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MarkEzra reacted to ncc1701e in Update on Engine 4 patches
LOL - I did not say this is easy and this is to be done for the current patches. This is just an investment going forward. The more modules or new games introduced, the more problems the beta testers will have to cover everything. And it will harder and harder to deliver patches that won't break game 1 or 3 to refer to Elvis' post.
Sure, this will impact the developers to create the API / CLI needed. But, the developers don't necessarily have to write the tests. The super individuals with the positronic memories (sorry Star Trek 🤣) may write them inside a common framework for testing automatically each changes on each games.
Based on my own experience, the time gain is prodigious and allow to concentrate on the future instead of repeating over and over the same tests of the existing.
But, yeah, you are completely right. I do not know the complexity behind TO&E database or the rest of all the CM software. You are the experts and you know what you are doing. This is just my experience and I can tell you that my testers are very happy of the automation framework we have built.
Anyhow, a big THANK YOU for all the beta testers working hard to deliver those patches.
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MarkEzra got a reaction from Kevin2k in Let's make QB more interesting
Each QB Defender has 2 sets of orders for a VP Objective. One AI Group is ordered to defend on or near the objective. Another AI Group is set in ambush elsewhere on the map with a variable timed movement order to advance to the objective. Your ideas are based on triggers that ARE available to scenario designers, but not for QB Maps. Sad but true. I can assure you that QB Map makers are vocal in their support of improving this part of the game.
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MarkEzra got a reaction from Sublime in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from LukeFF in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from sburke in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from Myles Keogh in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from Wicky in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from A Canadian Cat in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from Heirloom_Tomato in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from MOS:96B2P in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from IICptMillerII in Unfortunate Road Design
@Agusto: That map is my creation. There was absolutely no reference to swastikas implied. In fact it is actually a push to infer it IS a swastika. But that is my own opinion. Do know that I am personally offended by your post.
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MarkEzra got a reaction from RockinHarry in First try at a scenario: questions
First law of scen design: save frequently
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MarkEzra got a reaction from benpark in What to do with CMSF1 game files?
"Do What Thy Wilt Shall Be The Whole Of The Law"...Alistair Crowley
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MarkEzra got a reaction from Vergeltungswaffe in What to do with CMSF1 game files?
Absolutely correct. I know. The CMSF2 QB maps are superior IN EVERY WAY. I don't have a single CMSF1 QB Map in my QB Map File.
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MarkEzra got a reaction from Lethaface in Special forces supply status in Quick Battle's
Sorry Wrong God. Steve is TOE God... I just do the maps
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MarkEzra got a reaction from A Canadian Cat in Merry Christmas and Happy New Year
May God bess us everyone!
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MarkEzra got a reaction from Kevin2k in Semper Fi Campaign glitch
Checked this out and made the fix...door is now inside the attached single story bldg... the corrected map will be in the next CMSF2 patch. But here's a zip copy now
Desert Town (592 X 208) 296m.zip
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MarkEzra got a reaction from zinzan in Semper Fi Campaign glitch
Checked this out and made the fix...door is now inside the attached single story bldg... the corrected map will be in the next CMSF2 patch. But here's a zip copy now
Desert Town (592 X 208) 296m.zip
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MarkEzra got a reaction from CMFDR in CMSF 2 During Action Report 'Canadian Club'
The whole Scen is designed as a nasty surprise. Well trained, well led, but brash Canadians must change their attitudes towards their enemies. The uncoms are fanatics in good defensive terrain.
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MarkEzra got a reaction from Lethaface in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf
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MarkEzra got a reaction from DerKommissar in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf
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MarkEzra got a reaction from MOS:96B2P in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf
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MarkEzra got a reaction from sttp in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf
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MarkEzra got a reaction from domfluff in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf
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MarkEzra got a reaction from Howler in What's New For CMSF2 QB Games
Changes in The QB Map Description:
"Best Play" time setting gives the player a good idea of How fast or slow the AI is set to Attack or Counter Attack. For example:
If the Best Play is 30 Minutes the AI will start its attack or counter attack well within the time it might take to reach it's objectives.
So the player should consider Not just the time but the size of the map when selecting a game. In no way does this hamper the players' choice of time. Just a suggestion.
"NOTE" is a way of addressing not clearly defined map features, like Water Depth or the existence of Fords.
The information is available not only during map selection but at any time during the game via the Menu.
New Quick Battle Map “Amphibious” Type!
QB Map Design Features
Setup areas are very clearly defined for each Group Orders
Each Objective Has 2 Attack or Defend Orders
All Meeting Engagement Maps have no AI first turn Artillery Strikes of any kind!
All Probe Style Maps have no AI first turn Artillery Strikes (exception The AI can lay Smoke on first turn)
Assault and Attack Maps still Have AI Artillery plans for first turn but with limits. The AI Attacker targets Objectives only
The AI Defender no longer targets EVERY possible line of attack the Human Player has available.
The Attached pdf
Changes in The QB Map Description.pdf