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MarkEzra

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Posts posted by MarkEzra

  1. Wars are about killing and being killed for goals which may, or may not, have value. Wargames are about the tactics and weapons of those wars, not morality or even politics. Steve

    The clearest explanation of why I wargame. It usually takes me about 10 minutes of tap dancing with the only result a glazed eyed look from people who wished they'd never asked me Why I waste my time on these games.

  2. Good point MarkEzra, and indeed I don't mind so much about myself. I guess I'll know when I've won, even if the end game screen tells me something else But if I'll release the QB maps, I won't get complains about senseless results. ;)

    Absolutely...I think the trick to the H2H "balance" is found in good casualty % The reds need to win the PR battle, not the actual battle. The Blues can't afford to lose either...isn't that the key to asymmetric warfare? I'll look forwrd to your work...lord knows I'm sick of mine!

  3. Hi Scipio: When using a QB Map for H2H I set my own casualties/objectives based on the units selected. It seems to me the best way to even the odds for each side. But in friendly matches (I usually play Red) I may not bother with making changes. Both of us know how well a match went no matter what the score so who cares. But like I say...just guys I've played for years.

  4. does a QB map also need an AI plan when it's used vor H2H?

    It does not NEED a plan but as a QB Map, does. You will want to take the map, load the units you wish, re-name and save it as a H2H scen. When played by 2 Humans the AI pathing is not involved. Played as Human vs AI you will want to keep or make a new AI plan.

    Second question, I can preset the battle size in the editor (Tiny...Huge). Does this mean, if I set the battle size to 'Huge' for example, will this QB map be used only for 'huge' quick battles, or does this setting have no influence on the automatic map selection?

    The settings Tiny, Small, Medium, Large, and Huge function in QB in two ways:

    1st is a maps ACTUAL size, not necessarily what the designer decided to call it. So if I make a 500 X 500 meter QB map and call it Huge, it's VERY unlikely to be ever picked for anthing other than Tiny or small. Secondly is number of units that a player selects in the QB Scen setup. So if I ask for Huge during setup I must get a large enough map to fit them.

    However the reverse is not always the case when wanting a large map with few troops. I can call a Large map Small in the editor and it will be subject to the players choice of Small during QB Scen setup. What this means to me is that the number of Units is the QB setup selector is the trump card.

    When making QB Maps I have tried to follow this pretty closely. A player can and will often get a pretty decent size map when selecting Tiny or Small.

    One final thought: It is my observation that both Tiny and Huge relate more to force size selection than to actual map size.

    Hope this helps.

  5. Questions:

    1. Does this Always happen w/QB's

    2. Are you able to play large non QB scen without trouble?

    3. Your PC RAM/ Video Card?

    4. Do you play the game with email notifier software running in the background. Other Software running?

    5. What are your game settings?

    My real concern for your particular issues would be 1st to look at the install. Those hieroglyphics make me wonder. And to answer the main question: Since V 1.08 there have been a number of improvements with the Maps. Early maps were often subject to reversed unit setups and have been systematically found and fixed. So when players are having problems like you describe it has boiled down to some kind of hardware/software conflict. I can assure you that BFC is aware... ;)

  6. I have started a few times myself only to get frustrated with my efforts.

    Do any of the experienced scenario makers have any tips for getting started? Do you start with an idea for a scenario first, or do you first make the map and then devise a scenario around it?

    1st Don't get frustrated. Roads really aren't so challenging that you cannot learn to do them. Just apply a little patience to your trial and error. You'll soon have it down pat.

    I start with a vague notion of the landscape and forces and then lay out the terrain width/depth and add the height elevations. There are a number of excellent post on the scen forum that can flesh this out in more detail. Just don't forget to save. But for sure remember this: As you move along with the map check it out in the 3D editor. Does it look like you want it? Should you add a dash of color? are setup zone large enough? Concealed from the enemy? Are your objectives and perimeters clear and reasonable?

    For many of us a wargame's editor is where most of the fun is. I've used a number of them and can say that CM's (1 and 2) are straight forward, simple to use, and provide an excellent wargaming scen result. There may be a better editor out there but it's not attached to a better game.

  7. I must be missing something because it doesn't appear there's a way to select your units when generating a quick battle like in previous combat misison games. Is this just not an option?

    YOU'RE not missing something, The Battle Generator is MISSING SOMETHING...;) Believe me: BFC is REALLY aware of this one. You'll see it in CMx2 WW2

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