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MarkEzra

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Posts posted by MarkEzra

  1. Waited for the CMBO Demo. Bought a PC that could play the CMBO Demo. Played the CMBO Demo...Died and went to heaven. Spoke with Fionn and was resurrected as a PBEM player of malice and mirth. Met MaxM and fell in love, wives and sweethearts be damned! Quickly learned the true value of headphones and marriage counseling. Met Joe Shaw and was taught vengeance is not always mine. I've been responsible of the murder of thousands of pixel truppen and played Italians in CMAK. I have become, in my greying age of innocence long lost, a Fanboi. My fate having been sealed that day in Nov. 1999, I embrace what I have become: a member in odd standing of this venerable forum!

  2. I may delete the maps of the Ezra pak and see if the QB problems stop. Thanks.

    Hi Frenchy: If you think it's the "Ezra" maps you'll need to delete The entire QB file :) The QB engine and some vid card, other software, PC types seem to give a wide variety of odd behavior. While it's cold comfort to be sure, most players are finding the QB platform stable and just dislike the unit selection. Dreschers link is to a thread from April of 2008 is far out of date. Try here http://www.battlefront.com/community/showthread.php?t=85760 or here http://www.battlefront.com/community/showthread.php?t=85712 BFC is very aware of this problem.

    As the author of most of the QB Maps found in the game and having altered in various ways EVERY map in the QB File: I'm definitely the guy to complain to regarding a fowled up map. So if you are having ANY kind of problem just save the QB scen and send it to me... mark.ezra3591@gmail.com I can't fix the QB engine but I can fix the maps.

  3. Was there an answer from Battlefront on this at all?

    It seems they built it...they should know or provide some direction on this.

    I may have missed the answer?

    Lanfeld: If Memory serves BFC was a tad busy in Mid December 2008.

    It is good that this has been re-posted. Save files will be necessary to demonstrate these issues (I think we may be dealing with more than a simple time co-ordination issue but time plus pathing). I will review the test scen I've got and encourage others (C3K? ;) ) to do the same.

    Past discussions of this produced this current method so a cogent argument needs to be developed to encourage review and change.

  4. Stryker took some hits

    It's abandoned for a reason. Your damage monitor should tell you why. Wpns syst or mobility damage are enough for the crew to bailout. Do you happen to know what the damage was?

    It is an interesting discussion on abandon vehicle re-crewing and acquire functions. Should there be an ability to re-crew and acquire and by whom, and under what circumstance should it be allowed?

  5. MarkEzra,

    Please read the prolonged test I posted about upstream a few. It seems that the number of men DOESN'T matter: that the preloaded equipment DOESN'T matter; that the order of acquiring gear DOES matter.

    Details (numbingly so) are in my other post. I suggest, respectfully, that you follow along while you read it. I used Abu Susah, realtime, setup phase to run my tests.

    Regards,

    Ken

    I did read it. And thanks for your efforts. It seems when testing the full sqds the results differ. Since I used a QB setup (therefore certifying V1.11 TOE) I wonder if some of the full sqd trouble is due to early scen builds. But I don't actually have a clue! But don't worry BFC is aware that this problem may extend beyond team size as well.

    Please all of us need to remember until this is fixed: Choose the CLU 1st and all will be well! ;)

  6. Chops: If I am understanding you right it's a problem of units not acting on pathing instructions at the start of the game. If that's it then:

    Make certain that the units are in a setup zone (blue or red) and have been assigned a specific plan and group number for the AI pathing. If that's all done properly (per the manual) then be sure you don't have a long "exit before/after" times.

  7. That's the O RLY owl. I didn't think to save it, the behaviour is common enough. I'm sure you could see it if you setup a battle with similar conditions. Play some "Forest" type QBs using the medium and large map sizes, light infantry for both sides.

    How can I test the efficacy of what you say if I am not looking at exactly what you saw? I have to first find the specific map, check the tree types of the EXACT area in question, and check all the various LOS, ect, ect.... I take the task seriously. Your comments are far too vague and my own testing of forest QB Maps (that I authored) don't seem off the mark.

    Perhaps I should mention to you that The QB Forest maps use a mix of tree types that vary the LOS from wide open to somewhat closed. I rarely use a 3xtree of the dense variety. While they do tend to block vehicles they are graphically obscuring to the game board. I rely on those 3xdense trees to block pathing on the opposite side of a forest (the players side of the map, if you will) so obscuring enemy LOS won't come into play.

    Something to keep in mind from your long experience in playing CMx1. I took two 3xtrees 20 Meter grids to effectively block vision So that's a minimum 20 PLUS Meters into a forest CMx2 gives a far more "realistic" chance of spotting in forest (including dense) But hitting the target is another thing all together...I do love how the forest in front of my unit often gets shredded. But like I said, you give me a specific save file and I'll be happy to tear into it. Just like you I want to improve the game

  8. This conversation seems surreal. War is savagery no matter how it is conducted or by whom. One need only recall Sherman's words:

    "I am tired and sick of war. Its glory is all moonshine. It is only those who have neither fired a shot nor heard the shrieks and groans of the wounded who cry aloud for blood, for vengeance, for desolation. War is hell. "

  9. That does limit you somewhat. But I can also see how you could issue more detailed instructions than the regular script AI. Like a convoy for instance, you could tell it not only to move to a certain point on the map, but exactly what path to follow (like down a road). The other problems that will probably crop up is that once certain events happen, they will change the ordered behavior of the group. For instance, once that convoy receives fire, it may stop and never resume movement again. At least that appears to be the way it would work in the game.

    For me the lack of multiple plans in Baked make it a non-starter

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