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MarkEzra

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Everything posted by MarkEzra

  1. I appreciate your comments. I, too am enjoying CMRT QB's. As to Retro-fitting CMBN, if called upon by BFC, I'd love to do that. But it would be a very large project and time constraints might really get in the way. BFC is pretty busy these days.
  2. (This is a copy of the Installation chapter in the CMBN - Market Garden game manual) The important thing to keep in mind (and probably the biggest potential source of confusion) is this: If you have a CMBN module, then you do not need your base game key (ever again), and you do not have to patch/activate your base game separately (ever again)! If you have the CMBN Upgrade, then you do not need your previous base game nor module keys (ever again). When you activate a module with a module key, or patch a module, the base game is activated/ patched automatically as well, including any installed modules. When you activate an Upgrade with an Upgrade key, the base game and any modules are activated automatically as well. There is no need to license/ patch the base game, or other modules, separately, PROVIDED that you activate/patch the latest available version. Below is the correct way to (re-)install CMBN and modules. If you do not have a module listed below, simply skip that step: 1- install the base game, Combat Mission: Battle for Normandy. This will typically be v1.00 or v1.01. 2- (if available) install the Commonwealth Module. This will update your game to v1.10. 3- install the CMBN v1.11 patch. You can find it at www.battlefront.com/patches. 4- install the CMBN 2.0 Upgrade, or the 2.0 Market Garden Bundle. 5- use your 2.0 Upgrade license key, or the 2.0 & Market Garden Bundle license key to activate. This will activate the base game and Commonwealth (if available), and Market Garden (if you installed the bundle). 5b- install the Market Garden module, unless you have installed the bundle already in step 3. 5c- use the Market Garden license key to activate the Market Garden module, unless you have activated it already in step 5. 6- if available, install the next Module. 6b- use your next module license key to activate. 7- Repeat 6 and 6b for all available modules. 8- if available, install the latest patch for CMBN. Usually, only one patch is required to update all game components, including the base game and modules. Note: It’s important to follow these steps and patch as the last step! This will ensure that your game and all modules are up 10 Combat Mission: Battle for Normandy to date; otherwise you may unintentionally downgrade your game to an older version by installing an older module.
  3. RE: CMBN QB Map Large Rough (bocage-water-damage) QB-131: Well The Bad News First. I carefully checked the AI Pathing orders for both Attacker and Defender and found no unduly long orders. Group 1 Defender counter attack movement orders respond 20-25 min Defender Group Stays in place on or around the Objective with an Ambush/dismount order and no movement order (more about this later!). The Attacker Group 1 has 1st movement orders within a minute and all follow up orders at one minute. Group 2 has it's start movement at 4-6 minutes and follow up orders at 1 min (more about this later!) The Good News: While it is a completely functional QB Map made with the CMBN specs (wow have things changed since then!), I did find a small error in the Defender Plan 2 Group 2 setup. It was set to "Normal" and "No Dismount", Rather then "Ambush" and "Passanger Dismount". Sloppy, Yes but doesn't affect movement or times. The Attacker had no such defects so if they aren't moving it's not due to their QB Map AI Pathing orders. I can only surmise that other aspects of the AI in game program (morale, ect?) play a roll. I did fix the errors I noted and have placed the corrected map in the repository under CMBN Base Game/Maps/CMBN QB Map 131 Fix.
  4. Sorry didn't see this thread until now... QB 131 will be checked out just as soon as I have CMBN completely up and running... A new PC is slowing down the process ... Hopefully tomorrow I'll be able to get a look at it. I was alerted to this issue in the CMRT forum but will respond in this.
  5. The Radzymin Master Map is not a QB Map but a "clean map" that players can make there own scen or QB Maps. You will need to create the set up areas, AI plans, and victory locations in order to make a viable QB Map.
  6. I'll check it out and report back...may be a day or two... just loading up a new PC and reformatting CMBN is taking some doing.
