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MOS:96B2P

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Everything posted by MOS:96B2P

  1. THIS!! The conversation has partially evolved into why Ukraine intentionally attacked civilians and if their attack on civilians is a good idea or not. The Ukrainians probably attempted to attack military, logistic targets in the Moscow area. If there was any collateral damage and civilian deaths in residential areas it was probably unintended. This seems like a basic reasonable assumption to start with. At least until there is reliable evidence to the contrary.
  2. I play around with the elevations until it looks right. You may also want to see if changing the type of water tile does anything (water, shallow ford, deep ford). I would try to also terrain lock all the tiles to include one next to the bridge. @Suchy do you mean it's not possible to get rid of the bumps for this specific bridge type in this specific title? I know I've played scenarios with railroad bridges that did not have those bumps. But if it is a problem limited to a certain bridge or game family maybe I missed it.
  3. @Beleg85 It was from Haiduk's post below. But I might have misunderstood or maybe the entire unit did not cross the border? I took it to mean the units were x kilometers away from the border and into Russia.
  4. Is this just a raid or more of a diversionary attack prior to the main counter offensive? If a raid the raiders would generally leave the area fairly soon. If its a diversionary attack they might hold until Russia is forced to redeploy units to force them back across the border. I thought I read that this raid/diversionary force had around 7000 troops with tanks and helicopters. It will be interesting to see if it's another raid or more like a take and hold (for awhile) diversion.
  5. The commander of that unit needed to hit "Alt T" on his keyboard.
  6. Good job. Thanks for putting this together.
  7. What Centurian52 said. WEGO also facilitates the learning process. In real time you will often miss something that happened on the map. 2nd Platoon lost two tanks while you were concentrating on 3rd Platoon. With WEGO you can rewind and observe every platoon for their minute of action. The turn can be replayed until you hopefully understand why/how those two tanks were destroyed. Then with that lesson learned you adjust your tactics and play on. Also replay facilitates screenshots. Replay, change the angle, zoom in until you get a cool screenshot of the action. A screenshot from each game since, as a CM addict, your going to eventually get them all..... CM Battle for Normandy CM Red Thunder CM Afghanistan CM Shock Force 2 CM Fortress Italy CM Final Blitzkrieg CM Cold War CM Black Sea Goood luck!
  8. Lots of interesting stuff can be done with AI plans. I think I almost like working in the editor and experimenting with AI plans more than I like playing the actual game. Another way to accomplish this same timing event would be to use an orders trigger instead of a terrain trigger. But not a big deal unless you are short of terrain objectives/triggers. So instead of a terrain trigger in the third building the ambushing unit would respond to an orders trigger. After the timing unit (AI 2) in the building started moving it would eventually reach order #30 (or whatever is appropriate). Then the ambushing unit would be triggered by order's trigger A2 Order 30.
  9. Welcome to the CM addicts self-help forum. If you have questions or need help with anything this is the place to ask.
  10. +1. Interesting stuff. What size is your map in the editor?
  11. Combat Mission Red Thunder and Fire & Rubble (with some mods). Also included but not shown below are Kriegsmarine, Luftwaffe and Volksstrum. Tank riders. Partisans Lend Lease Bedspring armor. Just Because
  12. Do you have the NATO module installed? Paging @Paper Tiger
  13. +1. You are a great man among good men. Minstrels will sing songs of your accomplishments at The Few Good Men.
  14. I agree with you. When BFC provided triggers they also provided a partial work around for the above points. The AI order for area fire “Ctrl” can be used with triggers and on map AI mortars for indirect fire. The AI on map mortars can be triggered to start firing at an objective once the enemy occupies it. The AI mortars can also be triggered to stop firing once an AI friendly unit moves into this location. A proper improvement as you noted would be even better. Some cool things can be done with the "Ctrl" - Triggers - On map mortars. And just because were talking about mortars.
  15. If you follow the link in Aquila's signature mods. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 And scroll down about 33 entries there is an African forces mod. Not sure if that's the one your looking for.
  16. The rules. https://drive.google.com/file/d/1AZinB3aZmT6yAnTzoji5LZeW7jpP9WV9/view The topic
  17. +1. Lots of interesting things can be done with the AI. Looking forward to this.
