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Everything posted by Pete Wenman
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I'm not saying don't go for it, but it's an awful lot of work 1k x 2k = 2square kilometres 4k x 4k = 16square kilometres There are a lot more action spots !!! Broadsword your idea might work, but at the same time it might just be easier to allocate the battle areas and just build them. I might suggest having a go at 1k x 1k map and see how it goes. Either way I'll watch this with interest P
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Yep the water table is always at the same level, and this is always set by the lowest height selected in the editor. HTH
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BGT Bovington for me - good memories
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Pleasantly Shaded Woodland Silence the Guns -Brecourt Manor The Crossroads at Monthardrou Battle #7 in the German Campaign - St Jean de Daye plus a large 2k x 2k map should be in the QB folder
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Thanks for the comments about Pleasantly Shaded Woodland, - it's one of mine. @ mjkerner If you ask nicely I might let you know how to do innundated fields, but of course it's not difficult to work out how.
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The water table is always the lowest height set on the map in the editor. So it can be at 100m provided no other tile on the map is lower. As soon as a lower tile height is created the water table will adjust, so the method you describe is pretty much how it works
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I guess you need to define this a little more, as the game hits my sweet spot without problem
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A Couple of Mapmaking Questions
Pete Wenman replied to Rake's topic in Combat Mission Battle for Normandy
Guys just keep in mind the maths - 4k x4k = 250000 action spots. The large CMSF maps were pretty empty when the expanses of desert etc are taken into account. Normandy is not like that. I've built a detailed 2k x 2k CMBN map (only 62500 action spots) and it's pretty massive and crossing it in a tactical manner is going to take time. Plenty of fun mind you -
It's so cool to watch the dust kick up from a strafing run as 8x .50cal's put out lead. Where it is relative to the target is a different matter ;-)
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Feature suggestion ..too late I know
Pete Wenman replied to Mr Byte's topic in Combat Mission Battle for Normandy
I made a scenario for CMSF (and it was so long ago I can't remember which one) where I gave the player a couple of tanks, but advised not to use them if at all possible. I then parked them over an unknown to player "occupy" terrain objective. If the player moved them off the objective he did not get the points at game end. Rough and ready, but hey all's fair in love and war -
Individual soldiers names.
Pete Wenman replied to inff's topic in Combat Mission Battle for Normandy
He just wants to know their names for when they get slaughtered on the beach :-) -
For Op Goodwood 3rd Tanks lost over 40 tanks, but only suffered 18 killed, the Fife and Forfar Yeomanry lost 36 killed and again lost over 40 tanks, so it does seem crew survival can be pretty good and the game reflects this. P
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The "clean" looking graphics?
Pete Wenman replied to Lt Bull's topic in Combat Mission Battle for Normandy
It's like the unknown ensign who wears a red shirt in Star Trek when they land on new planet He's a marked man ;-) -
Creating QB Maps.
Pete Wenman replied to James Crowley's topic in Combat Mission Battle for Normandy
Jim - yes you need to "handcraft" the AI plan into your freshly created map. This can be as simple as broad swathe of initial set up area for the AI. If this is all you do the AI will set up in this area (provided it is manually placed somewhere within this area) and stand and fight. It get's more complex from here. P -
I think it's fair to say you are seeing the range available. Bois de Baugin at the more complex end while the QB map Bil and Warren are playing is towards the simple end. - Something for every one. To put you mind at rest there are maps based off Google Earth in the mix, and they are as accurate as the engine will allow, and all maps go onto the QB pot thanks to the efforts of MarkE
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Well you're going to get 14" in CM:BN - is that good enough ;-)
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Elvis vs. JonS DAR Discussion Thread
Pete Wenman replied to Battlefront.com's topic in Combat Mission Battle for Normandy
I'm just re-reading Keegan's Six Armies in Normandy. On the move of the A&SH to Gavrus "it had taken them over five hours to travel a little over a mile" IMO the fidelity the Jason is after would require games to take hours, with very little happening, as each side carefully and slowly trys to gain the upper hand, before a few minutes of intense firefight, followed by more slow and carefully movment. -Repeat and cycle. Fun ???? - maybe -
Wot, No Preview in Britain?
Pete Wenman replied to Blackcat's topic in Combat Mission Battle for Normandy
Blackcat I'm in East Kent - is that any good ;-) P -
CM:BN Beta AAR/DAR Bois de Baugin US side
Pete Wenman replied to BFCElvis's topic in Combat Mission Battle for Normandy
Lugers provide a power up bonus if collected, but only in RT -
CM:BN Beta AAR/DAR Bois de Baugin - German side
Pete Wenman replied to JonS's topic in Combat Mission Battle for Normandy
Lots of good reasons to play WEGO ;-) P -
First up just to say things look terrific, with some great new features, I can't wait to start playing in the editor. "The new improved Tactical AI" - caught my eye. Does this mean tactical AI has been improved from CMSF - I really hope so as the combination of AI plans and a better tac AI would be something else. (Add triggers and things would be near perfect). Steve - care to comment ? thanks