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benpark

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Everything posted by benpark

  1. I like to try to match the video position on-map to better follow along with the more telling videos. Not a lot of defining features in the background of that column video, but this is the area. It looks to be a berm. The bridge with a gate the column was headed for is just north of Nova Kakhovka, over the river and marshy, marshy, marshy terrain. It also looks to be flat in the surrounding areas. That looks to be the case far and wide around these parts. I wouldn't think moving in the open around here is very relaxing, which the column found out.
  2. The developer that made the game "Hex of Steel" is also working on something that is in line with ER2 . Below is one of the work-in-progress videos from development from the FPS underway. He seems like another of the new generation of developers making interesting games with an eye towards keeping everything rooted in a historical basis.
  3. Another facet of the mindset at work here: https://www.lambertcoleman.com/portfolio/the-improbable-cathedral-of-the-russian-armed-forces/ I'll be watching the goings on tomorrow on the Russian Media Monitor YouTubes. They had the entire early war rally in Russia. I'll revisit that, as well. Any other "psychology tracker" sites people may want to recommend?
  4. They are working on the animations, starting on FPS weapon red-do's, then on to the ones that you see the AI using/3rd person.
  5. I've been pushing Easy Red 2 for quite a while now, so I'm happy to see it gain some traction (particularly from my old pal Thomm!). It is flat out the best FPS WWII game out there for my taste. It has a great editor, so anything you can imagine is fair game. It is also squad based, so one can give orders or take them from the AI. The AI is really quite exceptional for something so open (and can be explored in the Editor further). The developer is also a committed, talented dude that is open to suggestions. I have made a few maps for ER2, in between BFC funtimes. My handle is Formaldehyde on the Discord and Workshop. There's a 2k map of Ortona that I consider done and fun, and a few others that were more to learn the ropes (Caen West and Nijmegen have a lot of the old structures that may get swapped out when the Normandy props become available).
  6. The .bmp format is something of an outlier as far as image processing and export goes. It is "lossless", so great for what it needs to do in CM terms (and editing, generally). It doesn't seem to do so well with some exporters. Photoshop is likely to manage these exporters well, others with more varying results. I can't really speak to how well this free Adobe knock-off will do with .bmp's, but the format is very much the same and may be worth a try (if not the website you already use): https://www.photopea.com/ Interesting looking map!
  7. The graphic file has a strip at the left side that doesn't fit- that's not a condition of the Editor. This area that should be cropped is also visible in the screen at the top of page 2, as well as in the Editor image. The Overlay file needs to be cropped of that strip to get rid of it (and probably resized/redone), and be sure that edge is depicted correctly if a historical area. I do spend a good deal of time in Photoshop getting the edges set before the final crop. This is saying nothing about the amount of research to find a multiplicity of source material, of course. I generally try to have several Overlays that I swap in and out: -The "standard" Overlay, as depicted here. A period map, slightly rotated for road/rail networks if necessary for CM purposes (road angles!). -Any/all aerial imagery from the period depicted, down to day of battle if possible (in Normandy, it sometimes is!). -A file that has both of the above, together with both visible to varying degrees. Map may be 80% opacity, aerial image may be 20% (or some ratio where I can see an appropriate amount of both). This may get adjusted for visibility, so I keep an unflattened Photoshop file for this. It can become somewhat involved, but that part is up to the designer's amount of tolerance for this type of thing. -A color-coded map of terrain, if complex (swamps, etc). This would be if water courses/forests/etc. were difficult to read in the above. I simply paint these color-field ares in over a topo map in the relevant areas. There could be additional versions of the above. This could be represented by alternate maps, aerial recon runs from different days due to cloud cover, etc. I may be forgetting one, but that's the gist if you want to delve into the Overlay. I also will use the Overlay for making AI plans, which is generally 2-3 files with times and unit positions. This helps to track the arc of everything. The Overlay function is really useful. I think there are probably additional ways it could be mined, so be creative with it.
