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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

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      Forum Reorganization   10/12/2017

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spiderfloyd

AI artillery

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Hi all

I have played quite a few missions on cmbn, particularly in campaigns, where the AI mortars and artillery are so accurate. They hit my men perfectly every time, even if my men are far back and cant be spotted. It also seems that if i dont move the men they get hit by artillery as well. For example, on the first mission of scottish corridors, i advanced forward and spotted the enemy lines. then i stopped moving and haulted my men until my artillery came in. But one of my platoons which was pretty much the least visible got hit perfectly by enemy mortars for about only 20 seconds, only a few turns after one of my other platoons was hit. Although i am sure it is, it doesnt feel like mortars, it is almost as if 4 pak at guns fire at each platoon for about 20 seconds with no delay and perfect accuracy. This was similar on courage and fortitude on the second mission. Is this normal? How does the ai artillery work? is it preplanned to go off at a set point at a set time or does it cheat?
 

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1 hour ago, spiderfloyd said:

Hi all

I have played quite a few missions on cmbn, particularly in campaigns, where the AI mortars and artillery are so accurate. They hit my men perfectly every time, even if my men are far back and cant be spotted. It also seems that if i dont move the men they get hit by artillery as well. For example, on the first mission of scottish corridors, i advanced forward and spotted the enemy lines. then i stopped moving and haulted my men until my artillery came in. But one of my platoons which was pretty much the least visible got hit perfectly by enemy mortars for about only 20 seconds, only a few turns after one of my other platoons was hit. Although i am sure it is, it doesnt feel like mortars, it is almost as if 4 pak at guns fire at each platoon for about 20 seconds with no delay and perfect accuracy. This was similar on courage and fortitude on the second mission. Is this normal? How does the ai artillery work? is it preplanned to go off at a set point at a set time or does it cheat?
 

Pre-planned fires depend on scenario and even among experienced scenario designers they can be hugely, insanely, stupidly hit-and-miss. As in if you follow the imagined "script" the designer has in mind, you'll find out your overwatch position explodes underneath you. But if you deviate, even by a few minutes, the artillery doesn't do a damned thing and the AI isn't capable of overriding or adjusting the pre-planning (AFAIK).

The other stuff is just giving the AI a high quality (vet or higher) FO, followed by high quality mortars and spotting your unit in a certain position. It seems to me (and I'm not really willing to do testing to prove or disprove otherwise) the AI only needs to see a glimpse of a unit to call down the mission and once it does, the mission will hit that visible spot, the last one where it saw your unit as long as the FO isn't suppressed or kill in the meantime. They aren't cheating or anything but high quality FOs placed in locations where they can observe unmolested see a lot more than you might expect they would. They also seem to prioritize stationary units, on the logic that those are your base of fire elements and a better use of scarce shells than chasing after a unit that runs about the map to avoid being malleted.

As for mortar rate of fire, you can go on Youtube and find any number of videos where real soldiers hang and drop rapidly for real mortar fire missions. Admittedly easier to find modern footage, but there hasn't exactly been a revolution in mortar tubes since WW2. They really do come down hard and fast like that, with the caveat that in-game it is quite a bit more accurate than is typical in real life, even for modern GPS-assisted shoots. The number one reason is that there is stuff like the first few rounds in a fresh position "setting" the baseplate steady, the individual variation between rounds, tubes heating up and raising dispersion, slight shifts and the fact that when you're just hanging and dropping like mad the gunner isn't taking time to adjust aim so its perfectly aligned. But that is sorta academic, since 81s at least will coverage their dispersion in shrapnel anyway.

@TheForwardObserver can probably talk more (and better) about it.

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Hello...And welcome to the forum !


IIRC pre-planned artillery is limited to bombardments STARTING on turn one. The duration of the bombardment might be considrably longer (lasting several turns ) but it will always start towards the middle/end of the first turn.


This restriction to pre-planned bombardments is true to both the AI as well as the players side. As the player you will be able to designate any part of the map, regardless of LOS, that you would like to hit with artillery/mortars (starting on turn one).

The scenario designer can asign simular pre-planned target locations to the AI using the artillery interface in the editor.
The limitation being...the bombardment will always start on turn one !


If you are being hit by AI artillery at a later time in the scenario it is not a pre-planned AI bombardment designated by the scenario designer.


What a scenaro designer can do however is place a number of TRPs on parts of the map that he belives that the player will move his forces through. These TRPs (Target Refrence Point) will help the AI call in artillery faster on- or close to these points.


ARTILLERRY_zpsduho9a7m.png


This might be part of what you are seing...the designer might have placed TRPs at those locations that you have moved your troops into...allowing the AI to much faster call in the artillery  on those areas.
To do this the AI will however need to spot your untis (i think).


But using TRPs are not 'cheating' by the part of the AI. As mentioned in the manual it is simulating pre registred target location that have already been measured in before the battle started. In many scenarios you as the player will also be given TRP-markers that you will be able to place anywhere on the map to allow for rappid bombardments.


Another reason for quick AI artillery bombardments might be on-map mortars. If the AI force have mortars on the map that have LOS to your units, or close by,  it will be able to almost instantly start to fire at that location usually with great accuracy.


To summ up a bit...


The scenario designer can help the AI to target specific locations on the map (pre-planned artillery)...But those are limited to turn one.
The scenario designer can help the AI to get quicker repons times by placing TRPs on the map.
Other then that the AI are left to its own when it comes to how it uses its artillery/ mortars limited to pretty much the same restrictions as the player have...i do however belive that the AI have one sort of a free-card...It is not required to maintain C2 connections between its units...The AIs 'spotting unit' and 'shooting units' will never be out of contact with other friendly units...Making calling for artillery somewhat easier.

Like Apocal mentioned...Don't stay in the same location for to long...The AI will probaly see you and react accordingly...Try not to bunch up your units to close together...a nice artillery target. One of the challanges with this game is to be able to mass your fire-power at a specific location without massing your units in a rstricted area :)

Good luck with the fighting...

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ty a lot for the replies, that has helped a lot. The ai must have just got some good and/or lucky artillery then and that is fine by me. In many strategy games, i have later found that the ai cheat but i am glad to hear that this is not the case in cmbn so i will stop complaining about the outcomes. 

thanks again all

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