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Posts posted by MarkEzra
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Duly noted. Thanks.
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Great tip Mark and thanks to all the QBG.
Your advice worked as you said. FO with something to go boom in QB!
A revision of the QBG Maps... Is there any change the naming methodology?
Sivodsi..."why they are available to be picked.." good question.
Sorry: There could be no change in naming convention due to he need to over-write existing QB Map files. In fact I will be removing all QBG maps from CMMODS so that older versions are not overwriting the newer versions.
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Yesterday i´ve tryed the QBG Mark Erza uploaded on CMMmods. Its great. Never enjoyed Cmx2 in MP that much. Keep up the good work.
Greetz
Taki
Thanks. Mishga played a huge role in QBG...a real team effort...
I am working now on a revision of the QBG Maps. I have concentrated on adding more visual imagery to the maps , improving/adding AI pathing, and cleaning up bone head errors I made in the original maps...
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I've just been checking out what sides can get in 'small' battle sizes, Syrain, Republican Guard, heavy combined, excellent; vs US mix heavy infantry, excellent.
The Syrians are very predictable. You usually get the 3X T90 + 3 X FO (no ammo, why is that?), but you might also get 8 X BMP2K, or 5X BMP2, or 3 X BMP2 + 3 X FO (again, no ammo).
But this could be pitted against US forces of 4 X M1A2 SEP and 4X M1132 Strykers, or 8 X Stryker, or 4 X Stryker + 4 X Bradley :eek:
Syrians are obviously at huge disadvantage.
Does anybody bother with QBs any more? If anybody still plays QBs could they advise on any combination of forces that is more likely to lead to a reasonably balanced mix of forces?
The reason your FO's don't have arty is due to force selection size (the same as CMx1) Occasionally a "Small" setting will get arty but generally no.
I play a lot of QB small...especially as play testing. A good way to influence the number of Blue units is to reduce them by 10-20%. Another thing you might try: make Blue the Syrians, increase their units by 10-20% and make Red the US.
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Personally I cant go back to CMx1 style gameplay, no matter how infected I was back then.
Me Too. I have thought about my personal "why is that?"
I continued to play SPWAW all through the CMx1 series. But within 60 days of playing CM:SF I had deleted all 3 CMx1 and SPWAW, too. 60 days! and we all know how emmmm...dysfunctional... CMSF was back then. I think the thing is that CMx2 gets to the one man with a weapon representation I really want to see in Wargaming. The idea that I can see each man in a company act and react in individual ways is big step forward.
Fans of other genres like FPS are obviously delighted with their product choices. But I have always found them lacking in accuracy to such an extent that I think of them as arcade games about war...not a "War Game" Fun, but not instructive. Immersive but not reality based. I can enjoy them at that level but my wargaming soul remains untouched. CMSF points the way forward like no other game since CMBO... I was a fanboi for it's possibilities then like I am for CMx2 now.
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I love that each pixelman matters
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I'd like labels on objectives: not the label the scenario designer creates, like "Enemy HQ Building" (although that is nice and adds flavor), but rather the label which tells me what to do with it: CAPTURE AND HOLD; DESTROY; SEARCH; etc.
I leave the objectives toggle on. Frankly, I don't know why some are green and some are yellow. I _think_ the yellow objectives mean I should destroy them. I'd like labels. Hey, if I'm NOT supposed to destroy something, put a PRESERVE label on 'em (as well as a friendly base color, like powder blue or pink, or bunny yellow).
In short, communicating the objective goal could be improved.
Regards,
Ken
Your first point should be handled in the scen notes at the very least. Play the scen "Bad Moon Rising" for an example of objective explanation.
As to the yellow/green color. When both sides share an objective but the objectives for one is shaped (larger/smaller) differently, the yellow color shows up. I try to be very careful with overlapping shared objectives.
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Here's another important question about MOUT settings that ain't modeled, and from my personal point of view a more important thing as the windows topic: why doesn't buildings start to burn?
Interesting point. I cannot recall any news articles of burning buildings or mass burn casualties in Iraq. Can some boot on the ground speak to this?
Normandy is a no brainer...burn, baby, burn!
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"...I will support and defend the Constitution of the United States against all enemies, foreign and domestic; that I will bear true faith and allegiance to the same..."
You're doing your part... I promise to do mine
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Sounds like a bad send. Are you guys using a file share program or just your email accounts? The reason I ask is I had a lot of frustration with my standard email and even had trouble with some save files when I switched to G-mail. I finally got "sendthisfile", a free file share program and have had zero problems
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Mark will probly put in a comment here as well which will explain things ten times better than i can.