  8. Played that one thrice so far- good, but it needs something. Agreed with BletchleyGeek about the upcoming dynamic campaign that may add some greater sense of continuity. I'll definitely reinstall when they add infantry. Tank sims seem empty with them to me. There are a bunch of interesting games relating to history dropping or that were released over the past few months. Good to see.
  9. These two games have a commonality that I picked up on, as well. I also like that one, and the Ln'L game gets the randomness down in my book better for something of this type. Ln'L also has had a great art department, with (probably/maybe still) Marc von Martial doing his thing with the maps (since CC!) and (probably/maybe still) Nikolas Eskubi's counters. It's no mean feat to get a consistent look down for a game. Second Front's developer made the assets, I believe- I think he also sells them on the Unity store, so there may be some cart/horse criticism that the game contained oft-used stuff, when he made the art in Second Front in the first place. If the infantry were re-worked, I'd probably never give the look too much more thought. I think part of my liking these two games in particular is that I really don't buy many board wargames (unless something with a really spectacular map!), and gave up on my (Napoleonic) miniature painting long ago. Second Front is like that desired miniature board diorama set-up, and Ln'L is a boardgame without the set-up/space commitment/tear down. And CM is for seeing how things may really have played out (and will remain my mainstay, due to its Editor, simulation properties, and other fine offerings). I'll give thanks to the computer on that one, but will miss the chance to someday set up a massive display of paper and cardboard nonsense like Drang nach Osten or Streets of Stalingrad in the middle of everyone's business here at home.
  10. After playing a bit more, I like it for what it is. The developer added an "unlock all missions" toggle, which is greatly appreciated. Many of us are too busy to grind on anything, and know the basic wargame-format drill besides. There are many calls for off-board/indirect-fire artillery, which isn't in. That may be added before any DLC, from reading the scuttlebutt on the various chatter-spots. That seems to be a fairly large missing bit so far. Maybe air as well, though it seems lass necessary at the scale. Main pains after more play- -I find the camera restrictive- I want a free camera, every time. It's "3D" for a reason. -The randomness is brutal. I embrace chaos and randomness as a fact of life, but it still seems to impact the game's relation to simulating reality in a negative way. -No modding. WYSIWYG. I'd like to get at those graphic files to alleviate some of the comic-style elements. The good- -Map maker/scenario maker is easy to use, and can do all manner of things in a fairly basic (hex-based) way. -Soviet Union versus Germany, right out of the box. US, as well. Though no US vs. USSR. -Campaigns seem to get around some of the gamey aspects, as they are contiguous.
  11. From the entire two hours I have been able to dedicate to playing the game in the wee hours- It has a truly great map editor, cartoony though it is. Gameplay is a cross between CMx1, Battle Academy (quite a bit like that one), SPWAW, and table-top play. It is a bit in debt to it's predecessors, but does a good job in the synthesis. It's new enough, and does well in the balance between abstract and "realistic". I am using it in the "tabletop" spirit, and enjoying it well enough. It's no CM replacement, however. I think it will be a good addition to most libraries. The campaigns are where my interest lies- they seem a bit like a CMx1 Operation- with maps shifting, wrecks tracked, etc.. Negatives- There's a need to unlock scenarios prior to playing others. Randomness seems over-represented in the combat results (appreciated though the inclusion is), The cartoony look is...OK, and can be repetitive. There's only auto-save. The game designer seems to have set ideas about how the thing plays, so we will see how adaptable he is when the majority tell him they need things like "saves" on demand.
  12. I can't remember - Is the "dust" animation during "Dry" weather done universally as an animation that can be swapped out? I've just had an idea that may or may not be feasible, based upon the above (The Spin Tires games look great)- One thing that I wish we had was more random dirt/snow, etc. thrown from wheels and tracks, during any type of weather. I suspect, if the animation is done as one that applies to any/all vehicles (rather than a vehicle by vehicle case- which would prohibitive), this could potentially be modded in. Some general practices would help- "Mud" gets "X" amount of particle debris added (a good amount), versus something like "Snow", which would be less dense, and more particulate. Busy, busy, though! I may get a second to look this weekend.
