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MarkEzra

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Everything posted by MarkEzra

  1. check your C:Documents/Battlefront file
  2. Personal belief: CMSF2 = Soul Food for modern wargamers
  3. OK, Tonsils look fine. Now drop your pants and let's check the old prostate....
  4. Because you asked so nicely... I just made a pot of coffee and will get back to the work I love. Thus ending my latest foray into the forum muck.
  5. Let's see How should I use my time today? 1. Work on Scenarios, and QB Maps while beta testing multiple titles, 2. Read Forum threads written by players wondering 'what's going on, why the delays', OR 'don't you guys understand business or customer service'. 3. Take a Nap. Gosh, I just can't make up my mind...Why not help me choose.
  6. From the Horses Mouth. All QB Maps have multiple AI plans for both sides... typically 3 Plans minimum. Master Maps are not made by me. They are beautiful and historically accurate. They Do Not have AI plans
  7. A good read. My tag lines help explain my interest in wargaming since I was 9 or 10. Hunter Thompson "Edge" comments is the reality: The only one's who know are the one's that were there. And Steve's very clear understanding of Wargamers generally and CM Gamers in particular. Your Dad Loved you enough to speak his mind. A rare thing of his generation.
  8. For Future CMFI..."A Walk in the Sun" scen 1943 based on the movie and "A walk in the Snow Scen" Dec 1944 Northern Italy... based on an actual German counter attack.
  9. The maps original game length setting, as time of day, weather, ect has no baring on the game. The player selects them all. As to the specific question: The QB game length selection does not offer "variable time length" during the player's setup. However the QB Game engine can and does use it randomly. I've played or tested many a QB Game against the AI and feel it's more likely I get a variable end than an exact end.
  10. Scen AI plans don't necessarily transfer well to QB AI. You will be much better off by looking at QB Map AI Pathing. Here's the quick and dirty I use. Each Objective should have at least 2 AI group plans The Defender should have one plan on the objective and one time delay counter attack plan placed elsewhere on the map. Both plans set to ambush. The Attacker should have 2 Group plans for every objective. One set to immediately move and one set to time delay. Each plan should have a different path to the objective. Large maps should have more groups and orders than smaller maps. Once you have made a full plan copy it and alter the pathing and times to create a new plan. Start by keeping it simple.
  11. From start to finish a great story told with great art! Thanks for all your work. You are one of CM's Wargaming Family shining stars!
  12. All CM QB AI scripts take into account every Objective generally using at least 2 orders group per objective. This is the case no matter if the AI is Attacking or Defending. So if a QB Map has 1 Maj VP and 3 Minor VP's (4 Objectives) The AI will have 8 Group Plans to hold or move to those objectives. Now here is what can happen. 1. The AI has enough units to fill all the AI Groups-- All Orders to move to all Objectives will be followed 2. The AI Does Not enough units to fill all the AI Groups-- Some Orders to move to some Objectives will be followed. The pre game selections of weather, terrain condition and game time limit has a real effect on the QB's ability to meet it's goals. In either case during the game AI units will be affected by all the problems of morale and fatigue the human player is.
  13. I don't know about rumors of QB map packs. But like you CMBN has a new lease on life with V4. The original issue QB Maps were the first batch I did and show it. The Holland Maps were the last of that Title and were much better for a couple reasons: more well crafted scenario maps were turned into QB Maps and the introduction of "Master Maps" which made my life easier. But with V4 my QB maps seem to lack luster and the AI is not so artful in attack or defend... certainly not to CMFB standards. So I have been altering a couple as I play them. This is NOT a Pack but it might end up a few Bocage style maps. The Last Defense Scen also has a QB Map, too. You might want to try these out: QB Maps Redo V4.zip
  14. Another Road To Wiltz, like's forebear The Road to Wiltz, is designed With Allied vs Axis AI in mind. But Each side has a full set of AI Plans. What the player must consider when playing either as Axis vs Allied AI or H2H is the imbalance of forces. The Axis has a lot of strength compared to the Allied. But it's really a lot of intense fun no matter how you play.
