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MarkEzra

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Posts posted by MarkEzra

  1. In a recent PBEM game one T-90 takes out 3 Marine M1 and and 2 LAV's in two turns. US M1 can also be destroyed. My gaming opinion after hours of playing T-90 vs Abrams is: Abrams is a better tank. Is the T-90 hopeless mis-match? Far from it. In WW2 terms: Abrams = Tiger, T-90 = Sherman Firefly. Used properly the T-90 can do very well. Used less skillfully the Abrams can still come out on top.

    Just a side note to Bad Moon Rising:

    It was designed with a definite Cold War, Red Hordes unleashed flavor.

  2. Mark -

    I'm curious about the reinforcements that arrived - I saw some technicals along the road to the N, but they seemed to just kind of mill around aimlessly once they'd appeared. Does the new CMSF AI allow you as a designer to thrust them towards an objective or otherwise direct their actions once they arrive? I ask because I saw similar behavior in Allah's Fist, where the reinforcing AI just seemed to sit in the deployment zones and get picked apart.

    Final question for you... I agree that with the addition of triggers, the AI could become a real monster. That's a good thing, and I can't wait! However, in the current version of CMSF, is there any way for a defender to respond dynamically to an attacker? Or will all my future missions in the current CMSF/CMSF Marines end up being static defenders being dismantled piece-by-piece? It makes sense given this particular scenario, but I'm concerned if that's the general experience of all attack scenarios in the future.

    Thanks

    Chris

    There are 5 different plans. Some have setup positions very near their pathing objective. Others will be actually harder for the human player to spot and have been timed to act as counter attacking units (South hill...just not in the town) The UnCon vehicles become cautious in the face the Marines which is why I gave them shorter routes and their own separate pathing orders.

    The response of AI defenders is dependent on the designers use of movement orders and reinforcement orders. Troops under AI control will intelligently move to better cover when attacked or attempt to improve targeting positions but will not move like zombies to a lost objectives ala CMx1....yes, there is another way of viewing that particular action found in CMx1 and Steel panther style games. The idea that a well placed armor unit in overwatch positions decides to run down to the narrow streets of a village and engage in close combat is not such a swell feature, either. I look forward to the "event trigger" to create a far better controlled AI counter thrust.

    What I do not want to see is the type of event trigger that are found in FPS... You show up someplace and the Tiger tank always appears. I believe BFC understands that Scen Flexibility is the key to re playability and will continue to evolve the scen editor to enrich the gaming experience for us all.

    Speaking of that...Why not try The Orchard Drive scen. @ www.CMMODS.com It's a meeting engagement. You might want to read the designer tip on page 2! The Syrians give as good as they get...it's a personal favorite or get a bit nostalgic and go for "Chance Encounter" or "Last Defense"

  3. Testing results No crashes, no wrong side instant blood baths.

    Testing method:

    Set all Random except for size (alternated tiny and small) times 10 QB setups. Played WEGO Blue and Red and always moved units during first turn. Allowed a couple of turns and ordered cease fire and examined both sides for any conflicts...(yes I did notice that sometimes AI units are facing the wrong way...BFC is aware of this issue)... A final thought My personal QB Map file contains 243 maps. So the QB generator has lots to choose from.

  4. Question about Defensive AI in CMx2:

    Is there capability for broader AI plans when defending?

    I ask because I just completed "USMC Bad Day for Allah", where you're tasked with assaulting a town held by a Moktada Al-Sadry style militia and take the Madrassa.

    Great scenario and tense nail-biting gameplay until I finally broke into the main town and occupied the Madrassa. The rest of the AI didn't react at all. They still stayed in their original locations scattered around the city and I had to hunt them down one-by-one. That was a big surprise and broke the immersion for me - if the Madrassa is the religious center, the symbolic heart of the town, for the AI to not react at all and just sit there to be ground down piecemeal... very dismaying.

    I was proud of my break in from an unexpected angle and thought I'd caught them by surprise before they could reposition to plug the gap, but now I'm thinking that I don't have to worry about counterattacks in CMx2. I realized that the scenario appears to be just going in and dismantling a static defense piece-by-piece. No surprise counterattacks, no sudden shift of forces.

    That's a big shift from CMx1, where I was overwhelmed more than once by the AI rushing back to defend the flags. Yes it was predictable, but it was still difficult to counteract sometimes when you'd been bled dry trying to GET to the flags in the first place :>.

    Is this just a quirk of this scenario, or is it true that there aren't really any AI plans beyond the local TacAI of each individual unit when AI is defending?

    Thanks!

    Chris

    SPOILER INFO

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    Actually a quirk of the scen. The Madrassa, itself, is but one specific objective. The Syrian Units are holding areas of the town, surrounding hills and the road net. All are valuable to them and to the Marines who are tasked with clearing the entire area. Additionally: Syrian units need inflict 25% casualties to receive 200 pts while Marines must reach 80% Syrian casualties to get 100. The values of the objectives are only 50 pts. The reason for all that is the Marine Player needs to search and destroy the enemy. The Syrians must simply hold ground and avoid catastrophic casualties. There are some reinforcements with pathing orders but those orders do not include the town. During play testing I quickly saw the hopelessness of reinforcements attempting to re-take the Madrassa. The Overwhelming fire power of the Marines just didn't make that very much fun. So I gave them some blocking positions.

    One final note: There are 5 different attack and defend plans. You will not always meet the same forces and threats at the same spot. Something TOTALLY unavailable in the old game editor. BFC has stated an interest in adding "event triggers" at some point. With a few simple triggers added to the multiple plans, CMSF's AI will become a monster for the player to contend with.

