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Posts posted by MarkEzra
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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
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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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When I said "If you are using both Tiny and Random you can count on it not working.", I was WRONG. I just played two tiny Both side Random with out a hitch. played one Red the other Blue. I know I had trouble in the past. I just don't recall if that was with 1.03 or even with all QBG maps. What I do know NOW is: With QBG maps loaded Tiny Random sides will play. I apologize for the any confusion my comment may have made.
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C3k: If you are using Random setting you may be having a problem. This is a known QB issue. If you are using both Tiny and Random you can count on it not working. This has nothing to do with the maps. It's the QB selector that is buggy.
Reanimator: Since I just finished playing yet another QB battle as blue I can tell you that all forces do show up. The set up was Med Hills Attack. Attacker Blue minus 20% vs Red Infantry. I have not experienced anything like you've described. The QBG maps have worked pretty well. I don't want to pass the buck but if you also have original game QB maps installed you can have just what you describe. I would very much like to clear this up. Next time you have this problem if you could send me the save file and whatever set up info you may recall I can look into this If it's a QBG map that creating a problem I want to find out why.
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Adam: Cadmium 77 said "It's about strategy and tactics in real time."
CMAK is a fine game but is WEGO only
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An interesting point. Hope they get it sorted outOriginally posted by SlapHappy:Mark
The reason I was complaining about the AI's inability to equip the AT weapons is that many of the dismounted squads would begin the "slow crawl of death" towards any of the Syrian scout cars...only to be MGed to death one by one. I finally figured out they were trying to get into grenade range, since that was the only semi-effective weapon they had to counter the armor. The AI needs to be able to equip the "goods"!
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Well that's great news...an AI that can take it to you...
ATGM? Can't say I've had your experience. The BRDMs seem to get a shot or two in before they die. They're very easily killed. I am also playing a PBEM where two of my BMP's fired their ATGM first...took out one Bradley and died for their trouble from another.
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Hi Slap: Not that I have found. And that includes Baking. While one can select the javelin's and bake it in, it appears that baking MAY adversely (nullify) affect AI orders. I sent this info with scen demonstration to the testers so they are aware of it.
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www.CMMODS.com has many scen designed specifically for 2 Player matches. Some of the original scen don't seem to do too good a job as PBEM.
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Rolls : The idea behind the scen is to see how well the AI can attack. The Attacker and defender BOTH have multiple AI plans, orders and pathing. A single player can play either side. The force balance seems reasonable enough for two players as well. But the real fun is to allow the Blue AI to attack. There are five different attack plans so the player as red will be faced with the possibility of different levels of combat on his flanks or center.
Ric: I don't think anybody has noticed the size of this scen (2000 plus KB) in relation to the "normal" size scen. This is due entirely to the AI coding. I think that scen designers are really going to like the ability to push the AI very specifically to its objectives.
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M1A1: Just did a test dl again...works fine, opens fine.
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Hi LGMB: WWW.CMMODS.Com You will find most all the user made scen there.
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Yes...drop it in the editor and look closely at the AI, groups, exit after, exit before setups...that's where the magic is.
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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.
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I've just finished a scen that 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 scen, Viper Pass, has a VERY aggressive AI, 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 and get your ass handed to you...or not, depending on the plan and your defense. Of course you can attack as well. The red defender has 5 plans and 8 groups as well...Lot's of replay--ability... The more scen designers learn about the editor AI the more CM:SF players will suffer "shock and Awe".
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Map edge to move generally...keyboard to fine tune the view
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Hi: Bodkin: The Green is indeed the Objective and you can Alt J to make it disappear.
The Yellow is "Plan" pathing used by the AI editor. It really shouldn't show up in the actual scen but sometimes does. Seems like a bug.
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Massive: Most but Not All QBG maps have Troops. Most do Since Vol 2 and three We have produced 2P's (Vol 1 and 2) They load in your CM:SF/Scenario file and can be played has a two player game or a single player vs AI
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Calvin: I've been testing (repetitive) a scen of mine involving Strykers and their dismount in the attack. The Redforce is Mech/Inf with deployed MGs. I have absolutely NO TROUBLE with these Strykers reaction to targets...They shoot up everything they see and are taking punishment in return from RPG and 30mm/ATGM BMP. The dismounts are moving ahead, taking minimal casualties. The testing is done in RT and I give NO COMMANDS...Just watch as Hidden FO.
There is some talk that 1.04 fixes may not be taking hold in SOME rigs. Of this I have No idea. If true, Perhaps you are in that situation.
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Each QBG Vol is in it's OWN folder. Open that folder and copy/paste to the games "Quick Battle Maps" folder...You'll find that in: CM:SF/FilesOriginally posted by massive1974:Sorry but I have a really stupid question: how do I use these QB maps? When I start a QB I don't see these maps, do they just come randomly as I choose the type of battle (Small, attack, etc.)? Or do I use them in the Scenario Editor to make a new scenario?
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Thanks...sent you an email
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All the QBG members should get together on GonzoChat in the near future.
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Shoot me an email...We lost yours...mine's listed above...
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It's not the PAUSE Mikey...It's the REPLAY...But to answer your question: When I play RT it's with Tiny/Small units and I rarely pause...With larger units I prefer WEGO and will until RT allows for a pause w/playbackOriginally posted by MikeyD:"So you never pause? "
Surprisingly little pausing - i mean it surprises even ME! I used to be on that ESC button all the time but as my camera movement skills increased my use of the pause button dropped. Now its mostly used for when i want snacks - or if my Javelin's about to impact and i want to see it from a cool angle.
Instead of the 'game' pause button i am using the individual 'unit' pause button more, trying to get my guys moving in a coordinated manner. Sorta like a juggling act instead of a chess game.
Showing Off The AI: Viper Pass
in CMSF Scenario and Mod Design Forum
Posted
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.