Jump to content

Pete Wenman

Members
  • Posts

    3,172
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Pete Wenman

  1. Gents hi Reinforcements and Reserves. In a couple of scenarios I've designed I use what I call the offmap holding area. Basically this is an area at the map edge out of LOS from the rest of the map. This solves the problem of running out of room when setting up units. Also it allows the player to move units out of LOS and so move onto the map at a place of his choice. As always swamp can be used to prevent lateral movement if req'd. I built on this concept in my "Unlocking the Key" scenario by placing several HQ units on "occupy" objectives within the offmap area. This meant if the player chose to use these units and move off the objective they lost points. The Enemy side was given a bonus of VP to match those gained by Freindly forces so at the scenario start both sides we even. Thus the player is penalised if he uses these units. On a bigger scale this will work for larger amounts of reinforcements, although a restriction will always be that the best method is to place one unit per objective, otherwise the player can split forces. Of course you can always make these objectives unknown to the player and just mention in the briefing that he will be penalised if the additional units are used. Hope the concept can be understood here, it's easier to do than describe. In the picture above if each Red tank was placed on an occupy objective and awarded 100 points for each he would lose 100 points for every tank used (moved off the objective) HTH
  2. Guys hi A little testing has clarified this. If as Louch did you back the route entirely a vehicle will just roll throught it. If as Missinginreality did you just block the road, the vehicle will go around the objects. It kinda makes sense
  3. And the aftemath. I managed to get the VIED to the checkpoint, but was detected at that stage. Quite how the taxi ended up so far away from the crater is a strange one though. Civilian density to the highest setting, but I guess the compound was protected.
  4. Guys hi Here's my motorway toll booths/custom post from the first large rural map I did And a purpose built checkpoint As Missingreality says it needs a bit a patience and lateral thinking. [ February 26, 2008, 05:33 AM: Message edited by: Pete Wenman ]
  5. If you are running Vista looking in Gamefiles/savedgames then at the top of that window click on Compatability files. All my saved games reside there. You can manually move them if you want. It appears to be some kind of partition seperating files added to the program subsequent to the intial loading from disc. HTH
  6. PP - not sure if I'm understanding you correctly, however provided you create set up zones in the AI plans section (and not the map section) it functions fine. If you mean something else - my bad
  7. Here's my take Starting Forces: Blue 1x Plt (rifle) less its strykers, although one immobile stryker could be made available as an ammo dump. experiance regular, motivation normal, fit fit, +2 ldrship, supply scarce, equipment fair. 2x 81mm mtrs R1 1x 40mm stryker 1x coy HQ 1x sniper team R2 3x MGS R3 1x Scout plt 2x 120mm mtr 2x 120mm mtr R4 2x M1134 (ATGM vehicle) R5 1x (or maybe 2x) Bradley RED 2x Reserve Inf Battalions 1x MG Plt R1 1x Mech Inf Recon Plt (being 5x BMP) R2 1x Tank plt (plus Tank co HQ tank for a total of 4 tanks) 1x Mech Inf Plt (plus HQ unit and BMP) I would suggest all Red units have normal motivation, and good or excellent equipment Just my 2p
  8. My ASL stuff is in storage so I can't get the scenario card out. Given the interest this map is attracting how about listing the ASL scenario order of battles here, and we can all chip in with our suggestions of the modern alternative. I'm a great believer that US vs Syria can be balanced and fun, but as others have said this needs the US armour to be reduced/non existant. Hence my first thoughts here are for the US force on the hill to be infantry only (with limited ammo). It may not be historically accurate (can something from the future be historical?) in so much that the US side ought to have overwhelming firepower but hey its a only a game.
  9. Seabee hi Thanks for your reply, I'm glad you enjoyed it. It might be worth another go sometime as the AI has three frequent plans to use. What was the one thing you liked most, and the one you liked least ans would change ? thanks
  10. Had this yesterday, and sorted it by splitting the squad. It split into the two groups already created. A move order to get them close and they recombined without problem. HTH
