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Pete Wenman

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  1. Upvote
    Pete Wenman got a reaction from Dietrich in Crossing the Dnieper Master Map   
    OK guys - given the lack of repository update here's a dropbox link
     
    https://www.dropbox.com/sh/ibrnackmqy13i64/AABhQw4HJTK5RU_HwmWedoR7a?dl=0
     
    P
  2. Upvote
    Pete Wenman reacted to Bil Hardenberger in Free Copy AAR: DMS vs c3k.   
    Yes, excellent show DMS.  You truly have earned your free copy!
  3. Upvote
    Pete Wenman reacted to c3k in Free Copy AAR: c3k vs DMS. No DMS.   
    In summation:
     
    First, Michael (DMS) has been a great opponent. Thank you for an engaging pbem.
     
    The game? Well, I'm in hospital, with a buxom nurse, and DMS is cowering in the corner of an abandoned building. Where would you rather be? Yeah, me too: I win.
     
    Just kidding! C'mon. Sheesh. By the rules as written, this must be a draw. Neither side got their leader on the bridge.
     
    Oh, IanL? Don't make me laugh! Really? You thought he would count? Pshaw. I realized he needed motivation, so I gave him the "mission" as a bit of a carrot.
     
     
    In a tactical sense, DMS must get the tip of the hat. His early smoke and mid-game arty were inspired. I merely threw men into the fight.
     
     
    Thanks for watching.
     
    Ken
  4. Upvote
    Pete Wenman got a reaction from Fizou in Crossing the Dnieper Master Map   
    OK guys - given the lack of repository update here's a dropbox link
     
    https://www.dropbox.com/sh/ibrnackmqy13i64/AABhQw4HJTK5RU_HwmWedoR7a?dl=0
     
    P
  5. Upvote
    Pete Wenman got a reaction from Blazing 88's in Crossing the Dnieper Master Map   
    OK guys - given the lack of repository update here's a dropbox link
     
    https://www.dropbox.com/sh/ibrnackmqy13i64/AABhQw4HJTK5RU_HwmWedoR7a?dl=0
     
    P
  6. Upvote
    Pete Wenman reacted to Kieme(ITA) in Free Copy AAR: c3k vs DMS. No DMS.   
    If he has a butterfly tatoo on the left buttock then yes, it's DMS.
  7. Upvote
    Pete Wenman reacted to Euri in Russian Campaign Mission 3 [WARNING: SPOILERS!]   
    One word: "Congradulations"
     
    Both, mission 2 and mission 3 of the Russian campaign were not just well designed. They were unique and magnificent! (In my opinion better than "Battle for objective Pooh" from CMSF - which until today was the standard of excellence)
     
    SPOILERS
     
    I did very well in mission 3 (elite difficulty). I crossed untouched! Admittedly, I was lucky to survive two or three of AT-14 shots but then all went smoothly. Here is how I did it. Basically I exhausted my arty on long linear (antipersonnel) missions on the ridges of the slop overlooking the beaches. I took out some houses with my airplanes. Immediately before entering the water I expended all my smoke rounds on the ridges and the beaches. When crossing I sent my AFVs in wedge formations with the APS vehicles on the lead, to draw AT fire and reveal the locations and kill them with my tanks from afar. One last detail, I took my time before crossing. I went in the water 45 mins into the game!
     
    One thing that cough me by surprise (a pleasant one) was that the AVFs were able to shoot while in the water!
     
    Thank you again, for the amazing experience.
  8. Upvote
    Pete Wenman got a reaction from Dietrich in Crossing the Dnieper Master Map   
    I've submitted the master map from which the maps for mission 2 and 3 of the Russian campaign were cut.
     
    The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down.
     

     
     
     

     
     
    Hopefully the file will show up over the next day or so.
     
    P


  9. Upvote
    Pete Wenman got a reaction from A Canadian Cat in Graphics suck?!!?!?!   
    If you work in commerce you will also agree that on a great many occasions the customer has no friggin' idea what he is talking about either !
     