  15. Really. Obviously musta done something wrong. I'll see what's up... Thanks for the heads up! Update: Hopefully I've got it posted correctly
  16. Another Road To Wiltz has been uploaded to " A Few Good Men" Wargaming site
  17. Another Road To Wiltz V4.0 Scen Released! This is an enlarged, re-visioned scen based on the CMBO Classic "The Road To Wiltz" The map is 2400 X 1600 and is a very intricate and detailed game board. This is a Fictional story line scenario based on the US Army Official History. I have attached some of the Allied Text along with some Game Pics and, of course, the Scen and it's companion QB Map. Armored Infantry-TF Easy - December 19th 1944 0630 "Orders is Orders", Captain U R Easy, mumbled as the Sherman Tank he was riding on hit yet another pot hole. "Excuse me sir?", his radio man asked. "Nothing corporal", just something my old Sergeant Major said to me back at Fort Benning". Captain Easy thought again about the crazy one he got handed from Regiment. "There's a platoon of Shermans outside gassed up and ready to go. Grab as many troopers as you can get and head down to Wiltz. The 28th Division HQ is evacuating and your gonna block the Krauts." That was 0900 yesterday. The Tanks were, indeed, gassed up. Just no crews and straight out of a repair depot. The rest of the day Captain Easy had hustled to corral some tankers and enough troops to ride them. By 0400 on the 19th, the newly minted Task Force Easy was finally rolling. They hadn't been on the road ten minutes before one of the Sherman's broke down. Leaving the Sherman and riders with orders to get it running and get to Wiltz, the little column pushed on into the dead of night. "Yep, Captain Easy thought, Orders IS Orders!" 28th ID- Diehards December 18th 1944 1730 Captain Max Dihardt had broken just about the biggest rule in the Army, he'd volunteered! He looked into haggard faces of his friends, Bull, Wild Bill, and Crazy Ed. I don't know what came over me but I had to do something! I haven't even fired my weapon since basic. And you guys have been in it since D-Day! All I've done is push papers." When General Cota had asked for an officer to set up road blocks around Wiltz he seemed to look directly at Max. Captain Dihardt's hand slowly rose. Now here he was, in command of a gaggle of typist, mechanics and band members watching the 28th "Bloody Bucket" heading to the rear. Bull Shinisky spoke up. "Don't worry about it, Max. We’re just making sure you live to pay up on the bet!" Captain Dihardt stared quizzically. "Bet? What bet?" Bull laughed, "The one you made that the war would before over by Christmas!" The others chimed in unison, "You got that right!" Armored Engineers- December 19th 1944 0715 Pop Dixon was not called so because of his age. No, the twenty-two year old lieutenant was the proud father of a beautiful baby girl born just before they embarked for France. Now his small Demolition Team gathered around him. "What's the word Pop?" Lieutenant Dixon sighed. "We got orders all right. We're going to someplace called Wiltz and prepare a bridge for demolition. Then stand by and wait for orders." His Sergeant stammered, "Wiltz that must be thirty miles from here." Pop smiled. "Right, and they wanted us there yesterday!" Cavalry Reconnaissance and Intelligence Team-December 18th, 1944 The last order Lieutenant Redmond 'Red' Bonze had received was to recon the roads East of Wiltz. Higher command needed more information about the strength and makeup of German Forces attacking the Southern shoulder of what was fast coming to be known as 'The Bulge'. One of the Division' Intel officers also pressed him to check out a rumor that Germans were searching for our Fuel Dumps. But right now Red had other fish to fry. Like how to get there. With the narrow Belgian roads clogged with all manner of retreating units. Mere Lieutenants don't stand much chance of obtaining road clearance in the face of panic stricken Majors like the one waving his hands excitedly in his face right now. Looking at the confused river of humans and machines Red said, "I've got my orders, Major, now get off my road!" At setup your units include the 28th Diehards, an MP Squad, 2 Antivehicle Mines and two Target Reference Points. All other units, including Artillery, are Reinforcements. You have 6 Known Objectives and 2 Unknown that require you to Hold, Touch, or otherwise Respond. Your Axis Counterpart has his own set of Objectives both Known and Unknown as well. Each Player has a total of 1,000 points. These are the only points awarded. There are NO points for saving or making casualties or any other Conditions. Your orders may seem to be crazy or even impossible but they are ORDERS. As TF Easy Commander you are the man in charge, so how you complete all these orders is up to you. The next two hours may be the worst or best of your life. Either way I hope you'll have as much fun as I did making this little nightmare up. MarkEzra Wiltz Postcard.bmp Wiltz Tactical Map US.bmp CMFB-Another Road To Wiltz Scen & QB Map.zip
  18. What a fine AR...had my heart pumping. I always play the Allies and that is the recommended play style. The scenario has a full set of AI orders for both sides. Tomorrow I will Release the CMFB "Another Road To Wiltz" Scen. The map is 2400 X 1600 and is very intricate. I have made it a storyline game. It is Designed for Allied Vs AI but also has Full plans for both Axis and Allied. Here's some preview pics and text: Armored Infantry-TF Easy - December 19th 1944 0630 "Orders is Orders", Captain U R Easy, mumbled as the Sherman Tank he was riding on hit yet another pot hole. "Excuse me sir?", his radio man asked. "Nothing corporal", just something my old Sergeant Major said to me back at Fort Benning". Captain Easy thought again about the crazy one he got handed from Regiment. "There's a platoon of Shermans outside gassed up and ready to go. Grab as many troopers as you can get and head down to Wiltz. The 28th Division HQ is evacuating and your gonna block the Krauts." That was 0900 yesterday. The Tanks were, indeed, gassed up. Just no crews and straight out of a repair depot. The rest of the day Captain Easy had hustled to corral some tankers and enough troops to ride them. By 0400 on the 19th, the newly minted Task Force Easy was finally rolling. They hadn't been on the road ten minutes before one of the Sherman's broke down. Leaving the Sherman and riders with orders to get it running and get to Wiltz, the little column pushed on into the dead of night. "Yep, Captain Easy thought, Orders IS Orders!" 