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George MC

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Posts posted by George MC

  1. One thing to be aware off - flags attract the AI. So if a flag is undefended the AI will move towards it, even if defending.

    If no flags in your scenario then the AI will go looking for trouble IF you make it an AI attack/probe/assault/meeting engagement type scenario.

    1/check the game parameters in the editor - is the game set for the Soviet to defend?

    2/see 1/ and see comment above.

    3/Realistic looking maps! http://www.battlefront.com/community/images/smilies/biggrin.gif

    :D

    You checked out The Proving Grounds - lot's of hints and tips there on making scenarios. Even a research bit.

    Hope this helps

    Cheers fur noo

    George

  2. Hi Slysniper

    This action is based a RL incident. It's on page 209 of vol 2 of Panzertruppen. OOBs etc are pretty much as was as far as I could determine. It's tough for the Soviets that's for sure but winnable. I think several guys over at BoB have played this and it was playing out 50/50 who won.

    Good luck with the rest of it smile.gif

    Cheers fur noo

    George

  3. Originally posted by MichaelWittman:

    A long time since I have posted in my thread.

    ****SPOILERS****

    Sly and I are in our 2nd battle in Glowaczow and after a tough first battle attacking the hill I am giving Sly a very hard time defending it with my Panthers. He has taken many casualties from mainly two of my Panthers who have racked up around 15 kills between them. He still has a few enemy tanks near the hill but not nearly as many as he started with.

    Still this has been a brutal battle and it hasn't been decided yet...

    Keen to hear how you get on with this smile.gif

    One of my favourite scenarios.

    Cheers fur noo

    george

  4. Hi Pandur

    Glad you enjoyed Ambush Alley smile.gif

    I guess with all these early scenarios we'd no idea how easily or quickly people would adapt to CMSF. Also as we were designing scenarios the game was still evolving, plus we were learning how to design scenarios - lot's to keep you busy!

    Looking back I think that compared to scenarios being produced now, these early scenarios are easier. Also as elements of the game have evolved (now at 1.08) then unit behaviours are different from how they were when the scenario was first done (nearly two years ago now!).

    So I think that might account for the odd reaction of the RPG gunners (bet I had the AI plan set to hide...), that and the fact that scenario designers have got a bit more sussed as to how to get the best from the game.

    Still sounds like you enjoyed it which is the main thing I reckon smile.gif

    Cheers fur noo

    George

  5. Originally posted by Billy Riley:

    lmao....I can tell you are Scottish, George Mc...several give aways..."fur noo" in your sig but most recent..."...if they are in the road"

    Now I know what you meant...but other people might think you meant only if they were actually on a road!

    He! He! Got me bang to rights g'uvnor! Yup I'm from and live in Scotland, from Fife originally but now live in the Highlands.

    Cheers fur noo

    George

  6. I think the point I am looking to make is that at the end of the day your units are logic controlled entities. Up to a point they will obey orders. You order em to hide out in the open well they will do that. I mind similar discussions in CMX1 about units hiding.

    The point made then, and I'll make now is that units can only hide in decent cover smile.gif

    So a BMP sitting by the side of a house is not decent cover if you are say, looking at it straight on. But if it 'thinks' it's hiding it's no idea it's been spotted till too late i,e, it explodes. But I'm pretty sure if you give it a target arc then it would open up, IF the enemy unit has moved within that target arc.

    IMO it's better to either have stuff hide if you know it's in good cover and you want it to stay still, and no enemy contact anticipated. If you want it to stay quiet when enemy contact is anticipated then better to use target arcs down to your anticipated LOS range. Hope this makes better sense than my earlier ramblings. smile.gif

  7. Hi Pandur

    Good job smile.gif

    My thoughts behind this scenario were to make it a small fight, violent and sudden, but overall it's difficult to achieve a meaningful result. An attempt if you like to recreate the humdrum violence of these small ambushes that achieves no grand tactical or strategic goal but in which men fight and die. Hence the title.

    Thanks for your AAR it's always good to read how other players find and play scenarios.

    Cheers fur noo

    George

  8. Pandur

    The point I guess is that the AI crew will do what they are told upon pain of death smile.gif So you order em to 'hide' they do just that until they know they have been spotted.

    Given how deadly and accurate modern weapon systems are that will usually mean they just die. However, give them a cover arc and they sit still all quiet and alert like till something enters their arc then they open up.

    Off course what this highlights is that the AI can't differentiate between hiding in the open or when it's buried deep in cover - It thinks it's the same, and does as ordered. Least that's my take on it based on my own experience. Not sure if you've played CMAK, CMBB or CMBO but the same principle operates there. Units hiding tend to do just that regardless of terrain. So the player needs to give em some more info on which to operate i.e. covered arcs.

  9. Hi JP76er

    Yes - CMSF does appear to model individual trees so any rounds will hit trees if they are in the road. LOS does not mean you have LOF smile.gif As these T72s are top of the range ones, and if they are in good cover sitting still then they are more likely to get of first shot and KO the M1.

