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MarkEzra

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Posts posted by MarkEzra

  1. Deploy...(page 63 in the manual) Some weapons teams need to be deployed before using a 105 RR rifle for Syrians would be an example. Heavy MG teams fire more accurately when deployed but can fire without deployment as well. The deployment button will be seen only when required. You will find it under "S"

    To load troops in APC's click on the troops, hover over the APC until you get this:

    arrow6.jpg

    Find user made scen here: www.CMMODS.com

    to answer your question...NO...The AI must have some kind of movement plan to move. If the AI plan is only to defend than you could just set them up and they will react to a human players attack. However the scen editor allows for multiple plans for both defense and attack so I SERIOUSLY doubt you will find a scen that doesn't have a plan.

    Welcome to the forum and enjoy CM:SF!

  2. Just tested WEGO three 6 man blue squads. Sent 2 sqds into larger size building. Both took up their position facing as ordered (toward enemy setup side) Next turn gave reverse facing order with normal movement no difficulty or running about trooper all in place stationary at end of turn. Watched 2 more turns without any movement activity (units were in spotting mode). The third 6 man sqd was sent to the smallest building available in the game. They set up on first turn, went to spotting mode and remained stationary. On 2nd turn I did a reverse facing order and got the unit moving from window to window in the manner described by poster and others. The unit continued to move for 2 more turn...no tiring noted.

    I'm not certain what any of this means except to ask if size of building triggers this graphic activity.

  3. Originally posted by H.W. Guderian:

    Mark, thanks for your contribution.

    But, what would have happened if the ATGM team had seen a few grunts within AK range first? Say at "long AK range"?

    Would they have popped off a few useless rounds and given away their position when their main job is to try to hide and wait for juicy armor targets?

    I'm still baffled why we don't have "cover armor" - especially for Jav teams where the other grunts seem keen to pop off rounds at Red infantry?

    But I'm easily baffled =)

    Infantry support fire was toned down in 106 or 107..can't remember which. The multiple and rather finite testing performed in the scen Chance encounter, Javelin Teams are extremely important. They perform their task well and without taking potshots at infantry at long range. In Riesberg The RR teams are targeting tanks in an Infantry rich target zone. Their inf support seem to fire only when fired upon.

    That being noted and my general view of it seemly working OK, I have no problem with a Target armor only code. It would reinforce the players intent, if nothing else.

  4. Originally posted by Childress:

    This worked because the unit was on a downward slope looking down, with a clean LOS despite being prone?

    How about enabling ambushing troops to Hide- but not quite so well? For example, in a trench.

    No...This worked because the combination of Hide and Cover Arc works. As to trenches (or low walls, building, vehicles, ect): to spring an ambush the troops must be able to see. So if you decide to use Hide you will want to check LOS to insure they'll be able to see their target in the Cover Arc. As you may recall the "stance" of units in CM:SF have great effect on LOS. Troops that are hiding in a trench have almost no LOS. So hiding isn't a good tool. The trench itself is the hiding tool. In the case of trenches, walls, ect use the cover arc alone.
  5. Originally posted by thewood:

    Funny because I haven't seen a single unit fire with a hide command in an arc.

    You are entitled to your own opinion but not your own FACTS:

    1st pic shows setup with hide command and Fire Arc

    ATGMHidplusArc.jpg

    2nd pic shows spotting, while hiding and fire Arc

    ATGM2.jpg

    3rd pic shows spotting and firing The red circle shows missile in flight

    ATGM3.jpg

    These pics were taken during WEGO play of ATGM Ambush scen ( a stock scen) To answer the posters question...This is how you set up an Ambush

  6. Originally posted by LarsS:

    Just tried both sides. I liked it. Especially considering it being impossible to design a scenario that is equally as challanging and fun from both sides vs the limited responsiveness of the AI.

    Glad you enjoyed it. Please keep in mind that there are 5 different plans for each side. What Blue did the first time...how they did it, when they did it is subject to change. It is also subject to the terrain... smile.gif

    Regarding your comment about the impossibility of equally challenging and the responsiveness of the AI...I just simply disagree. All games have limitations of some kind or another. Scen designers like to push those limits...whatever they are...Of the Scen editors I am most familiar I like this one Best. I'm sure there is more that can...and WILL be done with the editor in future Modules, but for now I'm happy to have this fine tool to create with.

  7. Originally posted by stikkypixie:

    Thanks Mark, you're becoming one of the most prolific designers out there.

    I have a little request for you, could you make a blue on blue scenario or recommend me one? It seems that there aren't many of those around.

    Thanks...I've got an unpublished Blue on Blue that RhurRiver and I played as PBEM...called Twilight Zone...Yeah...based on the TV show...It's very small, rough and unfinished...Perhaps I'll do some re-working on it. Take a look at CMMODs for any all Blue...I can't recall one off the top of my head.
  8. Originally posted by Michael Dorosh:

    the big mouths in Australia and the United States shot their gobs off about him. The British press showed admirable restraint, as they're capable of on occasion, in letting the prince serve with quiet dignity and fulfill his destiny with the troops. A shame that the foreign press thought their own profits were more important than the war effort. [/QB]

    In the US that Great Patriot and RightWing closet Queen, Matt Drudge...picked it up from an Australian Woman's Mag, ignoring the Obvious risk it placed British troops. I truly despise lapel-pin patriots like him.
  9. Originally posted by c3k:

    Melnibone,

    Thanks for listing the icons.

    I have a QB which has the following green numeric information in the bottom left of that screen: 411:20; 43C.

    Now, "43C" seems obvious. It's hot - 109.4F. Very hot.

    What is "411:20"? Is that how many secret turns there are? Because in-game it shows as a 25 minute battle.

    Note that in the same location that I have "411:20", the screenshots upstream show "18:20" and "05:30" which ALMOST screams that denotes the time of day the scenario occurs.

    If so, when is "411:20"?

    Thanks,

    Ken

    Good Catch C3K...I confirm this bug I will report it ASAP...Thank You!
  10. Originally posted by RuhrRiver:

    And Mark, I can't believe you have uninstalled CMx1. Would you throw away the Liberty Bell just because it's old and doesn't work as well as electronic chimes? (Well, it doesn't work at all, actually...)

    Out with the old In with the New! Besides: CMx1 just doesn't "Ring my chimes" anymore... ;)
  11. Hi Michael: IF memory serves CMx1 size relates to number of units and not map size.* The same applies to CMx2. That is why it is incumbent upon the designer to note map size. It's a good idea and I'll will start doing it

    * (I no longer have CMx1 installed so if anyone cares to verify here's how to do it: Take an exisiting "large" scen, rename it and in the editor take the units out and save it to scen file. It should now be listed as "Tiny")

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