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Pete Wenman

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Everything posted by Pete Wenman

  1. Also just to add - keep in mind the size of the AI group vs the size of the AI setup zone. Not sure what happens if you try to put an AI group comprising an entire tank company into a 1 Action Square AI setup zone, but whatever the result I suspect its not good. P edit And the answer to my question is one tank jumps to the AI setup zone, the rest remain where they were put on map, but then move to the AI setup zone. That could actually come in handy on occasion.
  2. Yep that should work. Coloured set up zones don't have to be contiguous. But as you only have 16 AI groups and 27 zones (3x 9) there will be an element of random placement for those groups that have more than one AI zone allocated to them. This can be good, but it can be bad if you want a certain weapons system in a specific location. For key weapons a degree of control is often better so as to get the keyhole or LOS that is wanted. P
  3. You can use all three coloured set up zones for the AI, but each AI group can only be in one zone. So A1,A4,A5 can be light blue for example, A2, A6, A7 in dark blue, and A3, A8 in green/blue, but you can't have A1 split across light blue and dark blue. Does that make sense and answer the question - I'm not sure. P
  4. When you upload the correct file just confirm which game you are using
  5. @Canuck21 - Have you got the scenario file you can upload, so I can look at it. It should be easier to find the issue that way. P edit to add beaten by the pro, but I my defence I did type more !
  6. Lets try and cover this for you. Lets call AI Blue for ease of description. No initial AI set up zone (yellow square), No Blue setup zone (map editor) will mean the AI unit will start in the location you last placed it in the editor deploy Blue tab. (also should the player chose to play as Blue, he will not be able to alter the position of the unit at game start). No initial AI set up zone (yellow square), but unit is within a Blue setup zone (map editor) will mean the AI unit will start in the location you last placed it in the editor deploy Blue tab. (however should the player chose to play as Blue, he will now be able to alter the position of the unit at game start, but only within the specific Blue set up zone that the unit is already in). One AI set up zone created, no Blue set up zone will mean the unit will always move to the AI set up zone at game start , but note the move does not occur until the game start button is clicked for the first time. (Blue Human player will still be unable to move the unit at game start. More than one AI set up zone created will mean that the unit will randomly choose which AI set up zone it moves to. However if you have units within a Blue setup zone (map editor) despite being able to paint AI set up zones outside of the Blue setup zone the AI unit will not move outside of the Blue setup zone if that is where it starts. So once a unit is in a coloured map editor set up zone the AI placement is also locked to within that zone (the coloured zones show in the AI editor to help with this) This stuff is easier to do in the editor than to explain. Try creating really small test scenarios with only one or two units and play around with the two types of set up zone so you get a feel for what you can and can't do. What Ben says above is good advice. Hope this helps P
  7. Let see if this works aircon 3, 4 & 5 are your friends P mods.zip
  8. yep that’s one of mine. I don’t think it took too long for us to realise that Cold War combined arms would require larger maps in order to get a real feel for the peer to peer all arms combat. Great to hear you are enjoying it P
  9. That's very kind, but kudos to all the usual suspects who also contributed. I'm only responsible for the US campaign maps and two scenario maps. Plenty of good stuff all round. P
  10. What a roller coaster. Great to see how this is playing out and it really shows how with a peer to peer force it only needs a little (bad)luck for things to tip one way or the other. P
  11. Just as a teaser then (given that's what these AAR are all about) This is from an in game scenario, so will be available for all to enjoy Yes he is, and there is not much cover on the slope. His only other option would have been down through the wooded area, with the risks inherent with that. Warren was forced through a bottleneck earlier in the game and now it is Bil's turn. P
  12. Well I guess he had to launch it at some point, and am not sure he could have done so much earlier without it being a rush into the unknown, but this does have the potential to be another charge into a valley of death. I think a lot will depend on how many of those three M60's are still alive in about 2 minutes time. If 2 or 3 can shrug of hits, they can do a lot of killing in quick time, but there are lot of barrels pointing at them. I have to say this game as a whole is throwing up some magic moments in testing. ATGM kills at over 3500m are something to see - if they can track the target for long enough P
  13. The shaped charge is certainly capable of killing the M60, perhaps more so than a kinetic tank round, but is not a guarantee. There is an interesting dynamic in CW that's not really been seen before in the other titles. ATGMs have a longer flight time (finger bitingly long sometimes) and can often miss, but they generally kill a target when they hit, whereas tank sabot rounds are fast and accurate, but can be shrugged off by some of the tank armour in game and it can take a good number of hits to destroy a MBT. P
  14. I'm intrigued to know whether Bil has yet established quite how large a force Warren has already got across the valley and into cover. I can't recall any comment from him so far that suggests he fully appreciates how large this force is. I wonder what contacts that lead M60 saw before being hit and whether it might change things ? And the all important question of whether the hit was kill ? P
  15. that is certainly true, and do not let me put you off. If you have any questions on large maps happy to cover off here or via PM P
  16. @slippy The maximum map size was at one stage larger than is currently allowed and post earlier is this thread include Steve's comments on this . The largest maps that are out there were made before the restriction was put in place. As you say maps are now capped at 18.1 kilometers squared (4.254k x 4.254k or any combination thereof) My advice is don't make a map any bigger than it needs to be. Creating large maps is a time consuming task. The maps I have made for the US Cold War campaign by my reckoning total 90.6 square kilometres which if my maths is correct equals 1,415625 x 8m action squares. Given the repeat clicks seen when making maps I reckon these must have taken at least 2 million mouse clicks to create. No doubt some will complain they are not big enough P
  17. I meant to add in my previous post that this map is one of the eight I completed for the US campaign. It is 2k wide and 2.5k deep, so not large, and in fact the smallest of the 8 maps. Bil and Warren do have an awful lot of heavy kit in quite a small place on this one. Knife fight could well be an understatement ! As tease I can confirm for the US campaign that the average map size is over eleven square kilometres and so this one is less than half the average size. P
  18. Cheers Mate - While I'm probably biased I think some of the maps in game (and not just mine) are top notch, and on the large side. P
  19. Difficult to say as armour dominates in most of the stuff I've played. This is a real combined arms affair, and so infantry are just part of the puzzle. In simple terms most/all infantry is mechanised and so this affects how things play out. In addition artillery and air support often features in high volumes (real "air land battle" stuff). I was working on a small scenario that was mainly infantry only but that's on hold as I work on other stuff. I might get it finished in time for release but there is a lot of stuff going down at the moment. One example of how infantry plays out though as a teaser - A US mech plt defending a small hill, can put up good fight against a BMP2 plt attack with tank support if the US player is canny. However if the Soviet player hits the position with cluster munitions as a prelude to the attack its not unusual to see the platoon pretty much destroyed. So good tactics and co-ordination are the real key, perhaps in a way the game has not really seen before due to the peer level tech. P
  20. Just to add I think you will really like it. Plenty of cool moments already and some of the campaign battles and scenarios are real corkers ! P
  21. Having made the map for this, I've got a good insight into the terrain. The village sits in the valley bottom but Bil has covered routes through the woods into the village from his side, while Capt has to cover a lot of open fields to actually get there. I think it is a clever move for him to already have infantry moving to the village as Bil can only really engage them with his own scouts of which he doesn't have many, or his M60's with HE. Neither is an attractive option for him, nor one his force is well suited to given armour dominates on both side. If Capt can get a foothold then all his other units can remain in the treeline and cover the village by fire so denying it to Bil. The reverse also applies for Bil but I think his lack of troopers here make it hard for him. My money is on Capt (at least for the moment) P
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