garden were particularly nice too, especially in comparison to the QB maps in the base game of CMBN, which were often rather minimal.
  3. I bought Commonwealth and the base game together and Market Garden soon after, so my recollection is muddled, but the British Paratroopers were new to Market Garden weren't they? And it had some wicked urban maps and scenarios...
  4. Admittedly, I've been a good a good customer over the years - I think I've bought all the CM games, modules and packs except Afghanistan - but this price is insane. First I bought the Shock Force 1 big bundle on special for the price of a restaurant meal for two, and now you've basically sold me the Big Bundle upgrade for the price of a takeaway curry and Naan! I don't know how you expect to make a living - but thank you though
  5. Perhaps there are only 3 people on the forum who have expressed some degree of support for this simple and minor improvement, but thank God we have the snide-police, that tiny elite group who police the forum, ensuring only their ridiculous ideas (like the endless discussion over the daft idea to completely disable the game so as to turn it into a completely command-level game; or CM Pacific, or CM Fulda Gap) can be discussed. I mean, God forbid there should be random discussions and polite suggestions on a discussion site.
  6. I've had games where I wish I could have just another 5-10 turns, where the AI surrendered when I just about had a flank shot on that King Tiger or where I had an awesome barrage 2 minutes from falling. It's a non-solution to say you can tweak the editor, because this is not something that you want in every game, and because using the editor means you have to start the game again from the beginning. If there were an option upon AI surrender to click a button to extend the game by 5 turns or 10 turns, I would enjoy that.
  7. Spotting does seem to have become harder in recent updates, but that's OK - it's part of the fun...
  8. Another factor is that he is a Company HQ, not an Observer team. I haven't had much luck with HQ as spotters teams myself, so I usually buy at least a couple of Observers.
  9. I've seen tanks firing with both MGs before, but at the same target (although I've never really studied it). I've never been able to get a tank with damaged turret weapons to target anything, or noticed if they use the bow MG on its own in that situation...
  10. I didn't see it like that - I didn't find the killing of prisoners heroic, but horrible. However, things of that sort did happen. I took it that Brad Pitt's character was meant to be a screwed-up anti-hero with a lot of disgusting qualities. That disturbing scene with the German women reinforced that.
  11. OK This one is the best one so far. I've been fascinated by the idea of modern constructions as 'urban fortresses' (of the sort that so often seem to feature in news stories of war zones) - this one is based around a football stadium, but includes some rather robust apartment blocks and shopping centres (featuring multiple modular buildings to give them interesting interiors and make them difficult to destroy), as well as suburban shops and houses and some wide open spaces (such as car parks). I took quite a long time clearing out interior walls in the larger structures, making doors match up and so on. There are few structures where you have to blow your way through interior walls, and some of them (the stadium in particular) feature large amounts of open space, long corridors etc. which I think is realistic. I also spent several hours adding street lights and one or two other flavour objects (streetlights in particular make maps feel really immersive IMO). There are aspects I'm not quite sure about (I haven't play tested all the interiors, so I don't know how much fun they'll be). The zip file contains the master map and some of the slices - not all of which are equally useful (just playing around at the moment). Maps download: https://www.dropbox.com/s/7fk4g2xz9v43mi6/Stadium_Map.zip?dl=0 Apologies for rough edges - I hope you enjoy it Here are some images:
  12. Yeah - I'm not trying to do too much - I just want a slightly active defence. Having played literally hundreds of QBs (what I play most of), I feel quite sure changes of the sort above - none of which are particularly extreme - would improve QBs significantly. Reasonably often, QBs end because the AI defender does something completely daft, like a Panther turning its rear armour to attacking Shermans, or a tank sitting completely stationary for the entire game while I sneak up on it. The times AI works well, I think the designer must a genius at guessing what direction and timing an attacking force will take. Triggers are a great idea - but I firmly believe a little bit more should be added, which would make the AI enormously more satisfying to play. This is particularly true for QBs.
