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George MC

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  1. Upvote
    George MC reacted to Butschi in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    Oh, that's interesting, thanks for checking and filing the bug report!
  2. Like
    George MC got a reaction from MeatEtr in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    This is the Twitch playthrough of the first scenario (Wadi Armour Clash) in the upcoming Slitherine Tourney. https://www.twitch.tv/videos/2081184796 Interesting watching how these guys plan what they are doing. 
  3. Upvote
    George MC got a reaction from CarlXII in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    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
  4. Like
    George MC got a reaction from Vergeltungswaffe in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    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
  5. Thanks
    George MC got a reaction from BFCElvis in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    This is the Twitch playthrough of the first scenario (Wadi Armour Clash) in the upcoming Slitherine Tourney. https://www.twitch.tv/videos/2081184796 Interesting watching how these guys plan what they are doing. 
  6. Upvote
    George MC got a reaction from A Canadian Cat in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    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
  7. Upvote
    George MC got a reaction from A Canadian Cat in I didn't know you make your AI tanks do this.   
    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!
  8. Like
    George MC got a reaction from Jackal2100 in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    This is the Twitch playthrough of the first scenario (Wadi Armour Clash) in the upcoming Slitherine Tourney. https://www.twitch.tv/videos/2081184796 Interesting watching how these guys plan what they are doing. 
  9. Upvote
    George MC reacted to benpark in 2IC Section   
    Thy can be useful doing things like tending to wounded soldiers/ammo scavenging, replacing a wiped-out higher HQ, or any other duties like relaying spotting information from squads/teams and higher HQ (like a "runner"). That last use is helpful for calling in artillery, when the radio unit doesn't have LoS and you don't want to risk them in an exposed position. Security uses also are another slot you can drop them in, and you could do some extra-self-imposed rules, like moving them near prisoners to simulate moving them to rear-areas, etc.
    I'm always checking the visibility icons to see what the "range" is in the UI. The benefits of any HQ will be greatly lessened when out of any given C2 contact range.
  10. Thanks
    George MC reacted to Butschi in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    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.
  11. Upvote
    George MC reacted to Butschi in Possible bug when awarding points with an exit objective for reinforcements including vehicles   
    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.
  12. Thanks
    George MC reacted to Erwin in I didn't know you make your AI tanks do this.   
    Brilliant!
  13. Like
    George MC got a reaction from Commanderski in I didn't know you make your AI tanks do this.   
    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!
  14. Like
    George MC got a reaction from Vergeltungswaffe in I didn't know you make your AI tanks do this.   
    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!
  15. Like
    George MC got a reaction from Vacillator in I didn't know you make your AI tanks do this.   
    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!
  16. Like
    George MC got a reaction from Centurian52 in I didn't know you make your AI tanks do this.   
    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!
  17. Upvote
    George MC reacted to benpark in I didn't know you make your AI tanks do this.   
    You will also find this AI action used in some FR campaign scenarios (particularly in the German campaign, as I recall).
    It is a bit tricky to use as far as timing when using the capability, and works best when the AI is on the attack and aimed at an obvious area the player may be defending.
  18. Thanks
    George MC reacted to Ultradave in I didn't know you make your AI tanks do this.   
    All I can say is that George's scenarios will challenge you at every turn with surprises. It's not unreasonable behavior. A unit on the attack is going to plaster any suspected enemy locations either by direct or indirect fire, whether or not they spot anything. If nothing else you keep their heads down. Treelines are obvious targets where enemy might be expected.
    Dave
  19. Upvote
    George MC reacted to Vacillator in I didn't know you make your AI tanks do this.   
    All I can say is it's @George MC.  I would expect no less 😉.
  20. Upvote
    George MC reacted to Commanderski in I didn't know you make your AI tanks do this.   
    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.
  21. Upvote
    George MC got a reaction from Warts 'n' all in Core Units in a Campaign   
    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.
  22. Upvote
    George MC reacted to MOS:96B2P in Dinas Rework in progress   
    This is an interesting idea that I have been playing around with in CMCW for an NTC rotation (campaign).  This is to add an S4 logistics element that can be evaluated and has real implications in a campaign. 
    The mechanics of the idea is that there are two supply trucks that are part of the core force.  The supply trucks only show up in scenarios where the scenario designer wants the player to have a possibility of refit, repair and resupply (or at least one of these three things).  In the chosen scenario(s) the two trucks are on the scenario map (either from the start or as reinforcements).  The player must keep these trucks safe and move them to an exit on the OpFor side of the map.  The exit is to prevent the player from simply hiding the trucks in the player's setup zone. No other unit needs to exit for the supply system to work.  The player has the challenge of preserving his supply trucks while having them follow the combat units across the map. 
    The next mission is a supply scenario (referred to as a "mini mission" above).  If the supply trucks safely made the exit in the previous "battle" scenario they will appear on the supply scenario map.  A short distance in front of the supply trucks is an occupy objective worth X amount of VPs.  If at least one of the two trucks are present it drives forward to occupy the objective wining the scenario and earning whatever % of whatever Refit and/or Repair and/or Resupply the scenario designer decided was appropriate.  If the player has no supply trucks on the map he gets zero or some very low number of the three Rs as determined by the scenario designer.    
    The player then hits cease fire and starts the next battle scenario with the three R's he earned (or didn't).  This rewards the player for thinking about and taking care of his S4 logistics. 
    I conceptually decided on two supply trucks just in case a player had bad luck and one truck was immobilized from bogging while moving across the battle scenario map. Of course the number of supply trucks can be lowered or raised depending on what a scenario designer thought was best for the campaign. 
    So many ideas, so little time .......   ......                  
  23. Upvote
    George MC reacted to MeatEtr in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    READY TO ROCK & ROLL! 🍺

  24. Upvote
    George MC reacted to Probus in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    Good luck guys!
  25. Upvote
    George MC reacted to Jackal2100 in Combat Mission Shock Force 2 - Invitational Grand Tournament   
    Excited to die for my countries.
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