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SlowMotion

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Posts posted by SlowMotion

  1. On 12/22/2023 at 9:22 PM, PEB14 said:

    Well, not really… I've never seen any (WW2) report of a WHOLE crew disembarking to scout. That makes no sense to completely abandon a tank just to have a look at the corner…

    For this kind of scouting purposes it would be very useful if you could use command like Split Squad, but it would separate just one soldier from the rest. So that this one man could go look behind the corner, top of the hill etc.  If he would be killed by the enemy you would lose just one man, not many like now happens.

  2. On 12/15/2023 at 9:49 AM, Brille said:

    Thats not right that what he aims at I guess.

    In the way you stated, the unit would retreat after x seconds regardless of it spotted or shot something.

    What @Centurian52 supposedly means is that a unit stands in a ready position, spots an enemy and shoots and only then would proceed to another position.

    So the action of a unit would determine the start of another waypoint, not a timed countdown.

    This would come in handy especially for vulnerable tank hunters,either vehicle or infantry based.

    So they would lay in hiding, shoot a round or two at spotted oponents and then automatically retreat into the next firing position before they get obliterated by following enemy units.

    Some ATGM vehicles already have at least  an automatic function of some sort: Once they fired a shot and would need to reload AND there is still a threat visible to them they would reverse into the nearest cover or concealment.

     

    @Centurion52 also mentioned "Or perhaps it could be a sort of pause order that deactivates when the vehicle shoots. "

    This is the version that I like best. The whole point of Shoot And Scoot AFAIK is that staying in place where the enemy may spot you is not healthy. So after some time you reverse to cover.
    So it should be possible to define a time limit for how long you wait for enemy to appear before moving to next waypoint. If no limit is given then wait forever and move only after enemy unit has been shot at.

  3. On 12/5/2023 at 7:30 PM, Centurian52 said:

    But, if we are still adding things to the features wishlist for some eventual engine upgrade (not Engine 5, but some future feature-focused engine upgrade) then I really need to voice my support for a shoot and scoot command. I didn't need it back when I was playing RT. But now that I'm exclusively playing WEGO the inability to shoot and scoot is a serious handicap. One way I could think to implement it would be as a reverse command that becomes active when the vehicle shoots. Or perhaps it could be a sort of pause order that deactivates when the vehicle shoots. I could just really use some way of shooting and scooting in turn based play.

    I think currently it works quite well if you plot a Move command that ends to a point P1 and a Reverse command. Then select the waypoint P1, make a Target command to whatever you want to shoot at. And then while the waypoint is selected, use Pause commands to choose how long your unit keeps shooting at the target. It could be 15 seconds, 20 seconds, 30 seconds or whatever. After that time your vehicle reverses away from the shooting position.

  4. 5 hours ago, CarlXII said:

    I don't think that  a self thinking AI is neccesary to wastly improve the combat mission single player experience.

    Give us a trigger/scripting system simular to that of DCS world/ Eagle Dynaics and Combat Mission singel player gameplay will be elevated beyond recognition....

     

    My limited experience of AI plans in current Scenario Editor is that making those AI plans work well takes a lot of work and that probably has a lot to do with how many 3rd party scenarios there are available.

    Once you know how the current AI works, the experience is quite far from playing against a human player.  In H2H things do not proceed according to a plan that has been scheduled to proceed in certain way by the scenario designer. But like Redwolf wrote currently teaching the AI things like I suggested takes lots of input and that could be difficult to arrange.
    Unless the workload could be somehow shared with a larger community. People could somehow store the turn files of their H2H game and if they agree sharing it with the company they could upload it for Battlefront's AI training purposes. If BF would agree that the game includes stuff that is useful for training the AI the game turns could be used. But certainly this won't happen during next few years.

    Another way of using AI, which might be easier to achieve than the player AI, could be using AI in Scenario Editor. Something like it is done in this NVidia Canvas which is currently in beta testing phase. See title AI Assistant.  Scenario Designer could design things at large level and the AI would somehow fill the details so that you would not need to choose every map tile yourself.  And somehow make things like hills and roads faster. Maybe something like this could be done to make map making easier and faster.
    https://www.nvidia.com/en-us/studio/canvas/

  5. 3 hours ago, Ithikial_AU said:

    It's a great idea on paper but then drill down and you quickly run into some problems.

    1. How do you import and export the "Player as AI" plans and distribute to the broader single player audience.

    2. Most players are single players.

    3. What happens when the scenario or game is first released and there are no/few MP battles?

    4. How would new players feel? Could raise the difficulty bar too high and turns new players off the game if the AI is 'too good'. Scenarios designed to be easy entry points could become very difficult over time.

    Two cents plus sales tax.

    1. I did not mean they would be scenario specific, but more general purpose AIs. Those that could play any battle of some CM game. How those would be included in the game, not sure. But if they wouldn't take many gigabytes per AI, I think it could be possible.
    2. Yes and exactly for this purpose my idea would be good. You would still play against an AI, but it would be closer to human player because it would have learned from how real human players play.
    3. Scenarios could be made just like now, except scenario authors would not need to make AI plans if these general purpose CM AIs would play well enough.
    4. For that purpose you could have different kind of AIs. Some would get little training and not from very good players, so they would play like rookie human players. Others would be taught tricks from more experienced players and they would play better.  The human player could choose the AI he wants to play against, just like now you select difficulty level when starting to play a battle.