  18. Interesting stuff. Something similar will work to accommodate players who want extra time in scenarios. Example: The scenario time limit is set at one hour and the briefing advises the player he is expected to be finished in one hour for maximum possible VPs. However the actual scenario is longer than one hour. If the player decides he wants (or maybe needs) to go past one hour mark he can. But at about one hour and five minutes the AI spawns a reinforcement on a touch or occupy objective worth a modest amount of VPs. This reinforcement typically spawns inside an inaccessible building in the AI corner of the map. A small building with no doors or windows in heavily forested tiles surrounded by swamp tiles. The touch / occupy objective is scored to keep the player from total or major victory but will not by itself defeat the player. So the player has a choice of playing in a more methodical slow way or going for the max points in one hour. This method helps to accommodate the two different styles of play. I often include friendly reinforcements which are OpFor spot objectives. I learned this from @George MC. Example: At 20 minutes into the scenario the player receives a platoon of tanks as reinforcements. They spawn in an area out of sight of the AI OpFor. The briefing explains this platoon is part of the battalion reserve or some such. The tank platoon is a 300VP spot objective for the OpFor. The player now has a choice. Accomplish the mission without the tanks and get the maximum VPs possible or maybe use the tanks to take more occupy objectives. If the remaining occupy objectives are 400 VPs maybe it is worth using the battalion commanders reserve? IMO decisions are part of the fun of the game. I've used this in scenarios like Kriegsburg, and Alarmeinheiten. I think I used both the extra time method and spot objective in Coup d'etat. A lot of fun and interesting stuff working with the AI.
  19. +1. Interesting stuff. IMO these rules are the best way to play vs the AI.
  20. What In the conflict ravaged former British Colony of Sierra Leone, on 25 August 2000, a R IRISH patrol was captured by the West Side Boys. The patrol members were held hostages in Gberi Bana North of the Rokel Creek. In response to the crisis, the UK launched Operation BARRAS deploying both D Squadron 22 SAS and A Company 1 PARA to recover the hostages and defeat the West Side Boys. This scenario recreates A Company 1 PARA’s clearance of Magbeni on 10 September 2000 and is based on an account written by Major Lowe, the company commander in the British Army’s Tropical Operations Manual. https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/op-barras-cmsf-2/ Above is a scenario set in Sierra Leone.
  21. What @Vergeltungswaffe said. Also, I suspect a better way to solve the "its difficult" problem is to play turn base instead of real time. Especially when your first learning the game. In turn base you can rewind the turn and watch multiple times from different angles and zoom levels. You can also watch all the many different actions that took place across the map. This facilitates the learning process for the player. IMO this makes it easier to understand why something happened and then adjust your tactics and SOPs. At least, in theory, you should learn much faster and understand things better. I've been playing Combat Mission games for over ten years and I would struggle attempting to play a campaign in real time (actually I would never attempt it ). RT time probably works best with small scenarios with fewer units (maybe no more than a platoon of infantry and several vehicles?). I would politely suggest to, start out turn based and ask lots of questions on this forum. You can always attempt RT after you get more comfortable / confident with the game.
  22. Okay, I got a chance to look at my notes. The below is what I found that most closely referenced your question. It was a forum discussion posted in November 2021 in the general discussion forum reference core units. Question: I've compiled the campaign together with the scripting file, I'm noticing that my core units are being completely replenished at the start of the 2nd battle, which is not what I want. Have I done the scripting wrong here? To my knowledge the refit, repair, resupply and rest are applicable for the next battle, so the core units should not be replenished at the start of battle 2. Answer: The example script in the game engine manual shows percentage numbers in the first battle, refitting, repair, resupply, etc. Those are NOT needed but you must have those lines in the script to avoid errors. NOTE: but they do nothing so set them all to 0% in the first battle. The % chance for the refit, and resupply, etc., to replace etc casualties and damage from the first battle comes from those percentage numbers in the second battle. e.g casualties from Battle 1 are replaced according to parameters set in Battle 2; casualties etc from Battle 2 are replaced according to parameters set in Battle 3. This ties in with what you have written i.e. you have 100% for battle 2 so casualties etc from Battle 1 will all be replaced. The % roll for casualties being replaced etc has provoked some discussion - my take and how it appears to me is the percentage chance in all categories is for each individual soldier or weapon. So its 'dice roll' to determine how likely they are to be replaced/repaired/resupplied etc.
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