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Holdit

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  1. Like
    Holdit reacted to PIATpunk in "Ad Hoc at Chef-du-Pont"   
    Just firing it up and wondering about 'best played as..'. Assuming Allies vs Ai, but what about h2h?  Cheers
  2. Like
    Holdit reacted to Warts 'n' all in "Ad Hoc at Chef-du-Pont"   
    A really good looking map. I'll be giving it a whirl pretty soon.
  3. Like
    Holdit reacted to rocketman in "Ad Hoc at Chef-du-Pont"   
    I don't have the opportunity to test this now, but I just want to give a thumbs up for you starting your scenario making career. Enjoy!
    Is it a real place/battle? Maybe next time consider using an overlay in the editor. Map making with one is a joy.
  4. Upvote
    Holdit got a reaction from PIATpunk in "Ad Hoc at Chef-du-Pont"   
    Oops I forgot to mention that. It's probably best played as Allies vs AI in single player but I think it's a good candidate for H2H too.
  5. Upvote
    Holdit got a reaction from AlexUK in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  6. Like
    Holdit reacted to Sgt.Squarehead in "Ad Hoc at Chef-du-Pont"   
    I was really enjoying this.....Right up to the moment my men decided on a bocage related suicide pact. 
    Bravo on a really tidy little map and interesting scenario concept.....I'll definitely come back to this again, once I've stopped grumbling to myself about patches. 
    EDIT - Thought I'd 'rage-quit'.....Turned out I took a screenie and left it running, so the battle continues (but with more use of the Pause command). 
  7. Like
    Holdit got a reaction from Badger73 in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  8. Like
    Holdit got a reaction from PIATpunk in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  9. Like
    Holdit got a reaction from Sgt.Squarehead in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  10. Upvote
    Holdit got a reaction from A Canadian Cat in "Ad Hoc at Chef-du-Pont"   
    "Ad Hoc at Chef du Pont" is a semi-fictitious scenario based on the ASL scenario of the same name and the ASL scenario "Gavin Take", in which General James Gavin and two scratch columns of paratroopers try to fight or sneak their way to a critical bridge of the the Merderet River early on 6th July 1944. The situation is historical but the map is inspired by the ASL map, but with lots of adjustments to make it suitable for CMBN.
    It's a first try at a full scenario and was actually created a couple of months ago.  I was wondering why I hadn't had any feedback at all when I remembered I hadn't mentioned it in the game's own forum...  
    It's available at The Proving Grounds:
    https://www.thefewgoodmen.com/tpg2/cm-battle-for-normandy/ad-hoc-at-chef-du-pont/
    ...or from DropBox:
    https://www.dropbox.com/s/ebl7z9rp9rtwrcn/ASL - Ad Hoc at Chef du Pont.btt?dl=0
    Feedback welcomed, good, bad and constructive.
     
  11. Like
    Holdit reacted to Howler in REAL WORLD TACTICS THAT WORK IN CM   
    It's got nothing to do with rocket science. It's just common courtesy which, granted, seems to be not as common today.
    You've chosen twice in this thread to be less than welcoming or helpful.
    Learn... to.. let.. it...pass.
    I won't be responding further as I have learned the above. I also don't have any particular axe to grind with you.
    Be well,
  12. Like
    Holdit reacted to Bulletpoint in Update on Engine 4 patches   
  13. Like
    Holdit reacted to Howler in REAL WORLD TACTICS THAT WORK IN CM   
    Either point him to a post describing board etiquette, or assume he's still relatively new, at 12 posts, and let it pass.
    Or, you can do what you did which is  less welcoming, helpful, or instructive.
  14. Like
    Holdit reacted to IronCat60 in European Union Army   
    Oh don't get me wrong, I am all for a EU army. It's time for someone else to step up and let their sons and daughters play fireman to the worlds hot spots. After all, all it takes for evil to succeed is for good men to stand by and do nothing.
    And as far as it being a "soft army" all I can say is Rugby is like American Football. Only they don't wear all the fancy protective gear for a similar contact sport.
  15. Upvote
    Holdit got a reaction from sburke in You know you've been playing too much CMx2 when...   
    Your reaction on seeing signs like these is to want to click on them to select the units...

