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George MC

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Posts posted by George MC

  1. Strachwitz's Last Blitzkrieg 1944

    Latvia, 20th August 1944: After breaking through the Soviet lines south of Dzuktse "Panzer Verbande Strachwitz" under the command of Major General Hyazinth Graf Strachwitz, holder of the Knight's Cross with Oakleaves, Swords and Diamonds makes a daring attack to break the Soviet encirclement of Army Group North.

    Map size: 3.6Km x 2.4Km

    Total points combined: Approx 21 000 combined.

    Designers Note: This scenario is classed as semi-historical as we have had to make compromises with the map scale and terrain to fit them into a CMBB battle frame.

    Playing the Battle

    It is recommend that you play this H2H. It will play out as German Vs Soviet AI only (note due to German OOB it will not play out the other way). If playing against the Soviet AI give the AI a +2 CEB.

    Before playing please check your side specific brief very carefully - there is critical information contained therein.

    Authors: George McEwan and Charlie Meconis

    NOTE: This is a BETA version for testing. You can grab it here at TPG to take for a test run

    [ October 04, 2007, 11:33 AM: Message edited by: George Mc ]

  2. Strachwitz's Last Blitzkrieg 1944

    Latvia, 20th August 1944: After breaking through the Soviet lines south of Dzuktse "Panzer Verbande Strachwitz" under the command of Major General Hyazinth Graf Strachwitz, holder of the Knight's Cross with Oakleaves, Swords and Diamonds makes a daring attack to break the Soviet encirclement of Army Group North.

    Map size: 3.6Km x 2.4Km

    Total points combined: Approx 21 000 combined.

    Designers Note: This scenario is classed as semi-historical as we have had to make compromises with the map scale and terrain to fit them into a CMBB battle frame.

    Playing the Battle

    It is recommend that you play this H2H. It will play out as German Vs Soviet AI only (note due to German OOB it will not play out the other way). If playing against the Soviet AI give the AI a +2 CEB.

    Before playing please check your side specific brief very carefully - there is critical information contained therein.

    Authors: George McEwan and Charlie Meconis

    NOTE: This is a BETA version for testing. You can grab it here at TPG to take for a test run.

    [ October 04, 2007, 11:33 AM: Message edited by: George Mc ]

  3. Hi Handihoc

    Cheers for your comments. Yeah I think balancing out the earlier scenarios was a real challenge due to unfamiliarity with the game engine, weapon systems etc. Also there was a concern we might make the Red side to effective. Still I'll go back and take a look at some of the standalones firther down the line and see what tweaks I can make to em.

    Glad you are enjoying 'Hammertime' though smile.gif

    Cheers fur noo

    George

  4. Originally posted by Garm:

    I am also quite happy with this patch. But I just played the scenario "Hammertime" and saw something which seems to be a bug (although I have seen this in earlier versions of the game, too). Two squads of mine where rested & ready I wanted to move them. I tried several commands (move, quick, fast) but after a second or so, the movement indicator disappeared and the squads where not moving at all. Does anybody know this problem?

    My fault! redface.gif

    I saved it with an older version of the BETA version of 1.04. Now saved 'Hammertime' with 1.04 and uploaded a revised and hopefully 'oddness' free version 3 at CMMODS.

    Cheers fur noo

    George

  5. Hi All

    Now you all have CMSF1.04 can I strongly suggest you delete the older versions you have of 'Hammertime' and download the new version (version 3 for CMSF 1.04) over at CMMODS. Because I saved it with earlier beta versions I suspect there are some odd goings on with it. To be safe I have saved it in the new 1.04 and uploaded a new version. Sorry for any inconvenience.

    Cheers fur noo

    George

    [ October 02, 2007, 11:17 PM: Message edited by: George Mc ]

  6. Hi Snake_Eye

    Cheers for that - good effort smile.gif

    As long as the tanks appear. I suspect there could be a glitch in one of the AI plans which is why the tanks don't appear but we'll only know if someone else says the same. Still looks like it worked for you this time around. smile.gif

    Cheers fur noo

    george

  7. Hi Snake Eye

    You are right - if there is only one AI plan.