No you said it just fine. I think that the explanation of large maps/multiple sizes has been cleared up. It is indeed about the unit size, rather than map size that controls the QB selection.
It seems to me that Mishga made a set of "Tiny QBG Maps" that can be used for H2H. I'm pretty certain they include units and pathing already. Perhaps Mishga can answer that one.
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That I can do:
It's a meeting engagement in Open terrain
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Thanks for the vote of confidence...I appreciate it considering I just found a map I MADE with no AI for either side!!!!...Looks like somehow I put an unfinished map in V1.10. My embarrassed apologies to the community.
Re: provided updates to my progress: I prefer to be non-specific until after the 1.11 patch release. It's an NDA thing.
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I am currently reviewing QB Maps
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Well played and a terrific AAR read. Thank You!
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I am unable to duplicate either the magic UAZ or the Buried IED with eyes. Here's what I did:
Setup with UAZ behind building and IED with clear LOS to enemy.
After 2 minutes with no UAZ or IED sighting of enemy I move the triggerman into the building and up to the 2nd floor with facing towards enemy. Triggerman spots enemy (photo shows question marks but triggerman actual identified moving inf briefly during turn
Check the IED which appears to have LOS
Check the UAZ which appears to have LOS
Now I Checked the Inf hiding behind a 12 foot wall with no possible LOS
So it is seems evident that the only time an IED or dismounted vehicle can see is due to Global vision (in this case the triggerman is the sole unit with any LOS).
If anyone has a save file that demonstrates anything different please do send it along and I'll check it out and report my findings.
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I certainly hope that future Icons will provide more info without becoming either too burdensome or distracting. There's real potential for improving quick glance status but I wouldn't want Icons to become some sort of stat sheet.
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The "Proposed" Bren Gun tripod is NOT accurate! I have over 200 pics of what an Actual Bren Tripod looks like. The CMSF Normandy "style" (if one can refer to that abomination as such) is not even a close approximation of a REAL Bren tripod. Frankly, this is a deal breaker. Why can't BFC get anything RIGHT?
By the way does NDA stand for "Noticeable Demented Ass" or what?
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Of course the actual reality is US troops can't be allowed to absorb casualties of EVEN 10% let alone 15% plus. There are a number of scen on www.CMMODS.com which specifically address this.
As a fervent Red PBEM player I often am required to make the setup for a balanced scen. I don't use the casualties perimeters, just "hold" Objectives, because I don't want to put my opponent in a possible straight jacket...Not too much fun for them. So I Often congratulate my blue opponent on their victory. In my head I look at blue casualties and the general difficulties I created and for how long. Then give myself an ataboy or back to the drawing board as needed.
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As a fellow American I'm proud and grateful. God be with you.
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If you Downloaded QBG Quick battle Maps from www.CMMODS.com and wish to delete them all you need to do is :
1. Open your CMSF/Game Quick Battle Maps file
2. delete files that contain "QBG" in it's name.
QBG Maps were made to solve a problem with the early release QB maps. They were designed to work well but are very generic in nature. The reason for that is simple. The QB Battle maps need to support all units represented in the game and in numbers from "Tiny:" to "Huge". They were vetted pretty carefully and have had a reputation for working as advertised. Since those days new QB Maps have been added with the progressive patches. Many of these are more detailed and some are down right pretty. I am always on the lookout for broken QB Maps, whatever the source. So if anyone has trouble with a QB map please try to provide:
1. A screen shot of the map
2. a description of the Map type (ie: Attack/City, Meeting Engagement/forest
With this info I may be able to isolate and repair the map.
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Update: Confirmed Syrian FO's show no improved vision. Report with save files made to BFC with credit to Cpl Steiner. Thanks for the catch!
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I see your point! I'll report the radio and binoculars graphics are missing from TOE. Since the FO's actually are able to call in fire I have some doubt about them being actually affected by the missing graphics...but we'll let Charles have an extra Red Bull and figure it out...Thanks for calling attention to this.
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There are advantages for both sides.
Making the Quick Battle Generator Work (well)
in Combat Mission Shock Force 1
Posted
All QBG maps have been removed from CMMODs and will not be placed on the BFC server. I have been revamping them. The new work will be presented hopefully as an early Christmas gift. I recommend you wait for the new stuff.