    This may be science fiction at the moment, but I think this kind of things will happen during the next 20 years maybe.  Like now there are self driving taxi services - would you have believed it during 2000?
    https://waymo.com/

     

  6. It would be great if one day the the game AI that plots turns could be taught by feeding it turn files of human players playing the game. So instead of doing things according to AI plans made in scenario editor, it would play the game by creating those plans by itself. 

    And if dreaming this further maybe there could be different "AI players" that would play differently because they had been taught to play from different set of H2H games. People could choose which AI they would play against. Now that AI development is advancing fast I'm sure this kind of thing will become reality in some games some day, but I'm not sure if this will happen in CM series.

  7. On 2/15/2022 at 9:40 PM, Vacillator said:

    No, seems to be just SF2 base game.  And BS is just the base game so no Battle Pack.

    I wish they would explicitly say whether some bundle includes just bases games or also modules (like for CMSF2) and battle packs and other such extensions. Now for Big Bundle1 the description says " No additional purchases necessary."
    I understand this to mean you get all the stuff there is for those 3 games.

  8. I have both and haven't regretted buying them.
    Still I would buy CMSF2 including all modules first. The Big Bundle seems to be 115$ right now.
    You get tons of interesting gear and many very good scenarios. Can't remember how many happen on small maps, but there are more mid or large size scenarios than small scenarios for both games.

    Battlefront also has special deal for Big Bundle1 now which includes CMSF2, Black Sea and Cold War for 144$.
    That's the best value if you like modern battles. Test the demo before buying.

  9. 3 hours ago, waffelmann said:

    How, if I may ask?

    I contacted BF support and they helped me with this and another game's installation.
    Basically the problem was that I had not activated the original CMSF game's license, only the CMSF2 license. Because of that the game would not start.

    But also if you have bought not just the base game but also modules, version upgrades and other additional products expanding the base game there can be quite a few things to activate. If you forget activating some extra product and it doesn't show in your game.

  10. Is anyone using this in Windows11?
    I tried to install the whole game from the 2.06 installer which should install the whole game to 2.06 level.
    Then activated it, but when I try to play it just shows the loading screen with a tank, but in a small window, not full screen size like normally.
    Then nothing happens.

    I have Cold War and Black Sea installed in this computer and they seem to be working. But SF2 isn't starting.

  11. On 2/5/2023 at 12:46 AM, Dynaman216 said:

    I'm surprised there is a PC out there otherwise able to play CM that does not have an audio device of some kind.  That is as strange a setup as I can imagine.  No speakers I can understand but I was not aware a PC was made in the last 20+ years without audio output.  

    There are external audio interfaces that might be in use in another computer.
    When this is happening you might still want to play CM in the computer where this better audio is not connected.
    And onboard audio is disabled from BIOS.

  12. 13 hours ago, Artkin said:

    This might have been fixed in the new patch 2.18. It mentioned something about this in the changelog though I have never experienced the bug myself

    I checked 2.18 patch Readme and I did not notice comments about this being fixed. The game where I saw this happening was played using 2.16.  I now updated to 2.18, must pay attention if I still see it in the future.

  13. CM Black Sea
    When a battle ends (I've seen this at least in quick battles), AAR screen is shown and then you can go and preview the final positions of units on map. 

    the bug:
    At least in the past ALL units were shown in full detail, without any fog of war. Now there are also unit markers that stay "unsure", just like they are during the battle. For example you know it's an enemy tank, but do not know what kind of tank.

  14. After watching lots of videos from the current war in Ukraine about what happens when tanks or vehicles are hit with antitank weapons, I would like to see a new kind of way of damage handing. That sometimes when a tank/etc is hit there is little damage immediately, but it starts getting worse and then destroys it after some time. Like a moving tank starts smoking a little first but the fire spreads and stops the tank after some random distance which could be 20-200 meters in the game. 

    This would add thrill to movies because you don't immediately know how badly the enemy unit is damaged and whether it will stop right now or later. So, a vehicle damage that progresses from minor to worse as time progresses.

    Here is a good example:
    a tank is hit, stops after a while

  15. On 3/31/2022 at 3:43 PM, Bil Hardenberger said:

    We do indeed have a road map... sorry but we can't share our plans yet beyond what Steve has hinted at.  If you can be a little more patient I think you will be pleased when we can make an announcement.

    Bil

    If there will be scenarios please make some with big map and not too many units so there is room for manoeuvring. And enough time too. I think some current scenarios have too many units for the map size so things tend to "get stuck". I mean that after some turns neither side can do much without getting killed.

  16. On 3/22/2022 at 2:31 AM, DerKommissar said:

    Gonna be real, not too excited about the idea. I've got relatives and friends that lost everything because of this war. Lots of grief. Not sure I'd want to spend a lot of leisure time dwelling on it. I've been avoiding playing Black Sea, for the same reason. Although, I can sort of rationalize playing that one as an "alternate history".

    Well WW2 games are much the same but in MUCH larger scale.  Many people know or have known people who fought there, whose cities have been bombed or otherwise damaged during the war etc. So I don't see why this would be different from other CM games based on real events.

  17. I'm playing a CMSF 2.04 scenario. One of my infantry units is a antitank team with Gill missile launcher.

    I was moving my team to a vehicle along a path with several waypoints. The movement takes more than one turn.  While the team was walking towards the vehicle I noticed that in each waypoint there was text DEPLOY WEAPON. Does the team really deploy in every waypoint even though they should keep walking until they reach the last waypoint?
     

    And since they embark a vehicle I assume they won't deploy the weapon inside the vehicle either.
    So I'm asking should those DEPLOY WEAPON texts be shown if the movement continues.

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