    However, I am sure I made two AI plans for this scenario so depending on what chance I set for it using one or other you could get a differant attack. FWIW the tanks should arrive in both AI plans. Let me know how you get on smile.gif

    Cheers fur noo

    George

  8. Originally posted by Garm:

    George, I downloaded your scenario from CMMODS (v.2) and unzipped it into the scenario folder. But it doesn't show up. I have no problems with other scenarios from CMMODS. What am I doing wrong?

    Nothing mate - I'm afraid it was me. I made the chnages to this under a Beta version of the new patch 1.04. I'm afraid until the new patch is released this scenario will not show up in your folder. We're getting close to a 1.04 patch release date though.

    My apologies - I should have minded that redface.gif

    Cheers fur noo

    George

  9. The AI strategic behaviour (i.e. how it attacks, direction, style etc), for now, is not conditional i.e. if there are Apaches overhead etc, rather the AI plans are designed by the designer.

    So whether units come on or not is a design issue rather than a reflection of the en-map situation. Also the Ai will attack depending on the selected desgner produced plan - the likliehood of the AI choosing a plan(if there are multiple plans)is again based on designer selected parameters. Hope this makes sense?

    Cheers fur noo

    George

  10. Hi Guys

    Just seen your comments. I'm curious do the BMPs follow the same route in each game. If I mind there are multiple AI plans for this scenario with one plan being the most common, but ther is another plan. Could be the bug is associated with the other AI plan hence it does not always show.

    FWIW this was checked out and as far as I am aware both AI plans worked. That's not to say they do now. Just curious.

    Cheers fur noo

    George

  11. Many thanks for your comments guys. Two hours is pushing it. It does have the variable time counter going as well so you have a good bit over two hours. Guess time limits in CM scenarios is always an issue. You either have too much or too little smile.gif I must admit I would like to be able to add more time. We'll see what BFC come up with.

    Cheers fur noo

    George

  12. Hi DAF

    Your spec sounds pretty good. Does the map have lot's of craters, trees or elevation chnages? All that stuff appears to affect the speed of the game.

    I'm busy with Charlie finishing off the end of the Strachwitz series - that's pretty much taking up the little time I have (full on with work right now). In between I'm doing CMSF stuff but at the moment all my scenario time is on Der Graf smile.gif

    Got one scenario that will be ready to test after a few wee changes if you fancy? Be keen to see your new Russian offensive battle?

    Cheers fur noo

    George

  13. Hi DAF

    Each to their own. I know a lot of players don't like large maps and lot's of units. me I prefer large maps with a manageable number of units (battalion tops although i do tend to scale down stuff with casualties etc). I make the sort of scenarios I like to play and if tohers like em also - well superb. If not hey I made it for me smile.gif

    Other players prefer small maps, but me I hate being railroaded into a 1km x 1km map with limited avenues of approach smile.gif

    Re your calculation - you can send me a copy and I'll compute some tunrs and see how long they take. That looks slow for your PC spec. How much RAM are you using? You can also try and turn off any background stuff (anti-virus software etc) and see if that makes any odds.

    Cheers fur noo

    George

  14. Hi Itael

    Thanks for that smile.gif

    Possible Spoilers................

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    I've found the same with this scenario that all goes well for the first part, then you enter the OPFOR kill sack and all hell breaks lose. Then you try and rush and it get seven more challenging.

    The scenario has turned out a whole lot better than I had imagined.

    Thanks again for playing it out and for the feedback.

    Cheers fur noo

    George Mc

  15. Hi Veronica

    Click on the link in my sig - it'll take you to a 'How to make a scenario' manual.

    Balconies you add by going into the map preview - go to the building side you want to add balconies to - hold down 'shift' and 'ctrl' then cycle through your options.

    If doing larger than two floors add 'alt' to that combo and you can add balconies to the whole side of the building.

    Cheers fur noo

    George

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