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russellmz

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Posts posted by russellmz

  1. http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=1;t=025025

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    Originally posted by Moon:

    CMBB introduces a new unit called "Tank Hunter Team" and captured equipment is available (as a selection in the purchase screen). This includes the odd PPSh armed GERMAN squad, yes.

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    thanks to me, everyone got a bone!!!! wait, that doesn't sound right...

  2. Originally posted by Fionn:

    Walker,

    I think it is a pity he didn't do that either. I would have had fun riding those FOs down with my scout cars as they tried to withdraw.

    why does the arty guy have to be in los? just preplot a little before when you guess the action will start. readjust if you guess too early.

    after always hearing how fos are bullet magnets often i got them hiding way the hell in back of the map.

  3. <table bgcolor="#afc0da"><tr><td><font color=#000000><big>(easy reading post provided by html...)

    Yes.

    the new battlefront website is cool looking. even the splash page, something i normally hate, is worth the download.

    however, as mentioned before, the color contrast on the forums are too harsh. and i think the font is smaller, which is bad in my opinion.

    please return the old colors and sizes, thank you.

    </big></td></tr></table>

    [ May 30, 2002, 11:37 PM: Message edited by: russellmz ]

  4. Originally posted by KwazyDog:

    Pvt Ryan, dont worry, you have to develop a thick skin in this industry, hehe. Besides, I can only do want I can within the time limts we have. I (hopefully with a little help shortly) have to texture something like 300 models, so Im sure there will some that willg et a fresh coat of paint. I am hoping to keep all up to the quality level you see here though, time permitting smile.gif

    Dan

    EDIT : Thomm, actually its already fixed in the version on my system. I must have thought the same at sometime smile.gif

    hey kwazy,

    i was wondering how many models you do per day? cause 300 is a lot. even at 10 per day that's dang near a full month ;)

  5. these are the most relevant links i have in the faq. other scenario tips are there as well taht might be useful. the part about quick battles has lots of things that make the ai a little tougher to beat. plus an equation or two to help with scoring as requested above...

    How is scoring done?

    http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=16;t=019346

    Also, additional explanation of exit points and killing units.

    How to make a good Quick Battle (has many excellent ideas to improve AI behavior)

    Scenario Editing Guidelines:

    Suggestions with comments, located in the Scenario Editing Forum.

    Tips and Tricks of CM Scenario Design

    How can I put a gun in a house?

    Same as above, place unit where you want, then put a terrain tile over it.

    How can I have a pillbox with a turrent?

    How do I make the AI attack better/more aggressively?

    There are several ways that may or may not work.

    TIPS & TRICKS

    Swap the map edges. So if Allied friendly edge is West, make it East in the scenario and vice versa for the Axis. Making an exit zone in the direction you want the enemy to advance also may help. You can also leave a path of flags for the AI to follow.

    Also there is this tip:

    Originally posted by James:

    Here are some tips on senario design which give better AI performance from the infantry and more unpredicatble better fought meeting engagements. Here are the three steps.

    First: In map preview split all squads. This may seem strange but what happens is the split squads behave with more caution, a more sensitive TacAI - they react more sensibily without needless sacrifice. Also the global moral of both sides drops to 55-70% making the overall AI more cautious and less prone to giving you a turkey shoot. The infantryman in CM is abstrated into squads, by splitting the squads that abstraction is also half as less.

    Second: Remove all victory flags. What!? I hear you say! The trouble with VLs is that you know where the enemy will head for, even with dynamic ones, and all you have to do is get there first into cover to let the AI force his men relentlessly into your incoming until their all casulties or broken.

    Third: Place exit zones for each side opposite each other. ie Allies start in the west advance to exit zone in the east and the opposite for Axis. What it actually does is give the Strat AI a fine balence between attack and defence. It will utilse both strategies with flexibility according to the situation and use any part of the map. It even withdraws in a hot spot to a better position. Actual exiting by the AI hardly ever happens, and there is no need for you to exit if you are concentrating on defeating the enemy. The exit zones are there not there as an objective but as a modification to the behavior of the AI.

    These 3 steps may seem a bit strange but try designing a senario useing them all. Even an experienced CM player can actully be given a real challenge and be beaten by the AI without it having superior weight of numbers! I use forces of approximatly equal point strength all the time and the AI really gives as good as it gets. I have had some excellent battles and lost a number of times, drawn most times, won sometime. Not only does it feel more realistic it is a better game for useing these 3 steps.

    not in the faq, but personally i try and do as many things as possible. i switch friendly edges, make exit zones, make ten big flags in one spot to make the ai rush there, split squads to reduce global morale(reduced global morale for the ai apparently makes it a little more active, according to deanco and a few others in a post i read a long time ago in the archives), make use of all the reinforcement slots, and sometimes for fun put a reinforcing ai unit behind the player's units to simulate a flanking action.

    [ May 28, 2002, 11:37 PM: Message edited by: russellmz ]

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