  7. Changing the QB Map in the editor? I think you mean changing the attacker and defender in the QB game setup screen. If that's the case then you should know the game automatically conforms to the players commands. If you have a problem with any Map in CMRT please supply the name of the map I will check it out.
  8. Doesn't sound like CMBN QB Map setting... Don't think I ever set an 0-60 minute order and did not use the dismount order. Name of the map please and I will take a look...mistakes do happen
  9. [quote supplementary question: does the AI still allocate its forces to the various (usually 2) AI groups available in its plan on an arbitrary (round robin?) basis by Formation (So if you have a Company of tanks, and a single FO, Group 1 (of 2) will have a Company of tanks, and Group 2 has the FO)? And if so, does the picker make any effort to, rather than picking a Company, pick 3 platoons from separate battalions so there's a chance of some infantry in each group? Would that help with AI performance (I'm playing a Huge QB vs the AI where I manually picked its forces for it, so it's got 3 PzGr Companies from different Battalions, one of which has the Heavy Company, and 3 platoons of StuG, with two short platoons each of PzIV and Panthers, and they, from a very rapid look (to avoid spoiling any surprises the AI might throw too much) it seems like the two "apparent" groups in the setup zone were both Combined Arms.
  10. How it works in CMBN: On Defense the AI has group 1 on or near objectives withe an ambush order and no further movement order. Group 2 Is Also set to ambush but has a variable-Timed movement order. If the Human player beats the the timed movement order (wins or Ceasefire, ect) The 2ndary groups remain in place.... CMRT triggers will help avoid some of this Attacking AI should always move. The first group will move generally in the first minute. The 2ndary groups will move within 5 minutes or so... Always
  11. Of course the horse is sleeping! Only pixel-truppen and cows are dead
  12. No (since Normandy) and Yes (seems much better to me in CMRT)
  13. All QB Maps use multiple groups and are associated by both variable timed and positional triggers relating to both the Human and AI player actions.
  14. The reason I stopped going on facebook. Oh ... and CMRT is totally worth it and so is my girlfriend... (just in case she's checking up on me)
  15. The correction for this is in the repository in CMRT/Maps section/CMRT QB Maps Corrected. Sorry for the error.
  16. Yes and that's my fault. The fix is simple... change the battle type to Meeting Engagement. I will put up a QB map fix file on the repository on Monday morning PST
  17. Thanks...I like to think I keep improving my understanding QB Maps.
  18. You are all making important comments. I can assure you that BFC is very focused on improving our QB gaming experience. I need to disengage myself from the discussion for two reasons. The first is NDA (what I can I say when I cannot say!) Second...and more important to QB Players.... I really need to be making the best possible maps I can... AND more of them...not talking about them. So it's back to the QB Map Factory! Thanks for your support and ideas!
  19. I am the person responsible for making QB's for CMBN and it's modules (not CMFI). Let me explain the current AI Plan/Orders method and provide some hope for CMRT QB's. Current Defender AI Plans/Order Have a setup location on The Objective locations without any further movement orders. A second Group (or multiple groups) Have a placement order some place other than the Objectives location plus a Timed movement order to the Victory locations. The Time set for the Movement order is based on map size and the time I think the average Human Attacker will need to reach his Objectives. Since QB games can be set for any Weather, any terrain condition, and any hour of the day, AND the length of the game can be varied from 30 min to 2 hr, as well, the movement order may or may not actually happen. That's the current situation. Here's the future: CMRT QB Maps will be Trigger sensitive. When the Human Attacker nears or reaches the Objectives that will trigger the AI Defender to respond.
  20. The things that a Red Thunder QB Map can do may lessen the pain of your long wait.
  21. Geez...now I'm gonna take the blame for no mega tiles...
  22. Make the Map Add setup zones Add Objectives Add Pathing orders Add Arty orders If you don't know too much about this than open up the QB Map file in the editor and see how they are done before you start
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