  13. I'll add this very roughly-formed scenario (attached) for people that want something to entertain them on a cold winter's night. This would have been a branch off of Broken Shields (off of the 6th scenario), but it just didn't work with the overall flow. I also have another one set in Seregelyes that I may get around to posting here that's in the same state. There's no briefing nor briefing graphic, and can only be played from the German side (no German AI). The gist- defend the occupied positions and town, and use any infantry and armor that may arrive to stage local counter-attacks to regain the town. Merry Christmas and Happy Holidays, ya cast of characters. AT Positions!.btt
  14. From the BFC Home Office, Skunk Werks Room:
  15. That is absolutely brilliant. I wonder how that could be accommodated in future designs.
  16. I was looking at the templates I used from past titles for the QB maps, and they follow Mark's previous method for creating the RT QB maps- not many (or any) instances of explicit Axis/Allied splits, as the QB engine assigns whatever side to that role. I see very few in my CMFB folder listed that do the split, as well. You should see Axis forces using the attack AI plans when assigned to that role in QBs, as the engine assigns this as an attacker/defender, regardless of Axis/Allied assignments- the QB engine does the switch, automatically based upon your chosen side. Is the AI issue that you intend them to be used as stand-alone "scenarios", outside of the QB engine? If that's the case, I can also throw a few together for the endeavor. Particularly if you add a Volkssturm branch.
  17. Ah, I think I see your meaning (correct me if I'm wrong)- there are no historical areas of German offensives in the QB maps? If so, Arnswalde and Simontornya should have QBs that I made from them (off the top of my head). Those could be used for the historical areas of limited German offensives in 1945. Otherwise, in QB's- everything should be playable from either side. If that isn't happening, something is definitely off!
  18. There should be a more robust selection of QB map choice if you have FR. I certainly made the full range of attacker/defender, so let me know if those are somehow not showing (I think you may not have FR so someone else may have to load this up and check, as mentioned). I'll try to take a look, but busy at the moment.
  19. That was on my initial wish-list, but didn't make the cut as it could be somewhat replicated with the tools at hand. OOB stuff gets hairy as things get added. That one was complicated by some aspect of the process to the point where we had to shift to other matters. Getting the Volkssturm down took a good amount of time, with the new gear and trying to get something in CM that could do the work of all of the actually different fielded (versus on book TOE). These permutations took some extra time that sometimes can go to things that would be great to have as a scenario designer (but aren't necessarily crucial).
  20. I still have might have one or two FR "cutting-room-floor" scenarios kicking around somewhere. Busy at the moment, but I'll take a look-see.
  21. This is one of the most fascinating bits of Russian video I've seen, even without the crash- which is just mental as anything. The shout to "Take us home!" begs the question if he meant back over the border. I didn't see any indication of how the footage was obtained on that Tweet, but I'm using an outliner to read these Twit things. There's a slightly longer version with a link buried in a Reddit thread that I'll try to find that adds some extra to the start, along with more milling about under fire. The gear and weaponry is indeed heading into Mad Max (or Sad Max, in this case) territory.
  22. That is fascinating footage of retreating soldiers that have clearly had it. Four beat guys (and a runner that kept his rifle, at least) carrying the one wounded man out. This on-the-ground stuff is illuminating, and viscerally immediate with the amount of video-devices on nearly every soldier. That must be distracting for newer units with lower discipline - the notion to pull out a phone to capture the sheer insanity at hand is seemingly proven by the amount of footage that is out there made by individuals. Seemingly lots of personal mobile-devices out there on the battlefield. The person that made that already had the frame set up for the video, which leads me to believe there were more retreating men prior, or the videographer saw them coming ahead. Must be wondering if he's now the front-line. Spooky.
  23. How you initially have your forces lined up at the start of a move will set their "formation" upon movement. If you want a line, with support/command in back, start the command/support the distance desired behind a line of the forward squads/teams then set movement orders. I use this method, with adjustment of any strangely placed waypoints per team/squad.
  24. The Russian army thought it was Orson Welles in the 1930's, but this guy showed up to the Big Show instead. "Dzzzt do'n'ything?"
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