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George MC

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Everything posted by George MC

  1. Answers! J 1. i want to do a vs. AI map. do i need to give the defending AI area objectives to defend the points i want or are area objectives just for the human player!? You need to give the AI an AI Plan. This tells the strategic AI what it should be doing. Best bet is to read the section in the manual that covers creating AI plans. 2. are minus points possible for victory conditions!? like you suffer too much casualties enemy gets +X and you get -X !? Yes, yes and yes. The conditions allow for a variety of victory conditions for both sides. Best bet is to play around with the settings. 3. trenches...i asked that allready as some other place. I’d use decoy trenches (I use that technique in one of the campaign scenarios). You can also hide em in scrub or trees. The player does have to get down to a lower view elevation to find em but then given the use of high tec recce equipment then you could argue this covers the player doing that prior to an attack. Decoys is your best bet. You can alwys check the framerate (mind cliffs have a large impact on FPS). Hope this helps Cheers fur noo George Mc Scenario Editor Manual [ August 01, 2007, 07:34 AM: Message edited by: George Mc ]
  2. It should work - you can issue movement orders (in RT) then part way through them executing the movement order have a unit 'pause'. Works well if moving in convoys or wanting to move using bounding overwatch. I'll check it out latter - at work right now... Cheers fur noo george
  3. Here you go: Scenario Editor Guide Beta Version Note: this was done for the Beta testers so some of the editor interface images are not as you will find, still it'll answer some questions I'm sure you'll have Cheers fur noo George
  4. Try giving your on-board grunts a movement command, they should then disembark themselves as soon as the vehicle stops. Cheers fur noo George Mc
  5. Some of the scenarios are only playable from one side. I guess playing as blue is the default. I do know, having made the tactical vignette series that there are AI plans for both sides. Not sure though how you spot whether a scenario is playable from one side or other. I'd have to go check that one out. Cheers fur noo George
  6. Clearing house - use assault and ensure your waypoints run along the edge of the house - works fine for me, and the grunts look like they are clearing a house. FWIW having back-up fire support also works. Mind if the house is held by anyhting that is unsupressed expect to suffer casualties... House clearing in CMSF, as in RL is pretty bloody work. Watch out for the red circles of doom! Cheers fur noo George
  7. Nothing sorted as yet. Gary who runs TSDII and The Proving Grounds is looking into it but it looks like it would require a lot of work from him to get this up and going. So guess keep an eye out for further devlopments. Cheers fur noo George
  8. Oops! Sorry - changed it, so should work now Scenario Editor Manual Cheers fur noo George Mc ps there are plans to update it. This was done for the beta testers when making the scenarios.
  9. Just think like map contours i.e. draw a contour line. You build up the shape of the ground just like it is represented on the map. If stuck grab a section of a map and copy the contour lines, changing each successive elevation using the 'direct' button. That's enough to get you going. You could also check out Scenario Manual ] Cheers fur noo George ps edited to give the correct URL [ July 29, 2007, 08:11 AM: Message edited by: George Mc ]
  10. Hi Could you tell me the name of the scenarios? This sounds like an AI plan error - one of the time bands being out. Easily fixed, and several of the scenarios had this fixed before the game was released, so could be the fixed scenarios never made it. Then again could just be an AI plan glitch pure and simple i.e. designer error. Cheers fur noo George
  11. hhhmmm - just take care you don't end up with a charging AI attack force. The two key commands (there are a heap of tohers but these two have the main bearing on how the behaviours AI units exhibt) used for the attacking AI are as follows Advance – this is the “happy medium” between Dash and Max Assault. This is generally the best Order to use when moving from place to place and not specifically anticipating a big fight. Units instructed to Advance decide what they should do, but generally it is to keep moving after taking some shots at spotted enemy units. Assault – this order emphasizes combat over movement. Units ordered to assault will generally interrupt their movement when facing the opportunity to engage the enemy, but will not remain stationary for too long. This is the best order to use for advancing while in contact with the enemy at medium to longer distances. Cheers fur noo George
  12. The challenge with QBs and the Strat AI is you don't know what the player will buy. Makes it hard to design a generic plan. I suspect (not having done QBs) that your AI plan might work better with defend type scenarios but trying to write an effective AI plan for a non-disclosed set of units is a challenge I think. When I have time I'll see if I can come up with something that does the job, but from what I've done so far I'm not sure whether anything will be the same as a custom built scenrio where the deisgner can test out plans with a set load of units. I suspect the closest you can get will be an attack plan like the old CMX1 AI which is basically set to 'charge' with lot's of stuff coming on as reinforcments so you get waves. Cheers fur noo George
  13. Hi Fighting MOUT actions is an interesting challenge in CMSF - weapons are so damn lethal! If you want to move when under fire or possibly come under fire use 'ASSAULT' this has your grunts move 'pepperpot' style. One lot stay put as a fire team giving covering fire, the others attack forward and vice versa until they reach the end of the waypoints. Mind this does tire the grunts out pretty quick. Only use 'FAST' and 'QUICK' if you are sure you are not or will not come under fire. 'HUNT' is good as a move to contact type order as Jaguar says. Cheers fur noo George Mc
  14. He! He! It works! I did the AI plan for that but took ages to work out timings. Glad it did what I intended I think for many future built scenarios the make or break will be the time the designer puts into designing effective AI plans - they do require a lot of playtesting. All in all though this type of start AI planning is way ahead of the old CMX1 AI in that you can get the CMSF AI to do all sorts of tactcially correct actions. Cheers fur noo George
  15. The strategic AI behaviour is 'written' by the designer i.e.e the designer sets out a plan for AI allocated units. What you have to mind is that at night or poor vis the US forces have better spotting abilities due to IR optics and such stuff, the T72s tend to be slower to spot. Also the demo was designed to be reasonably 'gentle' to the US player - but mind the AI does have differant plans in this. Play it again and the AI might do stuff differantly... Cheers fur noo George
  16. Hi Am Bodach! To get troops to embark ensure that the movement command goes onto the vehicle, you should then see an arrow pointing down icon appear at the vehicle. If you can't board em cos you get the arrow icon in yellow then either: someone is already aboard - or there is not enough room on that vehcile for that team. Should more detailed stuff about this in the manual. Cheers fur noo George Mc
  17. I've used 'pop smoke' i.e. smoke grenades, then assault or slow. If too close this could still go sour. If pinned down call for help! Cheers fur noo George
  18. Hi John I've found playing larger scenarios RT you just have to move slower. I use one unit as my "spearhead" others I move into overwatch. Using this approach stuff moves a bit slower. I find that if playing in RT I have to slooooow down my attack and spend more time co-ordinating. As much as I like WEGO I must admit when Beta testing I played 95% of stuff in RT. Each to their own eh? Cheers fur noo George
  19. That's down the AI plan the designer has drawn up. It is possible to have an AI defence, for example, that involves an ambush followed by an attack, then withdrawl. As Steve said above you will only find such complicated plans in story led custom built scenarios. For QB it is difficult to foresee what the player will buy in terms of units. So in QB often the it is easier for the deisgner to give the AI a more 'static' defence plan e.g. ambush at 300m type behaviour. So if you want the AI to fight more 'intelligently' best try out some of the custom built scenarios - see how it performs. Afetr playing a scenario go check out the AI plans in the editor. Most of the custom built scenarios have alternate AI plans so what happens can have a degree of variability. Cheers fur noo George
  20. If you read my post again I think you'll find I said I left click the unit and nothing happens! No glowing color base, no unit information in the panels. </font>
  21. That sounds right Cheers fur noo George
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