  13. I was testing CMBS - which seems to be a much quicker game in terms of AI - and for a tank even 5 repeated orders only resulted in a pause of about a minute. I agree with the reinforcement by trigger though
  14. I've been trying to learn the AI (using Black Sea, because I enjoy creating modern maps) I want to create a fairly simple AI that does more than simply sit passively or attack aggressively - in particular I want to have tanks relocate from time to time to create more of a challenge, doing 'shoot and scoot' in effect, rather than just wait for the player to hunt them down (which commonly happens in QBs) - and I'm trying to do this with QB maps, because they are more reusable. At the moment, the AI allows you to do one of the following: a single action based on a terrain trigger an action or series of actions that happen immediately in sequence, with a pause of only a few seconds* an action or series of actions that happen according to a strict timetable (based on the game clock) (* using a Russian tank crew: regular , -1) I would love to have a series of timed orders, each triggered by the enemy reaching a certain phase line, but this is not possible - terrain objectives can only usefully trigger one order. -- My wishlist, most of which doesn't seem extremely complicated, would be as follows: SIMPLE THINGS Basic changes Armour should not turn around and face the rear unless given a dash order - but should remain facing the enemy's friendly edge or the last known location of enemy Orders: to be able to include pauses, instead of timing only by the game clock (this is huge - it would make the AI much easier to use for a non-expert.) a withdraw action that doesn't make a tank automatically pop smoke a hunt order (the advance order for a tank, even in 'careful' mode moves forward quite quickly) Triggers: a casualty trigger, so infantry can withdraw after a certain % of casualties - this could be unit-based or as a % of the whole force Other Let the designer of a QB map specify in the AI, which types of units will belong to each AI group (e.g. Infantry, weapons teams (e.g. grenade launchers & HMGs), AT teams, observers, light armour, heavy armour) - this would allow much better QB AI LESS SIMPLE THINGS allow an order to be skipped (i.e. 'can skip' option in order screen), to enable simple conditional branching triggers on enemy behaviour (e.g. on enemy fallback or enemy tank/s destroyed) triggers on intangibles/morale (e.g. trigger when 'overmatched') -- Personally I've found it hard to get a reasonably 'active' defence from the AI. If there were pauses and a 'skip order', it would be relatively easy to get some moderately realistic behaviour from the AI without being such an expert as can predict what the player will do. This experience has made me respect the map and scenario designers all the more, having seen how difficult it is - but if the AI were a little more flexible and intuitive it would help long-term noobs like myself contribute useful content to the community
  15. I'm having a lot of fun making urban/suburban maps for CMBS (as an old Sim City 2000 addict), and enjoying playing on them (although the AI is proving difficult) - the tall buildings and modern flavour objects make some very immersive modern city environments. As someone who prefers WWII, a good map, where I can really feel like I'm really playing in a modern environment, makes all the difference to enjoying CMBS. The maps that seem too much like CMRT are not immersive for me. I enjoyed the CMBS urban maps much more when I went in to the editor and added streetlights and traffic lights. -- So this is not a criticism - I've grown to enjoy CMBS (it took time) - but an ability to make more modern-looking maps would be a big advantage. My wishlist would include the following: TERRAIN landscaped and suburban flower tiles (visibility like wheatfields) Enable stepped terrain more easily - to create 1+m drops from one elevation to another (at the moment this only works with large gaps in elevation) FENCES Tall chainlink fences* modern lightweight fences (e.g. lightweight wood or sheetmetal) - a total visibility obstacle but not very protective, with tall fences passable with difficulty by infantry, but easily passable by light armour road barriers ROADS/PATHS steps Improved paved/highway tiles (I haven't been able to produce a good highway with the highway tiles - there seem to be some missing) ramps BUILDINGS all glass frontages garages (I've been using barns, but they look odd) A wall type for modular buildings that is open but with a parapet, such as you would have in multi-level car-park. Open-sided metal towers and stairs such as you see in heavy-industrial sites (the simplest form of which could be placed alongside other buildings to form climbable external fire-escapes) More modern houses and small shops The ability to remove floors in buildings (the way you can currently remove walls) to make large interior spaces) To be able to shift-click on interior floors to make them cement (instead of wood) FLAVOUR OBJECTS Billboards Highway overhead signs -- [ *this very good suggestion was made by Ithikial_AU ] in the thread happy-new-years-day-2018-look-ahead
  16. Thanks for that - apologies for being lazy and posting my question before reading the Engine manual (I'm reading that section now). I have to admit, there are a number of things - some small, some possibly a little less small - that BF could do to make the AI more responsive and to make the interface more usable. Some more things I would add to the (short and fairly modest) wishlist above would be timed pauses (not based on absolute clock time) simple conditional branching - this would only have to be very simple to add a lot to the game, such as a checkbox that would allow an order to occur even if the previous order/s had not been completed.
  17. Yeah, I thought about that - it's a very fiddly workaround though, for what should be a straightforward series of pauses. And if the other unit is knocked out or fails to fulfill its orders, the trigger won't happen. I hope BF add some flexibility to the AI in future patches or updates - it doesn't sound like a major overhaul would be required.
  18. No, I think understand them perfectly well. What I want is a series of timed orders to proceed from a single trigger event, not at a pre-set time. Like this: order 1 (triggered) (pause) order 2 (pause) order 3 ...and so on. The triggered order is easy - but because the clock in the game is absolute, other orders cannot follow from a triggered order.
  19. Thanks - I thought that might be the case - that's a bit awkward then. Has anyone developed a workaround to allow a series of orders to follow from one trigger event?
  20. I think we understand very well what the CMSF upgrade will be - and we are grateful for it. It wasn't clear that that means that there will be no future additions to CMSF, which seems to be what you're saying.
  21. 1) Triggers I'm playing around with the AI - it's fun and I see that a lot is possible, but it would be useful if other events could trigger an order. Some useful events would be: Casualties/damage i.e. - you could order a unit or vehicle to move (or retreat to a fallback position) at a certain percentage of casualties or damage (the damage one is not so important, as tanks tend to retreat anyway) Enemy retreat Unit engages and doesn't move to next order until (or unless) the enemy retreats (although I could see that the coding for this might be complicated). I know that you can set up something along these lines with target objectives, but simply responding to enemy activity would be simpler. 2) Advance/Assault etc. It would be useful to have other orders apart from advance, assault etc., such as: retire So that tanks could be made to reverse, instead of turning round and showing their rear armour - it's weird that when retreating they sometimes seem to turn around (I'm just assuming this is what's happening, because I've seen this behaviour quite a lot in QBs - or is this a feature only of the 'quick' and 'dash' commands?). hunt Like the hunt order in the UI - so that a vehicle or unit would stop and engage on contact and not proceed from that point - its order would be considered to have been completed.
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