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Posts posted by MarkEzra
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Come on Re-active Armor!! Pleassssse!!!
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It is a great game. And it sounds like it's gonna get greater...
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Have you verified the patch is for paradox copies?
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There are a large number of scen designed for 2 players at www.CMMODS.com Look for QBG 2P vol 1 and 2
QBG designed these scen for PBEM play and are generally balanced, simple, straight forward layouts.
[ November 18, 2007, 05:36 PM: Message edited by: MarkEzra ]
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It seems to me that BFC has worked diligently to improve CM:SF. They told the community that the fixes would come in several patches. They have kept at it and I appreciate it.
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The latest I've seen is this from Kwazy Dog:
Hi Guys,
At this point I would suggest waiting for 1.05 before running any tests or comparisons. Whilst I am not sure of any specifics relating to cover, the list of new features, improvements, enhancements and bug fixes is so extensive that I think it would be best wait it out, particually as changes in one area can affect others. Not much longer now!
After 1.05 such comparisons and testing would be very interesting indeed I beleive, and Steve should have time to answer some of the more spevific questions (which I unfortuantely dont know the answers too).
Dan
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Yes...Thank you very much! I will try to put it to good use.
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I am working on a CM:SF version of the CMBO classic scen "Last Defense" I am using the CMAK version which is just fine. But I think it might be a little different here or there from the original CMBO map. For some reason I've not been able to load CMBO on my computer to get into the editor. Here's what I need:
A screen shot of the map editor WITH elevation on. If some one could email that to me I would appreciate it. I want to be as faithful to the original as possible. Email is above...but here it is as well:
mark,ezra3591@gmail.com
Thanks in adavnce
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Hi Michael: I followed your other thoughts well enough but confused on this interesting comment:
"Don't forget streets that are 80 metres wide. John Hill said he designed them "for effect", so trying to replicate them in CM will only meet with failure."
What did Mr. Hill mean by :"for effect"?
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You got that right...Originally posted by Spindry69:Don't be, your optimism is a ray of light in this bone starved wolf den.
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You popped your Cherry!!
Congrats on your first scen..
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Certainly get no argument from me of the QB generator...I look forward to BFC's changes.
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small = 25 min, med = 30 min, large, 35 min. This is set by the QB generator and is based on unit size, not map size or time limit settings in the editor. It is no doubt on everyone's QB wish list.
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I have made a 2 battalion size test.
1st battalion (stryker) is A1 (default F1)
2nd Battalion is Heavy Armour...A2 I just used the tank companies...
Its a blue attack...two different set up zones for blue (and red) and two different objective zones. Played out as Red (two spies hidden in 7 story buildings). Both battalion move to their destination...Seemed OK to me. I will be glad to send you the test scen
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Please send it. I would be glad to look at it. If together we can't get it to work than we can at least report our findings. my email address is aboveOriginally posted by Sarjen:Well i did that already too. Still not working. I downsized my scenario now to only one company. That is working. When i attach platoons or other tanks to militia its not working. If nobody else has this ever experienced i would really be astonished. If anybody wants to look at the scenario ill send it to you but will be away for two weeks now.
Perhaps someone can do a test?
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So, is that why when I chose "armor" in QB's I get BMP's or even just a couple of Ruskie jeeps with FO's to face off against a horde of Bradleys?Originally posted by H.W. Guderian:</font><blockquote>quote:</font><hr />Originally posted by molotov_billy:
Yep. The game is unfinished.
Can't tell you how frustrating it is to go through the whole QB "select - load - quit and try again" cycle just to get Blue vs Red QB's that are balanced (which does equate to fun for some punters).
and MarkEzra: Thanks for all your work, and that of others, to make us new maps and scenarios.
It is appreciated.
Without that "independent" support my CMSF "morale" would be even lower. </font>
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Been around since CMBO Beta. I don't think it is unusual. In fact I think it is a good sign.Originally posted by luderbamsen:I didn't find this forum until some time after CMBB release. I found BFC to be pretty straightforward, and the same goes for the CMSF forum during development.
Could those that have been here since CMBB release (or earlier) tell me, has BFC been this "quiet" before or is it really unusual?
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Happy Birthday to all you Jarheads and for those in harms way... May God Bless you
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This has been asked and answered. Setting All Random is the issue. QBG maps from CMMODS are not.
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Make sure that your yellow pathing from setup to end of mission position are large enough to deal with the number of units in each group. "Viper Pass" is a re-inforced stryker company advancing by platoons. If you haven't dl'd it you should. www.CMMODS.com Play as red and watch the blue attack. Then put it in the editor to see what makes it tick. It's the best way I can think of to learn the AI editor routine.
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Yes, exactly...still need the yellow orderOriginally posted by birdstrike:You should check if there is a setup zone painted in the terrain editor (map). It is not working if you only paint the setup in the AI editor, you need to have an area marked as setup zone, before.
The setup order in the AI editor is more like telling the AI where to look for setup zones to place its units.
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Did you use Group orders. Most likely not. If you break out your units into groups (using the F1-F8 keys with F-1 being default), you will be able to tell the AI where to place a unit (as long as the set up zone was painted in the map editor first. So here's how it goes:
Two units HQ, Inf Plt, set up zones previously painted in the MAP editor.
1. In UNIT editor:
a. assign HQ F1..since that default you DO
Not press the F1 key.
b. Assign Inf Plt F2...Note that "A2" shows
up next to Inf Plt.
2. In the AI editor:
a. Select plan 1
b. Select group 1. The 2D map comes
up. Now paint (yellow) the exact setup
placement for HQ. If you want the HQ to
stay there throughout the battle then
make settings to Hide..or not.. and you
you are done. Now for the Inf Plt.
c Select Group 2 It corresponds to Any and
All units assigned F2 (A2 on unit screen)
a. Paint the group 2 set up as you did
the HQ group 1 example.
b. Click "next" order 2.
Paint where the Inf Plt
go. Set how (Advance, Dash, ect)
and what they should do when they
get there (hide, Ambush, Active) You
can also set how long they should
stay in this position before moving.
c. Click next and order 3 comes up. Now
you can paint (I should say that only
setups need to be in set up areas
all other orders can be ANYwhere on
the map) your next position just like
order 2.
I hope this help....It is not hard to use and is very specific. I love it!!
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I can tell you that Scen design takes more time and it should. Old CM scen design was pretty simplistic. Now we have a lot more options at our disposal... Testing a scen that has 5 different attack AND defend options...well you get the picture. Scen are far more interesting in the end and, when multiple plans are used, much, much more re playable. On a personal note: I am putting the finishing touches to "Last Defense" another old Beta CMBO.Originally posted by thewood:The scenario proliferation concerns me the most. I got spoiled with CM1 with literally dozens of scenarios coming out daily for a period of time. Within the first three months of CMBO's release there were already hundreds of scenarios pumped out. Tournaments were already formed.
With CMSF, there are some good quality scenarios, but not a lot compared to CM1. I have seen only one tournamnet attempted at GameSquad and it was aborted before it got started.
To me its a combination of bugs, a scenario editor that is more complicated, and lack of interest in the setting.
Some stuff on As Samawah
in Combat Mission Shock Force 1
Posted
Thanks...nice links