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weta_nz

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Posts posted by weta_nz

  1. 2 hours ago, womble said:

    However, the lack of visual cue for the user might mean that the don't realise the congested overhead is what's stopping the mortar shooting.

    Hi Womble - for my mortar problem, yes trees were overhead. However the mortar seemed to be able to shoot from that position as I was able to area fire around the scout car but not directly at the scout car.

  2. 10 hours ago, IanL said:

    One thing to check is if the mortar is deployed. Special command tab first one in the upper left. 

    I have forgotten that more times than I care to admit. In fact just this morning I noticed I had done it again.

     

    Bit off topic now but...

    Hi IanL,  yup the mortar was definitely deployed.  I was able to re-create the problem when I restarted the scenario (turn based this time) and when I positioned the mortar in the same place I got the same result e.g. The mortar would hold it's target line but no aiming or firing occurred.  When I moved it a few meters forward - the soldiers aimed and fired the mortar correctly. So I've concluded it's not a bug - just a weird sighting issue where some of the mortar team could target the scout car but the soldier who aims and fires the mortar could not. 

  3. 7 hours ago, weta_nz said:

    Not sure if this is related. Playing the scenario 'December Morning' real time - I had a 60mm mortar refuse to direct fire at the German scout car in.  Range was about 370m.  I could set the target line but it would not aim or fire.  I could area target all around (just in front, just behind etc) the scout car and the mortar would aim and fire correctly. No save game sorry

     

    Re my query above.  I retried the scenario and got the exact same problem.  But this time I moved my mortar team a few meters forward and then it did 'direct fire' onto the scout car. I think I had one of those weird targeting issues where maybe some guys in the mortar team could target the scout car (PSW 234/1) but the 'gunner' couldn't. 

  4. Not sure if this is related. Playing the scenario 'December Morning' real time - I had a 60mm mortar refuse to direct fire at the German scout car in.  Range was about 370m.  I could set the target line but it would not aim or fire.  I could area target all around (just in front, just behind etc) the scout car and the mortar would aim and fire correctly. No save game sorry

     

  5. Hi,

    I had a problem playing real-time as the US in the training mission.  One squad got 'stuck' in the woods near the attack route objective.  I could issue orders normally (fast, move, crawl etc) but they would immediately disappear and be replaced by the 'face' command - the men would squirm around to face the direction but could not move from the 'action spot'.  Just a guess but it seemed to me like a tree might have been at the center of the action spot and thus the terrain was 'impassable'???  If I gave orders to move to another unit to move to the spot where the stuck squad was the mouse icon would turn to the icon which tells you that you can't move there.  I saved the game and kept playing and found another squad got 'stuck' in the same way in a similar spot with the same terrain.

    cheers Untitled.jpg

  6. Hi,

    What about infantry squads automatically deploying smoke when they get nervous / panicky if they have it. In much the same way as tanks do already. The good think about it is they will hopefully put it between them and the shooter. I find when i manually do it it doesn't seem to go where i want. 

  7. As a challenge against the AI I find it quite good fun to be the Italians.  They are very different to the other nationalities as you can't split the squads and I have to be more methodical in my approach. However in the weekend I tried a Quick Battle against the Italians thinking it would be fairly easy to win.  I must admit I sent my Canadians in fairly piece-meal and with split squads which turned out very badly. At close quarters, in tree cover and sloped terrain, the Italians chewed up my split squads with grenades .   I have not tried a PBEM game with or against them though.

  8. I don't want to hijack the thread but as there are some scenario design guru's giving excellent advice here I have a question. 

     

    Is it possible to get the AI to use smoke after the first turn? 

     

    I've tried but failed to get the AI to use smoke after the first turn. I set up one (or more) Support targets in the AI plan and chose smoke from the drop down menu I have tried a few different things e.g bring the arty in as a reinforcement.  I've tried off-board arty and on-board arty.  I can get smoke on the first turn but the AI never seems to use it after the first turn.  If it's impossible - it would be a nice feature for the a future version as it would make AI attack and assaults a little more like a human IMHO

     

    cheers

  9. Hi Steve,

     

    Great news.  Always good to hear what you guys are working on. 

     

    Probably a dumb question but will Bulge be basically the same game engine (e.g 3.0) as the current games or will it have some 'under the hood' improvements? From what you said above - I infer game engine 4.0 which you are working on will be a separate upgrade for all base games e.g CMBN, CMFI, CMRT and CMBS. E.g it won't come standard with the new base game CMBulge?.  Sorry still a little confused

     

    cheers,

  10. Hi Bil,

     

    After having a quick read through this thread I am definitely interested to see how this 'plays' out. Actually I am surprised their are not more comments as this seems to have some very interesting possibilities.  As a primarily single player, I for one (as MOS:96B2P already commented) think this could actually force me to come up with a proper plan against the AI and stick to it. As I play mostly small maps with a small number of units the spread-sheet wouldn't be too burdensome to update so thanks for coming up with the workbook and making it available. 

     

    Also without having looked into it too deeply I think there could be a possibility for Battlefront to use a similar logic to what you have presented here to expand upon the scripting for the AI.  Certainly for scenario designers a tool like this could help keep track of the various units and plans when building AI scripts. 

     

    One crazy idea I've just had is that Scenario designers could write an AI script for the defense then use a version of your Excel Work book template to create an attack plan (which is saved with the scenario). The 'player' then does the 'grunt' work and tries to adhere to the given plan/timetable  using the rules you have given.  I can just imagine the defeated 'player' blaming the 'General'  because of his inflexible plan ;).  Potentially would make for a great learning tool for us tactical novices!

     

    Now to download the workbook and actually check out how it works

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