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benpark

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Posts posted by benpark

  1. Those Start books have been a great resource. There's also the updated version of "Bloody Streets" that has started shipping (I think it just arrived). The first edition sold out very quickly (lucky to get one way back when, it was a primary source for the FR module), so order now! I'm happy they re-released it, as it is by far the best source of the military operations in Berlin during the battle.

  2. 37 minutes ago, RepsolCBR said:

    - more AI groups 

    - more trigger options like AI group casualty level higher then, unit killed (friendly or enemy), unit spotted,  AI group ammo level below...etc,etc

    - more options for when reinforcements arrive.

    - more objective options

    - a new AI artillery programing interface that would allow the designer to specify indirect firesupport for the AI mid game among other things.

    All great suggestions, lots in common.

    I'd add a few things that occur to me from time to time in the Editor, off the top of my head.

    -A toggle to an AI Group to set it for "foot" or "wheel/track". That would only allow binary selection of movement types, so you don't have plans with guys hauling it 4k to the end order.

    -See all AI orders at once in the AI Plan UI, on map (color coded by Group, even better). I have a Photoshop tool I use for this that I'll release after the RT module is out, but this would be better.

    -Conditional Triggers for presence/time. "If no enemy is present in area 'X', then move/don't move". Group casualty would be another big one, already mentioned above. Omniscient, but incredibly useful for making the AI react in ways that seem human. The AI can't counterattack if it doesn't know it needs to!

    -LoS Triggers. Units must be in LoS for Trigger to operate, with the standard Trigger operations offered. Solves any AI omniscient powers, but much harder to program. Mixing LoS Triggers with standard ones could create interesting results. A unit that has LoS to fellow units that have taken heavy casualties could have a Trigger to do a given action, while a larger narrative thing is happening with the other Triggers.

    -A "Hold in place for 'X' amount of time" order for the AI. No more counting from the start/end times! Things like Area Fire would be available, and easier to plan for. A "when you are in this location, hang around for 'X' amount of time, and hammer that building with for the duration". rather than the current "Maybe there will be some time for that, but we gotta head for the next location, buddy! No time for fighting!".

    -A method to deal with vehicle transports, in particular remounts.

    -Ability for the AI to "Move", rather than run everywhere. In fact, the full set of movement abilities would be ideal.

    -Ability to save multiple hand-placed AI set-ups.

    -Ability to view AI plans in 3D view/ Scenario Editor mode.

     

  3. Editor People! This tip is for your your carpal-tunnel health:

    When in the Scenario Editor/AI Tab-

    -The "Up" and "Down" arrow keys will cycle through (increasing or decreasing in number) the orders within that an AI Group for a given order.

    -The "Left" and "Right" arrows change the AI Group number up or down one number.

    It's far easier to see the narrative progression of orders with hotkeys, rather than returning to the AI order tab constantly.

  4. I consider a key difference between the two conflicts to be the role of the horse. The ACW certainly had battles like Brandy Station, but nothing like the key role cavalry filled in the Napoleonic Wars. Without the mobile wing of an army, static, entrenched conflict is more likely- even more likely with the advances in weaponry between the two conflicts.

    That’s a cart and horse problem.

  5. On 3/30/2020 at 2:49 PM, Aquila-SmartWargames said:

    I guess the spotted vehicle is triggering the targeting process of the AT gun which then causes model glitches.

    That sounds like an animation adjustment needs to be made somewhere in the mod. I really don't believe it isn't anything that the game is doing between AT guns and target in terms of model adjustments - besides the facing.

    Look for things like when the and where the wheels are during the glitch, then look for the model part, and any attached animation. Rotation seems a place to start the hunt. Just be sure every part of the model hierarchy is checked!

  6. I think you may need a:

    smod_british_m37_uniform 1

    They insist on being consecutive. My quote above was related to that- there can't be any "gaps" between the  numbering, or the chain breaks. The existing textures will only fill in after the last mod file, not between non-consecutive mod numbers.

    So, if you wanted 3 modded files to show up as follows:

    smod_british_m37_uniform

    smod_british_m37_uniform 1

    smod_british_m37_uniform 2

    smod_british_m37_uniform 3

    The first 4 seen above would show up (if free of syntax errors, are BMP files, etc). After that, any stock or existing mods would start showing after smod_british_m37_uniform 3. You also could not pull out file (for instance) smod_british_m37_uniform 2 and expect the modded file smod_british_m37_uniform 3 to show up.

    That may be it, may not! The fun of DiY.

     

  7. I noticed some gaming news regarding mods for another game (that is quite, quite good, rhymes with Bannerlord) using voice commands- Naturally, I've immediately tested this with CM, and it works...amazingly well. Anything you have a shortcut for, you can create a voice command for. So one can mouse-select a unit, then you simply say "move" aloud (need a mic- not great for close quarters quarantines possibly!), and the blue line is available for placing with the mouse. No need to use the UI at all for anything with a shortcut- you just need to remember the voice command- "move" is move, for instance. I'll tell you what- those vehicle convoys that used to hurt your craw when issuing orders- Gone! Now you just sound like a lunatic, but I suspect most won't notice in these times. Have at it!

    I'm going to unleash this on the Editor so I can save some clicks- window cycling, etc may be better or worse with this!

    This is the software is called Voice Attack- easy to find. $10 for the full version, the trial should also allow some testing of it.

    I hope it's useful.

     

  8. Udder mittens of the mind is a clinical disorder caused by lack of juvenile bovine lactose, as I'm sure your internist has informed you.

    Cheddify (currently in testing, side effects may include dry mouth, hoof and sideburn, or a mild case of cheese blindness) may help alleviate these visions.

    Please note that I am not a medical doctor, nor do I play one on television. I am but merely a concerned citizen of the Cheddersphere.

  9. The ground-support units in 1945 were less likely to get on-call air support due to a lack of trained pilots and available aircraft.

    Operations like Bodenplatte had to use mass, and in a sense adhered to the aviation version of a "human wave" technique. That's generally the hallmark of an under-trained, desperate force that has to make do with an unsteady force with a lack of equipment. A human wave attack with some early jets- bonkers, desperate stuff. Like using an iPad to chop wood.

    That's part of why 1945 is interesting to me, personally- the advancements in technology were either paying dividends (generally for the Soviets), or a technological near-dead end that had been doubled down on regardless of utility or sense (generally the Germans). The pool of trained, battle-ready manpower had evaporated, so there are both highly trained and capable forces intermixed with untrained and possibly under-equipped ones.

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