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Webwing

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Posts posted by Webwing

  1. Originally posted by Adam1:

    I edited the Hammertime scenario and gave blue a motorized infantry battalion. The enemy has some BMP-2s in semi-keyholes. The best counter on offense available to the infantry bn are the RPG teams; These consist in 2 man rpg teams which ideally can sneak into a firing position. I have not yet had much luck getting them into position, but the worst thing is that if the first round misses generally the BMP dispatches the team. I find using a handful of teams and coordinating the first wave of RPGs kinda helps. Really hard though.

    Could you upload that to CMODs ? I'd like to give it try. I like to avoid armor as much as possible. I could edit as well but since this was such a popular scenario other people would like to give it a go too. George Mc wouldn't mind I think as long as there is credit.

    I'm taking notes of everything in this thread!!! Really great stuff in here. Best thread so far.

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    [ December 02, 2007, 01:36 PM: Message edited by: Webwing ]

  2. Originally posted by SlapHappy:

    Has anyone seen a game where the units actually enter the map in a normal fashion (by moving) instead of just flashing onto the map area star trek styl-ee?

    They are limited to the area of the map. You must place them on the map. So if you are looking at that part of the map when is their time to arrive, yes it will be star trek style.

    I'm usually looking to the other side, to the enemy and they appear behind me.

    One thing though is the message about their arrival is too small. Sometimes they arrive and I don't even notice....

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  3. The FAST command I never use. QUICK is better and gets you where you want just as fast.

    Between crawling and walking you have the HUNT command. But hm... not it.

    The crawling issue is more a gameplay issue than a realism one, in my opinion. Since crawling is the only safe way to go from A to B without getting shot most of the time. Not sure what would be the ideal solution though.

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  4. I guess this is more a personal preference. The beauty of the game is that you can do your missions anyway you like.

    This might be a solution for flat desert maps.

    Personally I think the game designer should plan all his maps and missions so the troops wont have LOS right away. I had some problems with this but now I'm learning how to avoid it. A small slope, some trees, a wall, some houses... they all help.

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  5. Paper Tiger,

    Very nice (well, not exactly nice!) scenario! In the doc that comes with the mission you say that some will find it impossible and other too easy. I'm in the first group! smile.gif

    Great challenge.

    Also you say that it is a labor of love and that you don't mind the time it takes to put flavor objects etc. Well, it shows!!

    Great stuff.

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  6. JohnO,

    There is no hurry. Don't worry. Whenever you get it will be fine.

    And as for seeing any of this in 1.05 don't even bother with this. If it is taken into consideration for future patches I'm happy.

    I was intrigued by the mud thing and tested it again.

    I guess I was making a mud track the same as the road track and not enough mud to have an effect.

    Found some interesting things though. In mud they go a lot slower.

    As you can see in the picture they are 200m behind having started both teams at the same time.

    What is curious is that they change their states of tiredness at the same point in time for every change. From ready to tiring, from tiring to tired etc. It seems to be linked to time more than anything here.

    Another thing is this: Since 9 men squad will not run together on a road for instance, how is that calculated. I have my road squad running and only 5 men are on the road the other 4 on dirt(but it could be mud for instance). The level of tiredness is calculated per squad but how? An average between road and dirt?

    Just curious.

    RunLolaRun.jpg

    [ November 30, 2007, 01:29 PM: Message edited by: Webwing ]

  7. Originally posted by dalem:

    I just want to be able to pick specific vehicles and guns and teams to suport the platoons I pick, like in CM. Like when I used to dig through my ASL counter trays and think "Hmm... how long will the Pak38 and Schreck guys last against a platoon of T-34s?"

    -dale [/QB]

    Dale,

    I don't see how that would be a problem for them to implement. And they wouldn't even have to mess with the troop structure that they already have in place.

    They could just have in the QB window the same Units screen they have in the Editor. You activate the troops you like, give them all the attributes, fitness, etc. And off you go.

    It would be just as you said. Pick a platoon from one company and another squad from another company to support it. You can do exactly that in the editor, why not in QB?

    That's probably what they are doing.

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    [ November 30, 2007, 12:36 PM: Message edited by: Webwing ]

  8. Originally posted by MiB:

    My one major question is why crawling exhausts troops so quickly.

    At the very least I'd like a rationale behind it.

    I don't think the game is too far off. It must be exhausting to crawl with all that equipment.

    The only problem I see is that most scenarios the only way for infantry not to get shot is to crawl. Then you crawl from one building to the next just to get there and be exhausted and unable to fight.

