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George MC

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Everything posted by George MC

  1. Earl Of Warwick Hhmm - I think your reinforcements should set-up depending on your AI Plan. have you double checked your AI Plan and corresponding set-up zones? If you like email me your scenario file and I'll take a quick look at. Be quicker than us having to attempt to describe to each other what we are doing or think we are doing Address is in my profile. Cheers fur noo George
  2. You try running patch 1.11? It made a few changes which allows scenarios to run faster.
  3. Hi Ken Cheers for the screenies. The building issue I've not seen before. Could you send me your save game if that is not too much trouble and I'll take a look at the buildings. Could be a graphics rendering issue as I've not seen (noticed) the mismatching roofs. Just looking at the screenies - are the buildings occupying differant levels perchance? Cheers fur noo George
  4. He! he! The Red Armour wave - that's how I like to attack! Possible spoilers # # # # # # # # The Red arty obervers I got the idea from Sgt Muhammad who used to play the OPFOR in military exercises. That was one of their recon tactics was to infiltrate the Blue lines then go to ground and observe the enemy, whilst brining down accurate observed fire.
  5. Hi Either Blue or Red reinforcements will enter they map wherever they are placed in the deploy units section of the editor. So you need to set em up deployed in formation and location as you would like them. Exception to this is when you give them a seperate location in an AI plan. In which case they should arrive at the painted AI Plan area. Note: this has to correspond with a painted set-up zone. Alos ensure that the painted AI plan zone and the painted set-up zone are large enough to accomodate the reinforcement group. oh and watch they don't spawn into LOS/LOF Hope all this helps. Cheers fur noo George
  6. It would help if you could post some screenshots or save game files. I must admit I never noticed either of the two examples above. Not to say they did'nt happen, but save game files and/or screenshots along with what the spec is of your rig would help. If you have could you send em to me please? Address in my profile. Cheers fur noo George
  7. You can add a variable time up to a maximum (if I mind right) of 15 minutes - is that what happened here?
  8. Hi Sgt Joch and Stickypixie He! Cheers for the comments Errmm I think you are enjoying it! I've actually just uploaded version 2 in which I tweaked the repair setting for Blue. I had thought that the stuck vehicles would come back in. I must admit I was super cautious with vehicles in my own playtests, in fact generally avoiding stuff crossing ditches/trenches to avoid stuff bogging. This meant in my playtests I was’nt too plagued by bogged tanks and tracks. It’s one thing to lose stuff to enemy fire but it’s a real pisser when you lose stuff to bogging. On checking the repair value I don't think it was set high enough for bogged vehciles to come back on. I've maxed it out so I hope any and all vehicles that bog should be back on the map next mission. Also tweaked the refit section half way through so you should get some force re-build. Not massive mind but some. Thanks to all those who have posted their comments and feedback and emailed me direct. Cheers fur noo George
  9. Hi Gmfrank Thank you Hope it lives up to your expectations! Cheers fur noo George
  10. Hi Sgt Joch Glad you are enjoying it so far. The RED AI arty is a pain in this as it seems to do the job of tracking your units very well. Course there is a reason it manages to do that Cheers fur noo George
  11. FWIW you can't exit stuff off-map - unless they get killed
  12. It's been discussed for sure. However it do throw up a variety of issues the main ones I mind being particularly relevant are ammo loadouts for AI forces and AI Plans. First one throws obvious issues in that AI forces cannot re-supply. The AI Plan issue is a bit more complex as it's difficult to design and implement an AI Plan that could last for an unspecified time limit. It's tough enough designing an AI Plan that will cover a two hour span at the moment. FWIW I would like to see longer time spans, but along with that I would also like to see battlefield re-supply for AFVs and some basic battlefield recovery e.g. towing stuck M1 out of mud. All of these throw up coding issues...
  13. The USMC module has some decent Red armour - T90 that can face the M1 on a more equal footing. Also Red gets the BMP3 which whilst it still has all the armour of a cornflakes packet (like the BMP2) does have some nasty on-board armaments. I think recent user made scenarios have taken advantage of this when designing scenarios.