  16. Like
    Holdit got a reaction from zinzan in You know you've been playing too much CMx2 when...   
    Your reaction on seeing signs like these is to want to click on them to select the units...

  17. Like
    Holdit reacted to ncc1701e in You know you've been playing too much CMx2 when...   
    You know when, during a walk in the countryside, you look at the windows of one house and evaluate the best angle of attack to take it, looking at cover and concealment, and where to place the fire support team...
    AND
    You know when your wife rolls her eyes when you explain her your last turn...
  18. Upvote
    Holdit got a reaction from Warts 'n' all in Update on Engine 4 patches   
    "Trappist Ale...'nuff said."  
    I'm a loss to the advertising industry...
     
     
  19. Like
    Holdit got a reaction from A Canadian Cat in You know you've been playing too much CMx2 when...   
    Your reaction on seeing signs like these is to want to click on them to select the units...

  20. Like
    Holdit reacted to Sgt.Squarehead in First try at a scenario: questions   
    This has got me wondering about a couple of failed experiments.....Did I paint a setup zone, or did I already 'know far too much' to do 'silly things like that'? 
    Kudos to @Holdit for the reminder. 
  21. Like
    Holdit reacted to MOS:96B2P in First try at a scenario: questions   
    Hmm, interesting.  I found the below in my notes from a post made by @Paper Tiger.  
    In the map editor you will have to 'paint' at least one set up zone (there are three) for one or both sides first if you want the AI to set up its own units. If you don't paint a set up zone for a side, the units will always start the scenario set up where you find them in the editor. Once you've painted the set up areas on the map, you can then 'paint' locations in the AI map editor within these set areas and the AI will then deploy stuff depending on the set up orders you gave them.  
    It would seem he might agree with you....................................... 
    Edit to add: You are right my friend.  I generally place the initial starting deployments of AI troops as I want.  They don't get to choose.  However I have an old scenario, Consulate Evacuation, where I did allow the AI to place it's troops in a setup zone.  I opened my old scenario in the editor and sure enough I have one big RedFor setup zone painted.  Inside this big setup zone are smaller AI setup zones.  My apologies you are correct.     
  22. Upvote
    Holdit got a reaction from A Canadian Cat in First try at a scenario: questions   
    This was a big help, and I can even flesh it out a bit after some trial and error.
    When you paint the AI setup areas, the AI will only set up on those parts of the AI setup area that overlap with the standard setup zones already painted on the map. So if you paint, for example, a small wood as an AI setup zone and that wood isn't included in the default setup zones, the AI won't use it. This is actually a plus if you want the AI to set up in particular locations. You paint those locations as default setup locations, and then the general area as an AI setup location. Now when the AI deploys, it will deploy only in those locations. A nice feature also is that the AI will setup slightly differently each time. The only downside is that if the AI setup area is too large, HQ units can find themselves off on a far flank, since the AI doesn't seem to consider effective HQ unit placement.
     
  23. Like
    Holdit got a reaction from Sgt.Squarehead in First try at a scenario: questions   
    Well all I can say is that I set a zone for the AI to use in setup and time after time it didn't use it. As soon as I included it in the default setup zones, it used it.  When I set up a large AI setup area but only the buildings in that area were part of the default setup zone, it only placed units in the buildings.
  24. Like
    Holdit reacted to Ales Dvorak in Barbarossa   
  25. Like
    Holdit reacted to Combatintman in First try at a scenario: questions   
    Personally I wouldn't use 'Destroy All' - it is very binary and I think limits your flexibility with VPs, my preference is always to go with 'Destroy'. That said, I'm not familiar with the victory conditions in the original ASL scenario that you're trying to replicate.
    As to the trigger thing, there is something clearly going on if only one unit is moving and this is not happening all of the time and you're not getting the 'wait for' dialogue. I'm no expert on triggers having only just successfully used them in the last six months or so but one thing I would consider is having a dedicated trigger objective rather than doubling up on the exit objective. It might be that units exiting on the exit objective are not hanging around long enough for the trigger to fire. Try drawing a trigger objective adjacent to the exit objective and see how that works as a starter for ten.
    I guess though for us to really understand what's going on, you're going to have put up some screenshots or provide more detail.
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