    Maybe 100m before exhaustion could do for better gameplay?

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  9. Originally posted by MarkEzra:

    My meter is bigger than your meter...We are all pretty well versed on both the CMx1 and CMx2 editor. This question just keep buzzing in my head...Here's how it started:

    I started work on "Last Defense" using the copied version from CMAK (later got a screen shot of CMBO editor to confirm map with original) Noting exactly the metric map size I started work in CMx2 editor. The visualisation of a meter is far more expansive than CMx1. The original map is claustrophobic by comparison. I understand visual resolution and size must play a roll but what do you all think makes the difference so pronounced? I'll try to get a side by side pic up for your viewing pleasure.

    I'm not sure I understand what you mean MarkEzra. Actually I am sure! I don't! :D

    I'll wait for the pictures.

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  10. Apart from the bugs that are always a pain, most of the negative reactions come from expecting CMSF to be CMx1 with modern weapons.

    I remember reading someone from BF say precisely that.

    But hey, they have the same name! Are people wrong to expect that? Specially if don't come often to the forum.

    I enjoy the differences and can have fun with CMSF even with the bugs. Specially since I'm sure they will most be fixed soon.

    But I can relate to people that expected something else. I just think it might be about time to stop doing so to avoid further frustration.

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  11. Originally posted by Redwolf:

    </font><blockquote>quote:</font><hr />Originally posted by Webwing:

    What I believe is that this engine is so fundamentally different that it will never generate QBs the way people have come to expect from the CMx1 series.

    There is a lot more abstraction in CMx1. Much bigger forces, bigger maps, simpler terrain, no enterable buildings, etc.

    You don't have to autogenerate maps, but there's nothing in a combat engine that prevents you from selecting your own forces (other than BFC's ego) and pick one of thousands of premade maps with some sensible setup zones. </font>
  12. Originally posted by SoColdInWinter:

    Hell, even if the engineers did work, things happen so fast during a scenario that half a platoon may be wiped out before you even realize they've stumbled into a mine field.....

    Anyhow, I've not seen mine fields utilized very much in 3rd party scenarios, I always try to include them in mine to keep things spicy! Try out my first one at CMMODS, a bloodbath!!

    Mines are the cheapest form of defense there is, as long as you are willing to trade a little ground and some civilians!!

    IRAQI_ATTACK_AGAINST_INSURGENT_HIDEOUT ?

    It sounds sick, but what the hell! :D

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  13. Originally posted by SlapHappy:

    Yay Ignorance!

    SlapHappy,

    hm, talking about ignorance, any news from the other side?

    Wait, I'll go there check...

    And another moment of ignorance:

    The taxi driver, ignorant of his fate, that you order to go anywhere you like just so you can blow him away to no effect against US armor. Somehow playing Red in this game doesn't have the appeal as say.. commanding a Tiger.

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  14. Originally posted by JohnO:

    Webwing and thewood, I have spreadsheets on test that was done and see if I can get it posted for you guys to use. If not I can post some information if I can't post the spreadsheets, ok. But the subject that your talking about has been brought up. I will look them over again tomorrow at work. The test was conducted over different terrain as well. Hell, I'm in the Skunkworks and I didn't know that they conducted a test already, it was done before I joined it. So bear with me and I will get the information for you.

    JohnO

    I'd love to know more about it and compare the results.

    Mind you, the terrain thing I only tested with road and mud. I thought those were the 2 extremes.

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  15. Originally posted by Phillip Culliton:

    Gosh, Napoleon's Campaigns looks like a great game. Thanks for the tip! I was thinking along the lines of a skirmishing game -- not so much the big battles, more the little actions fought along the edges of the campaigns. NC looks like great fun... yet another expense to add to my already overburdened wargaming budget. :)

    Don't you download the demo then!!! You'll be some Euros poorer faster than you think!!! :D;)

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  16. Originally posted by dalem:

    </font><blockquote>quote:</font><hr />Originally posted by Webwing:

    But take a look at a user made mission like Babado. You open the mission and while it's pause look at the map. Not much to it. How long did it take to put a few walls, a road a few one storie houses? But man, what a battle!!! Why? There is nothing random there. What took ThePhantom A LOT of time, and thinking was WHERE to put the walls, etc. Where and what forces to have. At what time should they be in place. The tools are simple to use. The hard thing is how to use it to have a great effect. He is still tweaking the mission! No way you can get that with a random generator.

    Ahh, don't create a fallacy. The fact that designed maps can be good does NOT mean that random maps have to be bad.

    -dale </font>

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