    Re finding hull down, not so sure I have any top tips. I tend to get down to lev 1 view and slowly moving stuff forward using 'hunt' if they see something they'll stop and engage, or pop smoke and pull back.

    Glad you are enjoying it, let us know how you get on? smile.gif

    Cheers fur noo

    George

  10. Originally posted by RuhrRiver:

    Thanks for responses/suggestions; I'll check on the ammo situation. I should say again that the Syrian APC appeared to spot the Bradley as soon as it came became visible to the APC--it turned towards the Bradley about 30 degrees so as to be head on..but then didn't turn to track the Bradley.

    The other thing I forgot to mention is that it was set to "hide"---would that cause it to hold fire until the Bradley fired first? Seems like the "hide" order would be superseded by "you've been spotted."

    I think the hide command overules the need to fire. I've had the same thing happen. You can give em traget arcs and set to hide which would mean they would do just that. Hide until soemthing goes into their LOS/LOF and within the cover arc then engage. So I don't think this is a bug as such. If I mind in CMX1 you get the same thing happening if you have units set to hide they are more likely to be overun UNLESS you give em a target arc.

    Hope this helps. Great comic strip though smile.gif

    Cheers fur noo

    George

    ps if creating AI plans you have to watch out if you set units to hide cos the AI will follow the instruction to do that. If you want stuff to stay quiet but still fire if something comes close then use one of the ambush commands.

  11. Hi Peach Operations

    Well done mate - hit em hard and hit em fast. Good effort smile.gif Mind though there are several Red AI plans - four if I mind and all very different ;)

    The T72s in this scenario (I just checked) are top of the range boys so although not a toe on toe match for the M1 are still pretty tough foes. As to Javelins these boys can and will survive several hits because yes they have reactive armour. I would have thought the BMP3 though would have been toast, badly burnt toast at that if hit by a Javelin.

    I also checked the facing and does look like a few Red units were facing the wrong way, so I've corrected that and uploaded the revised version. Just a couple of units so only a minor change.

    Thanks again for your feedback smile.gif

    Cheers fur noo

    George

  12. Hi Vulture

    I'll check that out. The facings should all be correct and as far as I know there should be no corupption i.e. the map was not made in another build, then converted but built in 1.08

    JP67er

    That's odd as normally the T72s appear and die as the M1s spot em and engage long before the T72s get a bead on em. In saying that there can be lot's going on so maybe, just maybe the M1s are not seeing the T72s in cover who then get a chance for a first shot. At the ranges on this map a T72 hitting an M1 will do damage if not KO it. Do you have any save game files? Be interested to see what gives as my own experiences of the scenario don't echo yours (although I have successfully lost M1s in this to the T72s!) so I'd be keen to see what is going on. I would have thought that the Javelins would at least take out a BMP first hit, although again **** happens and could be a Javelin hist and does not damage, rare I would have thought but possible..

  13. Originally posted by Field Marshal Blücher:

    As the person who's primarily having the biggest problems, I thought I'd go through the issue in more depth.

    Here's how it happens. I start up the scenario. Go through briefing and setup. Fine frame rate. Start the mission, give orders, stuff happens. Fine frame rate. Then, suddenly, at some point (in one scenario, about five minutes in, in another, 10-15 minutes in), FPS nose-dives from at least 9 and usually more to 0, 1, or 2. This persists for way too long. Then, at some point, FPS returns to normal, only to tank again in a few minutes. This continues until I get frustrated, quit the game, and send ND an email.

    This happens regardless of any graphics settings. I've tried V-Sync on and off, I've run the gamut of texture and 3D Model qualities, and I've set the resolution down to the minimum.

    The maps in question: One of them is fairly large, maybe 1 km x 5-600 m or so, with one large open area and then some dense urban terrain covering the rest of it. The other is medium to small, only about 600 x 400 m, all dense urban terrain. The terrain I don't think is the problem, though. I've played on bigger, denser urban maps than this without a hitch before. To put this into perspective, the second-to-last mission of the TF Thunder campaign runs fine for me.

    ND can fill you in on the units involved if it would help.

    Hope this helps! I really appreciate all the feedback, guys.

    -FMB

    Could you post your PC hardware details e.g. graphics card, processor etc? Also what the names of the scenarios are. I could also check out what FPS I am getting just to confirm if the same thing happens with the scenarios.
  14. Originally posted by Panzer76:

    Good AI? No. Atleast not in 1.03, I uninstalled the game after that. Perhaps its better now, but I doubt it is significantly better.

    Hhmm... Bit of confusion here. The tac AI is how units react in game and there have been significant changes since 1.03 (now we are on 1.08).

    Strategic AI and how well that does it mostly down to how good the scenario designer is at creating the plans. The old strategic AI in CMX1 was pretty predictable and I for one enjoy having a bit more say in what the strat AI does and how it does it.

    My wish list for improved strategic AI would include triggers and such like but at the moment I reckon I can get the strat AI to do enough mean stuff smile.gif

    Cheers fur noo

    George

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