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George MC

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Posts posted by George MC

  1. So just tested in CMRT and you see the same inconsistency. Test btt file attached.

    SPW platoon and associated dismounts with exit points allocated (100) for the units to exit; units all R1 in five minutes.

    If they arrive on the map (after 5 minutes) and exit - German player scores no points, neither does the soviet = as expected as player exiting units denies points for the enemy who have not killed them.

    If they arrive on the map (after 5 minutes) and do not exit  - German player scores no points, enemy scores 100 points = as expected as units that do not exit and set as 'destroy' objectives will count as destroyed for scoring.

    If the German player ceasefire before the units arrive on the map - German player scores no points whilst Soviet player scores 59 points (!)

    Remove the destroy objective from the SPW and keep points the same (100). So now only the dismounts count as a 'destroy' objective.

    If the German player ceasefire before the dismounts arrive on the map - German player scores no points whilst Soviet player scores 100 points - as expected.

    Revive the SPW but remove the dismounts as a destroy objective - so effectively only the SPW count as 'destroy' objectives.

    If the German player ceasefire before the SPW arrive on the map - German player scores no points whilst Soviet player scores 23 points.

    So different numbers but similar effects noticed. Infantry only count as full destroy objective - whether they arrive and fail to exit or game ends before they arrive. But add SPW then the scoring goes a bit out of whack if the game ceasefire before the tracks appear resulting in not full points being awarded. 

    However this only becomes an issue if the game is cease fired before reinforcement units which are also a destroy objective in a exit scenario. In exit scenarios cease firing early if one player has units marked as destroy objectives can really muck up scoring. One reason I tend to make this clear within the briefing. Don't do it kids! 

    FYI I've filed a bug report with BFC re this issue.

    EXIT TEST_V1.btt

  2. On 2/29/2024 at 8:54 PM, Butschi said:

    Look here:

    https://www.dropbox.com/scl/fo/tp709x3im6alym9ge11us/h?rlkey=w26ftpv2jsox5f01mu095mzt8&dl=0

    exit_points_test.btt is super minimalistic, only blue has units, a single platoon. Remove the M113s and red will get 100 points, leave them in and its only 62 or something similar.

    hohkeppel_osm_v2.btt is a complex scenario where red has to exit. You can observe the same effect there.

    Cheers ta. Ended up stacked wi work but should get a proper look. IIRC there was a similar issue in CMRT with infantry carriers but would have to double check. 
     

    Quick play I’ve had with yours is everything works as intended re exit and destroy objectives once everything is on the map. The weird issue is when tracks are reinforcements and you hit ceasefire before they arrive on the map. 
     

    But as I said I’ll double check and also check in CMRT. 

  3. On 2/27/2024 at 9:18 PM, Commanderski said:

    I'm playing @George MC's Red Thunder Campaign Five Days One Summer and I'm on the 4th mission. I set up an ambush with 3 tanks in the town of Gliniszcze, which has a border of trees on all sides about 20 meters wide. Shortly after I set them up 3 Soviet tanks arrive and I dispatch them pretty quickly. After a little while I see two more approaching. They get within and 30 to 40 meters of the tree line then stop.  They then proceed to rake the entire tree line with their machine guns and main guns. This went on for about a full 10 minutes (10 turns) with them raking the whole line and concentrating on a small area in front of them with their main guns. I didn't have any units in or near the tree line.

    They blasted away an opening for them then they went in through the opening they made and stopped again. They again proceeded to start shooting at the next set of trees and the houses. I didn't have anybody in the houses either. My tanks were between some houses on the main road but I had to wait for them to get in the line of fire as since they were already facing me I couldn't approach them from the front for a shot and couldn't work my way around them as there were over watch tanks that would blast me since I would have been in the open.

    Eventually they worked their way into my tanks line of fire and I was able to get them both. I have never played a scenario where the designer had the tanks proactively started shooting at areas where the opponent might likely be. It's almost as they were thinking on their own. It added a bit more excitement to the game to say the least.

    Ah nice one :) it’s a handy wee AI plan device for sure. I’ve also used it for having the turrets of advancing tanks swing about as though searching. Just plot the area fire point out of their LOF. They’ll swing the turrets to face the plotted area fire point but not fire. 

    But otherwise I tend to use it is mainly for effect as you have to make an educated guess where the player might be defending. Latest etc can make this more educated and less guess though!
     

    So in this case I’m glad it gave the impression of engaging a more sentient enemy! Immersion is what I’m shooting for! :)

  4. 6 hours ago, Butschi said:

    Ah sorry, shouldn't have hastily made post before getting called to dinner.

    I was describing my test setup to understands where the exact VPs come from (why 85 and not 82, for instance). So I did it step by step, I guess that was a little confusing.

    Short version: I have all the units as reinforcements. If it is only infantry, the opposing side gets full points because I didn't exit any unit (although they didn't arrive on the map, yet). If the infantry has their APCs with them, the other side gets less points, although I still haven't exited any unit.

    Yes, made sure that all units are assigned to the same VP group.

    Can you share the btt file please?

  5. 2 hours ago, Probus said:

    Is there any way to tell if a unit is a core unit when playing a campaign?  I haven't noticed any.

    Nope. You might be told at the start what your core units' are but within each mission likely not.

    This might be intentional on the part of the designer to prevent players from misusing the non-core unit.

