Jump to content

Holman

Members
  • Posts

    2,212
  • Joined

  • Last visited

Posts posted by Holman

  1. More scenario or campaign packs would be awesome. We used to have tons of missions in campaigns back in the days of CMSF (I understand that we have a campaign for each army now, but still... more content wouldn't hurt).

     

     

    Fortunately, we don't have to wait for official scenario releases.  The tools included with the game are the same used to make the official scenarios, and most of the "official" scenario-makers continue to produce battles long after release.  There's a lot of talent in this community.

  2. The CM series doesn't allow any modding of models or underlying data, just surface graphics (and, of course, all the excellent tools for scenario design).

     

    Modding the 1980's would be impossible because only 2017 vehicles and troops are included in the game.  The Cold War will have to wait for another release.

  3. Are you sure there isn't a 1/1000 chance or so that a red soldier will become yellow?  I thought I might have seen it once or twice and I thought some other people said they might have too.

     

    Nope, never happens.  Once a soldier is red, they are out of play.

     

    My guess is that people have seen red soldiers disappear from the squad list when buddy aided, and, losing count, they assumed a soldier had gone from red back to OK.

  4. We-Go at Iron difficulty.

     

    People worry that the requirement of "friendly spotting" will make Iron a hassle, but in practice it is really no issue at all--it took me about six turns to get used to it, and now I can't imagine going back.  *You* immediately see the location of all of your units when you have none of them selected, but each individual unit still has to deal with limited situational awareness and the morale issues that come with it.  Isolated units no longer have Superman confidence, which leads to more realistic results.

  5. I've heard no discussion on the topic but in my mind the main impediment is creating a plausible backstory that would extend the high-intensity conflict for months-and-months into winter time. I suppose by module 3 they could  switch from Russian summer offensive to Alllied winter offensive, a push to take back Russian-occupied territory after a pause in the war to refit and recover.

     

    Or the story could involve an eruption of winter fighting after months of tense ceasefire.

  6. I think the biggest factors influencing strategy in this scenario are political, not purely military.  How does Moscow most quickly establish a "fact on the ground" of Russian victory that they can convincingly sell to the world and use to bargain for the outcome they want?  In a fast moving modern war, leaving whole cities unconquered in the rear isn't the handicap that it would have been in WW2.  In fact, city-fighting that produced civilian suffering would be the quickest way to lose the propaganda war and the narrative in the global press.

     

    Would Ukraine decide to exploit this fact by basing appropriate units in urban areas, hoping that Russia would not risk wholesale urban assault?  How might the city fighting be conducted?  We could see scenarios where the Red player, not just the Blue, needs to avoid destruction of populated civilian neighborhoods.

     

    I can easily imagine a scenario or campaign featuring under-gunned Ukrainian troops in an urban alamo cut off by Russians while US/NATO attempt to lift the siege.

  7. Thank you for the answers.

    I guess I am expecting too much from this game, when it comes to implementation of some "slow" tactics. It needs to be a bit more stable in that sense, as it was described above, scripted AI is based on the time limit, so players must be "scripted" to the time also. As an example, the demo mission of  "tankovij desant" ends for me before I reach the bridge of the 1st objective. Anyway, it was good to hear what others think of this matter.

    Regards

     

    That AI is not always scripted by time (although it can be); it's often scripted by triggers that react to player actions and the achievement of objectives.  Still, putting time pressure on players is a way of making situations urgent and exciting.

     

    The CM scenario designers are the best I've seen.  I've seldom (in scores of games) encountered a scenario that seemed "broken" because it was too short.

  8. Time limits are a fact of scenario balance--designers have a wide range of choices, and if they choose to give you 45 minutes instead of three hours, there's probably a reason for that.

     

    However, you can chuck all of that if you want.  You can take any scenario and tweak it in the editor to your liking, including changing the ending time.  (I believe the maximum is 4 hours and 15 minutes.)

×
×
  • Create New...