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weta_nz

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Posts posted by weta_nz

  1. Just now, weta_nz said:

    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.

     

    10 minutes ago, Macisle said:

    Here's a biggie for designers that has come with 4.0:

    On map mortars can be used to AI Area Fire anywhere on-map within their range--regardless of LOS.

    In other words, the AI can now prep a position with arty before attacking it at any time during a scenario.

    HUGE (and being used in my upcoming scenario B)).

    Sure wish it would work with off-map as well, though. -Only works with on-map.

     

  2. 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.

  3. 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. 

  4. 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

  5. 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 :)

  6. 18 hours ago, kohlenklau said:

    Try this tiny North Africa scenario out right now! 

    army-26[1]

    download the scenario AND mods pack

    http://www.thefewgoodmen.com/tsd3/cm-fortress-italy/cm-fortress-italy-add-ons/kasserine-rearguard/

    http://cmmodsiii.greenasjade.net/?p=4432

     

    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

  7. 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 :D

    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.

  8. First I'd like to thank the qb map makers and ai script writers. Quick battles are some of my favourite battles

    i've had some really good 'infantry only' tiny - med probe type battles with me as the attacker. I generally choose my own troops and have had some surprisingly fun battles where (probably more by chance) the ai script reacts in a very realistic way counterattacking just when i'm pushing a little too much. Having said that the ai can't really follow up any localised tactical gains so normally i can reorganise and 'win' the scenario. However, i generally have a few rules i follow when playing the the qbs against the ai to make it more interesting:

    1) Role play a bit, so i can't just totally change a plan

    2) only area fire at enemy units with my units which have at least a ? (the exception is dense forest as it is almost impossible to advance without area fire)

    3)-10% to 20% points which in small scenarios means avoiding unnecessary casualties is very important 

     

     

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