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MarkEzra

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Everything posted by MarkEzra

  1. A new Chance Encounter zip has been posted at www.CMMODS.com It fixes: 1. Troops not able to access 2nd floor of one building. 2. Slow frame rate when playing Elite level. If you struggled with these issues please download the new zip.
  2. Load the maps into the C: Program/CM:SF/files/Quick Battle maps file. Any map can be used except "baked". QBG's QB maps are specifically designed for quick battles and have appropriate setup/Victory areas.
  3. Here's what I know. It involves the balcony only and I cannot duplicate the error on a test scen of all 2nd story positions with balconies. I think it may be that spot with that ground texture with that building position with a balcony. Ain't bug chasing fun... Tom: I will send you the test scen I will fix this building issue along with some tree base texture changes that will help game play ASAP and notify here.
  4. Ahhh that building. Just tested and got the result you noted. I can get troops on house roof, first floor but not second floor. I have no idea why... Tom: will you check and pass on to the testers In the mean time I will redo the original and see if a new building gets the same results and report back here.
  5. I get 'em on the second floor balcony all the time...that's why the balcony is there...so don't know what happened to your guys unless they were taking fire from the church...very typical thing to happen...by the way my knickname for that since CMBO days is "Slaughter House 5"
  6. Then you got two that the reds needed and killed enough of them to overcome your losses...You're holding the crossroads, they aren't
  7. It has been reported...I saw it too. The MG is in the rear...the squad it belongs to is up front firing it....
  8. Thank's MikeyD....I learned a bit on the trees. The old shot gun, fill space method of placement does not do justice to the CM:SF editor. I think that Last Defense will show some interesting forest for movement and battle.
  9. Elite mode verrrry slowwwwww and cho-p-p-y when tre-e-e-e-e-s are pr-es-ent. Veteran works fine....Hopefully BFC will consider fix in future.
  10. Khane: my rig is similar...7300 GS..Haven't tried it in Elite but will give it a go and report here. Valley of Trouble...I hope somebody else does it...Hey...how about you!? Adam1: Thank you... Slow: Trees: I love the 1x1 trees. In the short run I do think it will be up to scen designers to more adequately show where trees are when alt T used. Perhaps by using only tall grass where each tree is would work. I'm working on the concept for Last Defense. If it seems to help I'll redraw Chance.
  11. This old timer is playing the hell out of CM:SF. Here's something I learned at the "Living Love" seminar in 1974: "People come and people go, some say yes and some say no...I just smile and shrug my shoulders 'cause that's the way it is"
  12. I had no idea there is any difference in settings as far as performance. The trees are a big hit and I thin them out in lines to reduce the problems. I just finished an intense ambush gone bad in the woods. To really see the action I alt T the trees. I do wish that the tree trunks remained so you could still have an idea of where they are (LOS/LOF)
  13. Handioc: Why this was not posted on the scen forum is all on me. Normally I would post a new scen notice on the scen forum and NOT the general forum. Since Chance Encounter has it's own unique history I wanted to make sure that casual forum readers would see the notice and perhaps remember the scen from the past. Since it's posted here I felt another post on the scen forum would not be right. When QBG was putting up all the QB maps and 2P PBEM scen I used this forum to announce. Again due to the unique circumstance of those particular products. My last scen, Viper Pass, was only posted on the Scen Forum. No offense intended to my scen design brothers and sisters.
  14. No sir: Last defense: a lone rifle company is attacked by mech armor force...but are save by the timely Hell cat re-inforcement
  15. Chance Encounter, Last Defense (under construction) and Riesberg were the ONLY scen in the CMBO pre-Gold days. And were, of course, played to death. When CMAK was released they were re-done by the community and thus canonized in CM lore.
  16. I won my first WEGO as Blue only failed on friendly casualties... playing my second I set up the same and attacked the same...but the damned AI didn't...came at me from a completely different axis of attack. I won't go into details. Suffice to say I suddenly got VERY tired...rather than save the game...blah, blah blah...and to think I designed the AI pathing...LOL It really does bring back memories of CMBO beta and the many..many...many Battles I PBEM'd with Max...And here it is again: all at once an old friend yet totally new and exciting.
  17. While you're about it why not go here: www.CMMODS.com and get some good scen and QB maps...
  18. "Towards the end of the war, as the Red front lines crumbled..." Based on the CMBO orginal. The basic Map was Done by Serg and further developed by MarkEzra. Thanks to aka_Tom_W and Max Molinaro (RhurRiver) for their efforts. Features 5 Plans with multiple group orders per side. Play Blue (best) or Red (easier), single or 2 player. Get it here: www.CMMODS.com
  19. I noticed that "Hammertime" has been dl'd over 1,000 times. Seems like somebody's playing rather than reading the forum.
  20. The map is a beauty. Since you baked the scen I was not able to get this info from the editor...How many Attack and defend plans have you provided?
  21. Handihoc: The BDRM's does fire it's weapons...but much target acquisition seems far too slow...they often die before firing a shot. Baking is the term that allows the scen designer to give the kind of orders normally found while playing. That allows the AI to act on them during the first turn. The manual gives the example of "baking" a supply columns route in an ambush scen. Baking allows a scen designer to protect his work from changes...something valuable to those who play competitive matches. Magnomar: Your primary defense against the Blue Attack force is not the BDRM's... Do keep in mind that the Blue attack force will come at you 5 different ways...some of those will not do as well against the Red defenses. You won't find it a walk in the Park as Blue attacker either. I always lose far more Strykers than I think I should...a phyrric victory. The scen is designed to showcase the AI's editor's ability to fight...No need for frustration...I just hope you'll put the scen in the editor and look at how it works...and try out your own designs...
  22. Thank you....I designed this as a test of the AI ability to attack. I was very pleased with the results. I hope designers out there will look into this scen.
  23. MikeyD: Here's one that does: Viper Pass allows you to play single attacker, defender or 2 player. But what I really had in mind was to produce a scen that I could play as defender and just let it play out like a movie. The AI is VERY Aggressive with 5 different plans each with 8 separate groups and multiple orders, times, and tasks. You can sit back and watch the AI attack or actively defend. Of course you can attack as well. The red defender has 5 plans and 8 groups as well. Get it at www.CMMODS.com
  24. Hi Mikey: The CM:SF AI editor is proving to be a remarkable step forward in wargaming Scen design. Most scen designers, myself included, have just begun to use the various AI editor tools and it's multiple options. A single scen attack can come at you now 5 different ways with 8 different unit groups, multiple arty attacks...and your not going to have to see the enemy Battalion CO leading the damned charge anymore, either. I think one of the main reasons QB were so popular was that old CM scen designers could only make the AI come at you one way...ALWAYS. Now a scen can be far more Dynamic and far more re-playable. Something QB players really look for
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