    P
  10. Upvote
    Pete Wenman got a reaction from Fizou in Crossing the Dnieper Master Map   
    I've submitted the master map from which the maps for mission 2 and 3 of the Russian campaign were cut.
     
    The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down.
     

     
     
     

     
     
    Hopefully the file will show up over the next day or so.
     
    P


  11. Upvote
    Pete Wenman got a reaction from HUSKER2142 in Crossing the Dnieper Master Map   
    I've submitted the master map from which the maps for mission 2 and 3 of the Russian campaign were cut.
     
    The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down.
     

     
     
     

     
     
    Hopefully the file will show up over the next day or so.
     
    P


  12. Upvote
    Pete Wenman got a reaction from Blazing 88's in Crossing the Dnieper Master Map   
    I've submitted the master map from which the maps for mission 2 and 3 of the Russian campaign were cut.
     
    The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down.
     

     
     
     

     
     
    Hopefully the file will show up over the next day or so.
     
    P


  13. Upvote
    Pete Wenman reacted to George MC in Graphics suck?!!?!?!   
    Yup I crap my pants every night as a lay awake stressing about this.
  14. Upvote
    Pete Wenman reacted to Vein in Unofficial Screenshots & Videos Thread   
  15. Upvote
    Pete Wenman reacted to c3k in Infantry TAC AI - trying not to rant   
    NOT directed at Wiggum15, but upstream a bit the term "fan boy" is being thrown around. It can be taken as an insult. As well, any refutation of a criticism can seem like an insult.
     
    Is the game perfect? Not even close.
     
    Is there a better tactical game at this scale? Not that I know of.
     
    Example: I am playtesting a battle on 16 square kilometers. I have about 2 battalions against a similar force. (CMBN) One of my halftracks, filled with men, is advancing over hilly, wooded terrain. A 'schreck takes out the halftrack from close in. The surviving infantry piles out. The 'schreck team opens up on them, killing one. The rest, shocked by the impact, the bail out, and the ensuing MP40 burst, decide to hit the dirt, fire a few rounds, then run off down the backside of the hill. (In my imagination, the 2 man crew of the halftrack took the full impact of the 'schreck and are still sitting there in the cab, charred, as the halftrack burns.) THIS ALL HAPPENED WITHIN A SINGLE TURN. It was perfectly modelled. Perfectly. This was one little micro-vignette within a 4 battalion, 16 sqkm, 4 hour battle. Oh, over the next 3 turns, my squad recovered their morale, and I split it into 3 teams. After establishing some area targeting suppressing fire, I maneuvered the other two teams to either flank, and killed the 'schreck team. Then I applied buddy aid to the dead squad member. Micro management? Hell yeah. Satisfying that it worked perfectly? Even more so.
     
    The TacAI and programming was phenomenal for the ambush and reaction. Again, it was perfect.
     
     
    Now, onto the point of this thread...yes, it can be improved. There are situations when the actions aren't perfect.
     
    To Wiggum's post:
     
    For those who are new, there were long-time cries that automatic weapons were unrealistically ineffective. Now, there are complaints that they are too effective. A perfect balance is impossible. Really. What works in one case would be wrong for another.
     
    Individual soldiers, out of command, surrender VERY easily. They are often ineffective with any incoming fire. It's easy to capture them. I don't see an issue with them needing to be nerfed any more. (Assuming "individual"="isolated" or "alone".)
     
    Formations ARE too tight. Each team has to be able to locate inside one action spot. That is a game-engine limitation. Changing that would be a tremendous effort with HUGE ramifications to every facet of the game. (As it's been told to me.) A workaround is to break up your squads when the terrain gets complex. As well, do NOT set long movement orders. That strings them out. Waypoints let them accordion together.
     
    Isolated shooters are sometimes fanatic. You don't know when, so that you can't take advantage of them. "Oh, it seems Sergei is now a Fanatic. Excellent. I'll use him in the tower."
     
     
    Are the above items workarounds? Yep. There are shortcomings, but they are not gamebreakers. Every tweak has ramifications. In some cases the TacAI response seems wrong. In others, it could not be better.
     
    You get out what you put in. To me, the benefit is down low, at the individual level. I've got to command at that level to get the most out of the game. See my halftrack tale. 
     