  6. 11 hours ago, CanuckGamer said:

    One of my friends and I have been playing Cold War by PBEM for a few months now.  Another friend and have the Shock Force 2 Demo and were curious how that compared to Cold War since I believe it covers a later period than Cold War.  We are playing a scenario called Wilcox.  We're both surprised at how easy it is to knock out Bradley's with AT weapons employed by infantry.  I read somewhere that Bradley's had some type of reactive armor but in this scenario it has been one hit and done.  So far about 6 Bradley's have been knocked out.  It seems they are not any better than WW2 APC's except they have more firepower.

    In Wilcox Syrians have RPG29s which will easily pen a BIFV. Look up RPG29 in the manual if not familiar. They're deadly...

    "The tandem warhead, classified as the PG-29V, can effectively counter ERA by detonating the explosive blocks with its first charge and penetrating the base armor with the second."

  7. I thought the lack of 'fog' in CMX2 was to do with something re fog tables in OpenGL not being implemented? But could be I'm mixing issues with CMX1 up with CMX2.

    But in CMX2 there is a visual of 'fog' also the LOS tool indicates how far you can spot to - note spotting does mean seeing! But does give an indication of how far out units can 'see'.

     

     

  8. On 1/16/2024 at 12:37 PM, Bulletpoint said:

    Ok, I haven't played the scenario. Just thinking about how it could be made into an interesting H2H game. I guess the Soviet player could agree to schedule all artillery as soon as it becomes available then, to represent rigid artillery doctrine and planning and to give the opponent a fighting chance.

    I mentioned up above I don't think this is playable H2H not due to the scenario but the PBEM file sizes are pretty hefty - when trying to play it we ran into OOM issues.

    If anyone does manage to play I'd be keen to hear how they managed it. 

    FYI in our PBEM (I was Soviets) we'd no house rules but I did have to plan my artillery to support my attacks - so even with TRPs I was still using rolling barrages or at least what I could approximate to given game engine constraints etc.

  9. There can be problems when unpacking scenarios from campaigns. As this is part of the Battlepack campaign I suspect there might be issues as all the content in the Battlepack is - as far as I understand - protected.

    I'm assuming your opponent has the Battlepack? Why not just use the relevant 'master' map - that should avoid issues.

  10. 23 hours ago, Vacillator said:

    You did well it seems 👍.

    Yes, it sounds like it.  Maybe I'll suggest it to someone and offer to play as the Soviets 😉.

     I did try playing this H2H - me as the Soviets but the turns became massive and eventually we got the game crashing as our PCs ran out of memory. Think something to with virtual address space (CM is a 32 bit game). We've saved the files. Maybe at some point we might be able to resume it.

    So I'd advise caution if you try to play this as PBEM as I think all the effort might be in vain pretty early on (we just got to some interesting tank engagements when our game started crashing...).

  11. On 1/14/2024 at 8:56 PM, Commanderski said:

    Just finished @George MC 's Heart of the Dying Sun scenario and it's one of the wildest I've ever played, it auto ended with 43 minutes to go. For one look at the Soviet Casualties! Some parts of the battlefield you'd have a hard time not stepping on any bodies. The amount of Soviet artillery was amazing, there were very few turns where artillery wasn't falling. The Soviets must have literally fired over 5,000 shells, a lot of times the noise was just incredible, massive artillery, tanks, AA guns, machine guns firing, and Soviet planes flying around at the same time. The planes may not be too effective but after seeing them in here it adds a lot to the battlefield noise. 

    At times it seemed like things were winding down but it was just a pause as the next human wave of infantry was coming through the smoke and dust. It's not that easy but a very fun scenario.

    image.jpeg

    Ah thank you! This is I think is one of these scenarios I enjoyed making the most. Getting the Soviet AI plan to provide soemthing that resembled a Soviet echeloned attack took some fettling. Though I think the scenario is harder for the Soviets than it was in real life!

    Yeah the noise of battle when i took this for its first tests was impressive! But artillery was a feature in this action and was remarked upon by all the eye witness accounts i referenced. Yeah the aircraft add another sound dimension and again were soemthing remarked upon by witnesses.

    The Soviets were really understrength at this point especially the armoured units - so you pretty much have the whole of 8th Guards Tank Corps on the map by the end. Sounds impressive but they'd not many tanks left by then. I only had the first infantry from 76th Guard Rifle div from the first few echelons mainly cos the game would have choked and I ran out of AI slots! I am pleased that the sense of being attacked by waves works though as again that's how it felt to the German defenders.

    In the actual action Fluegal's group ended up being pinned in the woods on the German right flank whilst Soviet infantry advanced past them. They ended up sitting doggo fending off some Soviet infantry close assaults till they could pull out during the night (this is covered in the Panzergruppe Flugel scenario - though the map used in that one is representative).

    Anyways thanks for taking this for spin its a large scenario but good to hear it delivers the experience I was after! :)

    Many thanks.

    Tioraidh!

  12. 11 hours ago, Vacillator said:

    Worse than that George, at a comedy night in our village, the comedian asked if anyone had any Nazi books (whatever they are) and my wife shouted out that I did, based on such classics as Panzers in Normandy and The Battle of the Bulge Then and Now. 

    I am now the 'Nazi in the village' 😂.

    More oddly, I was approached afterwards by a lady I knew, who offered me a copy of Mein Kampf.  I refused, saying it is not a good read 🤪.

    Ha! Ha! Excellent story! I always have to explain my book collection when people come to visit. I feel I need to provide context to what they are seeing! Luckily majority of my close friends ‘get it’ and are mildly interested in the subject themselves  

    Yeah never read MK and never will. 

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