  14. Hi Stickypixie Howz it gaun with the campaign? Found anymore suprises? Hi Watson and Crick Did you manage to get the campaign underway with your save game? Cheers fur noo George
  15. Happy New Year Enjoy! http://www.historicalsoftware.com/HSC/HSCmilsketch.htm Cheers fur noo George ps to get your base map image you take a screenshot - either in the editor 2D view, or go for a high level screenshot in the 3D view. Then save the screenshot as a BMP file, resize as appropriate for the map insert e.g. tactical, operational etc
  16. Hi Travcrouse Yer a scholar and a gentleman Nae problems with you modifiyng them for your own use, it was just the re-releasing bit that raised my concerns. Guid New year tae ye! Cheers fur noo George ps off for a week's climbing - see ya all in a week!
  17. Hi Can I ask, as the author of Hammertime and Al Amarah if you are planning to re-release either or both of them that the names are changed and the accompnaying briefings etc removed. These scenarios take a long time to put together so you'll excuse me if I apper to be a bit precious over them. I appreciate that once these scenarios go public we authors don't have a lot of say in what happens with them but to swap units out then re-release it with no other change to briefings etc, effectively the same scenario slightly rehashed is going to cause confusion amongst players I think. I put my contact details etc in the secnarios so I'm not that keen on a re-hashed version which may or may not work as I originally designed it for to go out with my name still atttached, and then have to deal with any feedback that might ensue. So if you are going to release them I would appreciate if you remove the briefings, and chnage the name to avoid confusion amongst players please? I can't speak for the other authors of these scenarios but that's my view on my own stuff. Cheers fur noo George
  18. Hi Stikkypixie The first mission is a tough one for sure. It's worth reading the briefing and making sure you are clear as to what you are being taksed to do. In summary you are to ID/locate enemy forces; engage ID'd enemy forces with direct or indirect fires BUT avoid decisive engagement. Possible spoilers # # # # # # # # # # # # So what that means in game terms is you get points for IDing enemy units and destroying them. You also get points if you actually touch the NAIs, but touching the NAIs runs the risk of losing units, which you do not want to do. So a safer option is to slowly move your grunts into loactions where they can get eyes on the NAIs. Park you souts there for a while and eventually they should start to ID stuff, which you then KO with indirect fire. This cautious approach will see you get a win. The temptattion is to start moving AFVs forward but you want to avoid that unless you are sure you have massive overwhemling overwatch firepower. Better to move your dismounts into observation positions. Overall you have to take your time with this one. Hope this helps. I'm sure so of the other guys will come along and provide better more specific advice. Cheers fur noo George ps I'm away for a week's ice climbing so will be out of internet range for a that time.
  19. Possible spoilers # # # # # # # He! He! I must admit for a while I was not sure whether the AI would call air support - looks like it can and does. Yes the Red side does have some air assets, not much and pretty light but enough to give you a WTF! moment, I hope Cheers fur noo George
  20. Yup confused me at first as well. I spend a lot of my time looking at these wee buggers when out on the hill, especially in winter, so I was thinking the same. But no it's the direction the camera faces. Thinking about it I'm not sure how you find out which way north is on the actual map. Hmmm I'll have to go and check that one
  21. Hi Secondbrooks Well done mate Good to see there is a plus side to being ill. Yeah the vic conditions for the campaign are based overall on the casualties you suffer. In saying that winning each mission (i.e. following your OPORD and fulfilling it's intent) whilst conserving your force does leave you in a good position for the following action. Losing each mission gradually leaves you in a deeper hole to attempt to dig yourself out off! It is primarily a AFV and artillery action, although you do need boots on the ground for clearing and recce. I found losing most of my grunts edning up being a disadvantage further down the line. Good combined arms tactics keeps you going in the end. Thanks again for giving it a shot Hi Skinned Puppy Ouch! That must have hurt Cheers fur noo George
  22. Hi Delta Thanks for that I did max out the time so the Blue player has no time pressure. The times still fit into my day long operation concept, as you have enough time to travel from one battlespace to another Cheers fur noo George
  23. You finish it? Nice one! I'm having my bum handed to me in the penultimate mission. Down to two BIFVs and a few desperate men, grimly holding onto Norburg. I decided not to do any save game and play it through... I tell you you come to love these little fellahas! I did decide on making the victory conditions pretty tough, so I'm waiting to see if they were too tough. Whay ya think yersel? Cheers fur noo George
  24. Works fine in 1.11 in my install - maybe re-check you have not overwritten it with another mod? Check it is in the Z folder? Another thought - did you remove your Z folder before installing the 1.11 patch?
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