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weta_nz

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Everything posted by weta_nz

  1. I'm not sure what 'bake a whole fight' means (I don't have CM:SF) but you are correct about CMx2 CMBN - you can not have the AI fight the AI. It would be nice to create to AI scripts/plans and then watch the 'AI' fight it out
  2. Hi Macisle, Out of interest do you know if you can get the AI plan to do a smoke mission after the 1st turn in version 4.0? I could not get this to work in earlier versions.
  3. Yeah similar for me. With Window 7 - I could ALT+Tab during scenario load or normal game play but since I installed Windows 10 I can't ALT+Tab during scenario load only normal game play
  4. Thanks for the update Steve as we eagerly await CMFI
  5. As a keen player of the AI using quick battle maps I look forward to trying out some v4 QBs. Thanks for your continued efforts @MarkEzra
  6. I ended up downloading the latest cloud version of Photoshop and it seems to be all working as expected. I can edit the files directly now and save them and still keep the transparency. I've modded the German tracer to be the color the mg42 has in the first battle scene in the movie 'Fury'. The one with the destroyed half tracks and 75mm anti-tank guns. (Sorry tracer grogs - it looks a litle star warsy but I don't care if it is correct or not I just think it looks cool!! haha). Not totally happy with the results yet but I have managed to get a transparent tail fade which I like.
  7. Cheers - I found the file and reduced the volume so I'm happy now.
  8. I've tried modding the Tracer bmp files but find I lose the transparency. e.g I end up with a black color around the actual colored tracer. I've tried using GIMP to add transparency but have had no success. I did try using the wizard tool to select the 'black' parts and make them an alpha layer 'opacity' to 100. I get the checkered background. But when the game shows the tracer the whole thing is a black rectangle Could one of your modders help me out? Maybe a step by step guide.
  9. Thanks Erwin - I'll see if I can track one down
  10. Hi, Pet Peeve #1,000,981. Sorry to bore everyone with such a small problem....but....On my computer the wind noise can be very loud which I find a bit annoying. So if anyone knows the filename or has a lower volume wind noise they could point me too - that would be great! cheers,
  11. I have noticed the change and I know what you mean slysniper. However at the other end of the spectrum - my guys have made it back to safety without been really rattled a few times when ambushed. In the past they probably would have been totally destroyed or rattled after I've ordered them into another ambush. :). I guess it's going to take time to get used to it. I've only limited time playing but I do think the new 4.0 tac AI rewards better tactics. E.g If you suppress properly you will be able to make gains and with potentially fewer casualties if a enemy pops up unexpectedly. Maybe scenario designers will adjust to compensate for the differences as they/we get experience with 4.0
  12. Cheers RockinHarry - I checked it out but I do not have the vehicle pack . Hopefully there will be more v4.0 scenarios to come
  13. As someone who mainly plays against the AI I have found the new features make the AI a tougher nut to crack in quick battles. Especially in forested areas where the AI can fall back and regroup enough to ensure that you are going to lose men clearing them out. Anecdotal - but I believe the troops don't get pinned down as much as they retreat sooner and are thus are more ready to fight back! Would be great to play some scenarios which are designed and make use of the new 4.0 features. Let me know when it's ready RockinHarry
  14. Maybe if it was random that you could re-man a tank with a different crew. Like every turn you could try but the crew may not do it....Probably not worth the effort to code tho and I could imagine lots of complaints that it doesn't work because no one reads manuals?
  15. Thanks for the great post ASL. For me (having not read many ww2 first hand accounts) it is a great reminder of the extremely limited info the actual commanders / troops have during the battle compared to our virtual birds eye view with exact damage readout etc
  16. Hi Mark,

    Hope you don't mind me messaging you out of the blue.  I thought I'd be a bit cheeky and ask if you had a version of Last Defence v4 that did not require the vehicle pack? I'm really keen to try a v4.0 scenario and for us long time members 'Last Defense' has a pretty special place in the long list of great scenarios!!  (I have all of the cmx2 ww2 content - but I just can't justify buying the vehicle pack). No worries if you are unable but just thought I'd ask :).

    cheers,

    weta_nz

    P.S thanks for all the great scenarios you have provided over the years!

    1. Show previous comments  2 more
    2. weta_nz

      weta_nz

      Great - that would be awesome. Don't worry too much if you can't replace the vehicles with something similar as part of the reason I'm keen to have the scenario is just to see how some of the new AI commands can be used.  I have played around a bit in the editor with the 'Retreat' and 'Area fire' with some success but it would be great to check out how a experienced scenario designer has used some of the new features (ideally after playing the scenario a few times of course)

      My email is: thrustersb@gmail.com

      Thanks again!

    3. MarkEzra

      MarkEzra

      Sent you the altered game file.  Enjoy!

    4. weta_nz

      weta_nz

      Thankyou - I will play it tonight when I get home from work and let you know it went :)

  17. Great scenario! Played it with my own setup for minor defeat. Won't give any spoilers but it was an edge of the seat battle right to the end. Tried it again and only got a draw! Just had a peek at your setup now and think it is a much better setup Might have to try it with your setup and see how I go.... cheers
  18. Thanks for the update Steve! Great news to hear about all the new features for 4.0. Personal fav's are the AI enhancements which seem like they will definitely help the scenario designers. Withdraw command will be especially beneficial for Armour. One question - any chance of been able to get the AI plan to fire smoke artillery after the first turn? I could never get that to work. Anyways - keep up the great work and the informative bones Just found my previous ideas for 4.0. Since Steve has opened this worm hole to the future I will paste them here 1) The conditional statement - I remember Steve said this may occur for V4.0 which would be great as I think this could be the single biggest improvement for the AI to be more flexible. I imagine a group of reinforcements been able to be sent to the correct part of the map depending on which flank the human player's main effort is coming. E.g If terrain objective 'left flank trigger'is reached by the enemy then the AI defenders reserve group will carry out the orders branch which advances to the left flank OR If terrain objective 'right flank trigger' is reached by the enemy first then an alternative set of orders will mean the defenders reserve group will advance to the right flank. Currently the scenario designer needs to guess which flank the human player might choose or somewhat artificially channel the player down a certain part of the map. It seems the coding to follow one branch or another could be fairly straight forward but the user interface for setting up Ai triggers would need to change obviously. 2) Delayed or Triggered support targets. Currently the AI can create a great smoke screen or get the defenders heads ducking for cover with a well aimed barrage at the start of a scenario but there is know way (That I know of) to delay the smoke screen or pre planned barrage occurring. So my suggestion would be to add a delay to support targets. Again this would hopefully be fairly easy addition to the code and would allow the scenario designer to create a more formidable AI attacking scenario as smoke and HE barrages could be delayed to occur with the estimated time it takes to advance to certain parts of the map rather then requiring the AI to actually get eyes on target. An even more flexible solution would be to allow support targets to be triggered. E.g Support targets 'A' and 'B' are designated to be fired upon when a friendly unit reaches an objective trigger. This may be a bit harder to implement though but it would certainly help the 'AI' to execute the attack in a more coordinated fashion - like a human player.
  19. Great idea for the blind quick battles - could you send me a link?

    cheers!

  20. Do you think we will see the Archer tank destroyer in this module? I don't believe we have had this tank in any of the CMx2 series yet.
  21. Thanks kohlenklau. Will take a look for sure.
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