     
     
    Ken
  16. Upvote
    Pete Wenman reacted to Reiter in Unofficial Screenshots & Videos Thread   
    Grenata Automata.
     

  17. Upvote
    Pete Wenman got a reaction from Kieme(ITA) in Need a Little Help   
    I see it too.
     
    Just to add although I'm sure you've already noticed it, but it looks like the terrain incline calculation is not working. So any tile that does not have a specific height allocated (black or blue) is defaulting to 22m for some reason whereas it should be adjusting to create slopes and inclines to match the surrounding locked in heights.
     
    P
  18. Upvote
    Pete Wenman got a reaction from waclaw in Alternative Roadsign textures   
    ​Just added to the repository and so hopefully available in the next 24 hours.
     
    Two very simple alternatives for the ingame roadsigns. These were designed with no more intent than to add an element of colour and interest. Hence they may not be geographically accurate.
     
     
      
     
    or
     
     

     
    Rename the preferred texture to roadsign.bmp and add to mods folder or activate via a tag.
     
    P


  19. Upvote
    Pete Wenman got a reaction from agusto in Downed pilot or crew without vehicle?   
    If you place the vehicle somewhere that is inaccessible and out of sight you can then also set that location as an "exit" objective and the vehicle will then exit the map at the end of the first turn. You just need to make sure no other unit can stumble into the exit location by error (Maybe place it in a heavy swamp tile, and covered with trees).
     

  20. Upvote
    Pete Wenman got a reaction from sburke in Alternative exe icons.   
    Up on the repository a selection of icons that can be used to replace the default .exe icon. As below plus a few others
     
     

     
     

     
    Get them here if interested
     
    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3480
     
    P
    .
  21. Upvote
    Pete Wenman got a reaction from Vergeltungswaffe in Alternative exe icons.   
    Up on the repository a selection of icons that can be used to replace the default .exe icon. As below plus a few others
     
     

     
     

     
    Get them here if interested
     
    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3480
     
    P
    .
  22. Upvote
    Pete Wenman got a reaction from Mord in Alternative Roadsign textures   
    ​Just added to the repository and so hopefully available in the next 24 hours.
     
    Two very simple alternatives for the ingame roadsigns. These were designed with no more intent than to add an element of colour and interest. Hence they may not be geographically accurate.
     
     
      
     
    or
     
     

     
    Rename the preferred texture to roadsign.bmp and add to mods folder or activate via a tag.
     
    P


  23. Upvote
    Pete Wenman got a reaction from Mord in Shop tag textures   
    Just added to the repository and so hopefully available in the next 24 hrs
     
    The file includes four amended modular building textures
    Façade3 single
    Facade7 single
    Facade8 single
    Facade7 bottom
     
    All textures have the [shop] tag, and so will show in game only when the files are added to the mod folder and the [shop] tag is active within a scenario.
    Tag.txt file also enclosed
     
    This mod is designed to give the appearance of larger glass fronted shops to the game.
    Due to the limitations of the modular buildings these textures will show on all four sides of the building. In addition the windows in game remain.
    However the textures have been designed so that the ingame windows are less noticeable and blend to some degree with the textures.
     

     
    Experimentation is the best method by which to understand the concept.
     

     
    I'll provide the repository link direct as soon as available, but if people have questions in the meantime just ask
     
    P
  24. Upvote
    Pete Wenman got a reaction from Apparatchik1 in Alternative exe icons.   
    Up on the repository a selection of icons that can be used to replace the default .exe icon. As below plus a few others
     
     

     
     

     
    Get them here if interested
     
    http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3480
     
    P
    .
  25. Upvote
    Pete Wenman got a reaction from Mastiff in Alternative Roadsign textures   
    ​Just added to the repository and so hopefully available in the next 24 hours.
     
    Two very simple alternatives for the ingame roadsigns. These were designed with no more intent than to add an element of colour and interest. Hence they may not be geographically accurate.
     
     
      
     
    or
     
     

     
    Rename the preferred texture to roadsign.bmp and add to mods folder or activate via a tag.
     
    P


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