28th ID- Diehards December 18th 1944 1730 Captain Max Dihardt had broken just about the biggest rule in the Army, he'd volunteered! He looked into haggard faces of his friends, Bull, Wild Bill, and Crazy Ed. I don't know what came over me but I had to do something! I haven't even fired my weapon since basic. And you guys have been in it since D-Day! All I've done is push papers." When General Cota had asked for an officer to set up road blocks around Wiltz he seemed to look directly at Max. Captain Dihardt's hand slowly rose. Now here he was, in command of a gaggle of typist, mechanics and band members watching the 28th "Bloody Bucket" heading to the rear. Bull Shinisky spoke up. "Don't worry about it, Max. We’re just making sure you live to pay up on the bet!" Captain Dihardt stared quizzically. "Bet? What bet?" Bull laughed, "The one you made that the war would before over by Christmas!" The others chimed in unison, "You got that right!" Armored Engineers- December 19th 1944 0715 Pop Dixon was not called so because of his age. No, the twenty-two year old lieutenant was the proud father of a beautiful baby girl born just before they embarked for France. Now his small Demolition Team gathered around him. "What's the word Pop?" Lieutenant Dixon sighed. "We got orders all right. We're going to someplace called Wiltz and prepare a bridge for demolition. Then stand by and wait for orders." His Sergeant stammered, "Wiltz that must be thirty miles from here." Pop smiled. "Right, and they wanted us there yesterday!" Cavalry Reconnaissance and Intelligence Team-December 18th, 1944 The last order Lieutenant Redmond 'Red' Bonze had received was to recon the roads East of Wiltz. Higher command needed more information about the strength and makeup of German Forces attacking the Southern shoulder of what was fast coming to be known as 'The Bulge'. One of the Division' Intel officers also pressed him to check out a rumor that Germans were searching for our Fuel Dumps. But right now Red had other fish to fry. Like how to get there. With the narrow Belgian roads clogged with all manner of retreating units. Mere Lieutenants don't stand much chance of obtaining road clearance in the face of panic stricken Majors like the one waving his hands excitedly in his face right now. Looking at the confused river of humans and machines Red said, "I've got my orders, Major, now get off my road!" Wiltz Postcard.bmp Wiltzv4 pic1.bmp wiltz strat map work2.bmp
  19. LOL... I have No Idea what that is. The QB Plans are indeed multiple as are the order groups in each plan. But there is no way for me or you to assign specific AI units to specific groups. All Attack style plans have the AI Defender with at least 1 group set as static defense (no movement order) and at least 1 group set as defense with a timed movement order (acts as a counter-attack group). Timing, placement of the counter attacking group is a tricky problem for the map designer (me) and the AI. So it can be a crap shoot. A QB Player should takes steps to improve the AI odds. Here's what I do: 1. I always reduce my unit strength by 10% or more or increase the AI by same. 2. Try to avoid 1st turn AI arty attack by waiting a few minutes. That improves the chance of the AI counter attackers to actually get to through the variable movement time. 3. Don't use your 1st turn arty. send out your FO and get eyes on targets. 4. Play it straight. Don't rush. You and I "know" the game board has space between attacker and defender so we can rush ahead through the generally generous amount of space that cannot be seen by the AI. Send scouts and recon 5. Compared to the AI (or ANY wargame AI) you and I are Albert Einstein and Quentin Tarantino (the same IQ's!) so give it a break and it'll give you a better game. 6. I play QB's to blow stuff up. I play QB PBEM's to test my tactical knowledge against a real live human.
  20. Your Welcome. I have Redone the CMBO Classic The Road to Wiltz and will release it shortly for CMFB players. It is a much enlarged and detailed game.
  21. I have uploaded. If I need to do or add anything else let me know internally
  22. My file is dated 1-5-17 the no Vehicle Pack version is dated 1-9-17 the QB's are dated 1-26-17. @Ian... I requested and awaiting permission to upload.
  23. The Release version of this remake of the CMBO Beta Classic! You Must Have the Base game along with Market Garden & Vehicle Pack Module to play. But for those who Do Not Own the Vehicle Pack Mod I have also included a No Vehicle Pack version. But you still need Market Garden to play. If you Dl'd the X-Mas version you will want to overwrite it. I have made some small but important map changes that improve game play. The Scenario file goes in your CMBN Game File/Scenario File. The three QB Maps go in your CMBN Game File/Quick Battle Maps File. For Now this is the ONLY place you can find it. Last Defense V4.0 Scen & QB Maps.zip
  24. QB Maps are just the playing field with a set of general AI instructions. V4.0 has no effect on the map, just on how the AI moves and responds. So any properly made QB Map will work. Where V4.0 shines is in scenario design. That showcases all the triggers, timers, whistles and bells.
  25. I am attaching all the fixes done in 2015 as well as the latest. If you find any others please provide the full name of the QB map. What I can fix is any 2nd story building that was remapped as a single story. All those other pics are something else entirely and should be considered a bug. QB Repairs.zip
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