  5. Your CTD...does it actually go to the desk top or just kick you back to main CMSF screen?

    My understanding of Tiny, small, ect has more to do with units than maps actual size in meters. I'd point to the "QBG Large Maps" which just took a nice large map and called it Small, medium, large...by he way, these three actually will cover the full range from Tiny to huge.

    I will check out Tiny and small (note: use these pretty often) x 10 and see if I can duplicate results. I appreciate you hanging in and helping sort through this.

  6. "Marine" Maps were made in the 1.10 builds for Marine Module but should work perfectly fine for any QB match up. Since they have No troops of any kind it's just my own naming convention and nothing more. When testing the game in QB's I often used only those new "Marine Maps" with Army Red vs Red, UnCon...you name it.

    A way to test If a particular QB map is functioning properly is to do a new QB Map file (rename the original with an added X or something) You can usually tell what the map will be for because the name will say Attk town or Meet Open or whatever. Then all you have to do is request to play that style game. This is how I test them before I submit them. If you should find ANY map not working properly than I'd sure like to know. I have a serious interest in getting this right.

  7. I would NOT recommend Scen maps be transferred wholesale into the QB folder. Here's the reason:

    Scen maps will generally have VERY defined setup areas and AI Pathing that will not handle the myriad unit selection possibilities. Your just asking for a weird gaming result.

    What you can do:

    If you find a scen map interesting. Put it in the editor, delete troops (safe rather than sorry), Create nice sized setup areas, delete the AI plans for BOTH sides and make a few generally large AI plans. Finally go ahead and delete any preplanned arty and either create a couple of locations near/not on! setup areas...or just leave blank.

  8. There was a 3 page thread about this bug, post v1.08:

    http://www.battlefront.com/community/showthread.php?t=81861

    The bug is identical in 1.10. And it is impossible to save a game file when this bug appears.

    Currently, I'd say this happens with about 30-40% of QB attempts. I'm waiting for the CD version to arrive, so I can do a complete wipe of my install, and start over. Note, this did not work with 1.08, but I'm willing to give it a try again.

    Good luck on the re-install. Here's what my testing problem his:

    I use QB's to test for Bugs very frequently ( frequently = 1 or 2 games a day)and have not had the problem you described since 1.08 (again just not positive...but a long time back.) I suspect the bug may be map design at it's core so when you do your reinstall perhaps you could not load any new QB maps or Mods for a bit and see what happens. If/When you get this problem just let me know whatever you remember about the QB setup. I promise to dig hard to duplicate what you saw and present my results to BFC. Those of us who enjoy the QB style of battle all recognize the need to improve this part of the game.

  9. That's all well and good, but I honestly expected the bug that was *introduced* in 1.08 (#2 in the original post, where you end up commanding the side you did not choose, in a game that cannot be saved) would be removed in 1.10.

    Please post any QB bugs and send whatever save file, or just map Pic or ANY other info that might help in locating the specific map , units, and game situation the bug occurs in. I cannot recall seeing anything of this nature since 1.05 and tested extensively with QB's for 1.10. Most certainly I would be very interested in getting to the bottom of this.

  10. Things aren't really all that hopeless! There are many ways to win his match but only one real problem...you are being forced through a funnel. Here's a suggestion:

    SPOILER ALERT SPOILER ALERT!!!!!!!!!!!

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    Get you your scouts some Javelins and dismount them (after the Arty!!!) move cautiously along the high ground on your left. A Nasty way to take out MG's, Snipers, FO's and other desert vegetation. Use 2 Bradley's to over watch along both sides of the road. Keep the inf clear of those Bradleys as you may lose a couple. Start with working over the closest trench lines (the defense has multiple plans so the Syrians may not be in specific trenches with specific equipment ) and any suspected enemy in town. Remember: smoke is your friend! As more troops and arty become available your task will become easier.

  11. Great thanks for the fix! Will be trying it post haste.

    Your strategic hull-down positions shown above appear logical. Too bad one of 'ems mined. I wont tell you which one!

    This was the toughest I made for the game. It got MORE so due to the early unit build gaffs. You've got PLENTY of hardware alright...It just comes up to the battle slowly.

    Re Mines: There are multiple defensive plans -- And you CAN'T count on spotting a specific inf location noted previously and conclude that mines will be located at X. I played this last night (until 1:30 AM!!) and lost a LAV to a mine in a completely unexpected local....Pretty good if I can fool myself!

    SPOILER....REALLLLLLLLY a SPOILER!!!!

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    The mines are mixed. dismount the scouts that most pissed you off and have them recon ahead of the LAV's

  12. Not to crow BUT....;) My one T-90 took out 3 USMC M1's, 1 LAV ATGM and 1 LAV with in a 2 minute span. Both my PBEM partner and I were in shock and awe. Range under 1000 meters and the T-90 had a slight elevation advantage. Not a scratch on the T-90

  13. Got 1.10 today. Tinkered a little bit with quick battles.

    the timer is exceeding the limits set by the QBG, I'd be grateful.

    QBG --Mishga and friends...myself included ;) -- Did not set any time limits per se. When reviewing a QBG Quick Battle map in he editor you'll see whatever time limit WE put in. But that time limit is irrelevant to what the QB game generator selects. That is based solely on the size of units selected (tiny, small medium large or huge).

  14. Javelins are by default included in AAV and trucks. The Marine Module manual goes into detail about the use of Marine Javelin Teams. You will note the very different AT team setup from the Army's. In the Road kill scen the Blue troops are Company HQ moving to the front (a chaotic, rapidly changing situation) so they are more sparsely equipped in AT...It's a tough little scen. As far as providing an equipment blueprint...well that's up to the designer. In the "Orchard Drive" scen I did that...it was REALLY necessary. But that is the only time I can recall doing so. Glad you gave Road Kill a shot...

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