  11. Guys hi Being drawn into this one, although I only have opinion to offer. I served with the BOAR in the mid to late 80's (never saw combat) but as an infantryman the one advantage we felt we had over the tankies was our ability to go to ground. Through a combination of concealment and cover you could normal get out of LOS leading to getting out of LOF and thereafter manoeuvre to either attack or avoid the firer. (Worked with the laser geared we trained with) I sense it is infantries lack of ability to drop into concealment that is missing from the game at the moment. Too much aimed/accurate firepower against units just a little too slow to move out of LOS. (Not talking ambush here, rather general engagement and small arms fire only). Once LOS is lost accuracy should fall off even if LOF exists. Once LOF is lost units should be safe unless someone manoeuvres. I'd like to see prone units harder to hit (if over 100m from firer), unless really caught out in the open. I guess this could be a problem with the Syrian setting as I know Steve has mentioned the terrain effects are specific to the setting, and so perhaps the concealment element is lower due to the more barren setting.
  12. Web' hi I'd love to test yours but couldn't promise as to when I might have the time. I've loaded this one up at cmmods for anyone who might be interested. Low wall bug has some impact as I thought it played better when low walls were low walls, but otherwise 1.05 works well. [ December 24, 2007, 01:20 AM: Message edited by: Pete Wenman ]
  13. As I understand yes the setup zone in the map edit area is for human use only. The AI works to the set up zones created in the AI edit area. The good thing about having an AI set up zone is that it avoids the AI units from starting in the same place for each plan within a scenario, as you can have different specific AI set up zones for each plan, or larger AI set up zones (for each plan if desired) which will lead to random set up even within the same plan. Am I making sense here. ? I've just upload a scenario to cmmod so feel free to have a look at it in the editor for the Red (AI) set up zones and deployment
  14. If I read you right If you create an AI set up zone then the units will be placed randomly inside this area. If you don't create a set up area then the units will always be where you placed them in the deploy screen. If you want I'll have a look at the file for you HTH
  15. Guys hi A small scenario for testing. Map size 672x448 Infantry only - Blue (US) reinforced platoon attacking a Red (Syrian) understrength company. 2 Hour timescale. Close terrain (map is cropped from large rural map three) Any body interested post here or drop me a line (CMSF in subject) and I'll forward the file. Thoughts and feedback welcomed Thanks and enjoy ( I hope) [ December 22, 2007, 04:37 AM: Message edited by: Pete Wenman ]
  16. Guys hi I'm sure I've seen this raised before but couldn't find a response. When setting the timer does it reset after every order, or do the times need to be cumulative ? As an example set up move after 5 mins order 2 If I want the units to move in a further 5 mins time do I input 5 mins (timer is back at zero) or do I need to set it at 10 mins (cumulative) Hope this makes sense
  17. This has "weird" written all over it, as I've only now seen the trailer for the first time following the patch to 1.05. How the hell can a correction for one, cause the problem for another ????? Nvidia GeForce 8800 GTS. [ December 16, 2007, 04:18 AM: Message edited by: Pete Wenman ]
  18. I make that less than 12 hours from the patch being posted. That beast looks terrific Great work, what can we expect in the next 12 hours ?
  19. Great thread Nice to see the map getting some good use. Dave - What setting (if any) did you set for the AI. I'd be interested to know whether the AI options effect how easy the units are to spot. Is the Syrian being "Active" easier to see than "Normal" and is "Normal" easier to see than "Ambush 300m" and so on. I really hope these settings make a difference. A good ambush should not been seen until it hits you.
  20. Mike hi, I'm testing a scenario with an offboard extension to the map area which allows the unwanted c/o units to be kept off map. It's pretty much infantry only. I'm toying with ideas re these offboard units. Either place them in a tile surrounded by marsh, so they can't move or place them on an invisible objective, with points awarded for occupation. If the player choses to move them onto the map then the points will be lost ( and need to be made up elsewhere.) I'll let you have the file if you are interested.
  21. Just a quick note to advise I've updated the file. Changes 1. Matched building interiors re doors etc. 2. Deleted the purchased units. Nothing major, rather a tidy up Web' thanks for the comment
  22. Guys hi A third large rural map, featuring olive groves, farmland and woods. Two small villages and various farm buildings dot the landscape. A low ridges dominates the map running diagonally across the map. Map height ranges from 15 to 45 metres. The map includes "offmap" set up zones, on the east and west edges although these can be deleted if not required. www.cmmods.com Looking forward to 1.05
  23. Web' thanks for you comments, but I spend more time on CMSF than I should, so TOW is not really an option. Large rural map 3 close to completion The building yard and a small village Map is dominated by a low ridgeline run diagonally across it. Map 1200 x 800 metres P
×
×
  • Create New...