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MarkEzra

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Everything posted by MarkEzra

  1. You have a corrupted file. I expect you need to reinstall
  2. Welcome to CM. I'd say play a lot of QB's until you can beat the AI every time. Then you're ready to take on a human...who will beat you like a drum. Keep playing humans, it's the real way to wargame ... win and lose and learn.
  3. Desert war 1940-43, Russia 1941-43, Poland 1939, Norway 1940, France and low countries 1940. That is a lot of history and fascinating hardware yet to cover. And Asia equals piracy.
  4. When I get time to play I play a QB...so I always win.
  5. @kohlenklau: Not my department...But: A broad utility file to cross titles like CMBN, CMFI, CMBS is not just subject to terrain and weather files. Bridges & Bldgs, and worse, every type of doodad (Tele Poles, farm equip, ATM's), are unique to their parent game and most likely would CTD.
  6. It's really not my department. I test and post the bug report. Then I will track the progress. The programmers do the work. I'll keep you posted.
  7. @GrimReaper: Update on this Bug Report. I have completed the report process. You will be happy to note that I was finally able to duplicate this bug. Again many thanks!
  8. Two ideas came to me just before New Years. The First was the naming convention. I'd wrestled with this since CMSF. Each new title trying something. ehhh well at least they had names. When the new naming convention hit me all I could say was "why the hell did that take so long to figure!" So rather than continuing to beat on myself I started making the name changes. That's when The new Objectives Name & Value convention came to me. And I said to myself, "Man, you just may be on to something". There is a third change that I made. It's effects AI order pathing. It is more complex and subject to more random placement and triggered/timed movement then past QB Games. But that's a story for another day
  9. You refer to scen design features not available in QB design. The reason: A QB map designer has no arty to set the timer with. Just as he has no units to draw specific pathing orders for.
  10. Well I just might happen to know that, yes. In your Black Sea Game Folder find: Game File/Quick Battle Maps
  11. Hey Girm.Reaper, Here's what I found: The save file is Open-Hills (1248 X 1200) 314 Probe, The unit selection is set to Tiny with AI Russian Mech Inf Attacker and Human US Armored Defender. I ceased fire and game scoreboard shows No total units for the Human Defender and Attacking Russian Mech Inf at whatever number. So the AI did not or more likely WAS not able to purchase the units it selected. Now here it begins to get fun. I duplicated the whole setup...EXACTLY... And I got a very nice bradly/abrams mix to fight the Russian Mech force. So couldn't duplicate, So what is going on? I'll leave it to the TOE guys to figure that out. But I've got an opinion: Tiny purchase points for Armored units may have not been sufficient to purchase a tank platoon (or whatever) and defaulted to nothing. I'll report this right away. By the way: The map is fine. I very much appreciate you taking time to report this. It's how things get fixed
  12. I am responsible for all that arty. It is set to suppress so the ai does have arty after the initial phase. As you pointed out the player need only wait to avoid being hit and then wait longer before attacking. Or take another route. I hope to see triggers in the future so that arty can fire on advancing targets. But until then that's the best I can do.
  13. Got the file and will review. I will report back findings herewith
  14. Please send me a save file markDOTezra3591ATgmail.com
  15. The New QB Naming Convention will provide a good description of the type, size, and general characteristics of each map. This Map Has 3 Objectives. Players should use this information when considering the type and size of units for their battle.
  16. You are more than welcome. The opportunity to connect with the wargaming community through my work is a privilege.
  17. There are a number of huge map sizes. The first name-Huge- in the new naming convention is a tip off. ;-) But what you are really asking is the 3 K size and above. The new QB Map naming convention allows the player to read the exact size of the map. I took a quick look for you. Around 4 or five that hit the 3 K plus number for each Battle category. My actual goal is to provide maps that any PC the meets game specs can run. Huge is problematic and players may need to reduce game settings. There are also specific map names for both small and tiny game battles. I did not use specific names for Medium and Large size maps. Players should consider them as an average size map, capable of handling just about any force size reasonably well.
  18. Many of the maps are done by the terrific CM scen designers and the rest are mine. But I am responsible for anything that goes wrong with a map. We internally were excited by the number, sure, but more pleased with the quality and advances in AI order design.
  19. I couldn't agree More. I spent a great deal of my time involved with this title. I chose to do so. So that's on me. I did manage to not allow the game to intrude on my actual life. That's on me, too. Now the last couple of minutes of my very valuable time may not have been my wisest choice....but that's on me. Hmmmm. I sense a pattern here. Hope you all enjoy the game.
  20. No video but some advice. Check out a QB Map or two in the editor. You'll be able to see how to apply the time delay/trigger command in the Scenario Editor/AI and Mission/Terrain Objectives (that's where you paint the triggers). Good Luck
  21. I truly hope a WW2 Desert 40-42 and Tunisian module 42-43 will become a reality
  22. Axis Sally may have been clairvoyant when she used to sign off her radio program with "Careful Boys - There's Danger Ahead!". Testing has sharpened me up.
  23. Red Thunder brought triggers and a necessary learning experience for me. I now have a better understanding of the depth of this process. CMBS will introduce some refinements to the QB Game to improve the player's understanding of the maps and scoring. I have also been working on the AI groups, their orders, and how they respond to triggers. It's been an exciting time.
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