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Chops

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Posts posted by Chops

  1. Many thanks for your work! I´m pretty sure a lot of people will enjoy those scenarios.

    Cheers

    You are welcome. I have a few more scenarios that I will upload soon. Just working on briefings and what not. As I mentioned these were designed a number of years ago, so the design process has evolved and improved since then.

  2. I am currently in an MA program and was browsing some of the electives that I can take as part of my program. One class that caught my eye was WWII on the Eastern Front and this is the list of requirements.

    • Stumbling Colossus: The Red Army on the Eve of World War
    • Stopped at Stalingrad: The Luftwaffe and Hitler's Defeat in the East, 1942-1943
    • Combat Mission: Barbarossa to Berlin (battlefront game available at www.battlefront.com)
    • Ivan's War: Life and Death in the Red Army, 1939-1945
    • Zitadelle
    • Ostkrieg: Hitler's War Of
    • War of the Century: When Hitler Fought Stalin

    Is Michael Dorosh the professor?

  3. I just uploaded 7 Scenarios to the Repository. I guess they will be available for download in a few days.

    They are all Scenarios that I created several years ago, and have only been play tested by me. Thought that I would post them for the hardcore CMSF fans looking for some new content. They are primarily Blue vs. Red AI.

    CMSF Base Scenarios:

    Tough Nut

    Bomber Takedown

    Pilot Rescue

    Copperhead Road

    CMSF Marine Scenarios:

    Al Kut

    Raisin El Aboud

    Beachhead

  4. Good news is that eventually we will revive Shock Force to use whatever the latest engine is. It's a huge amount of work, but we think it will be worth it.

    Steve

    As stated above, I imagine it will be a full-price game due to the work involved. Seems only reasonable to me.

  5. Bil a few questions if you have time.

    I have seen the terms Heide and Polder used to describe various terrain types in the Holland area. Are these included in the MG module, and if so will you please provide a description of each?

    Also, in the CM:MG Manual, it says that truck mounted AA units cannot fire to the front over the cab. When issuing targeting orders to one of these units, will the trucks re-position automatically so that the AA guns can fire from the back of the unit?

    Additionally are there any CM:MG scenarios included in the module that correlate to any of the scenarios in Command Ops: HTTR?

  6. Yeah I have a question. Is Private Pete "PIAT" Little up for the Victoria Cross (VC)? Which sort of brings me to my next point...

    I think it would be great if it was possible to designate a unit (for example a squad/section) at the beginning of a scenario and/or campaign, and be able to track the unit with highly detailed statistics throughout. I am talking about stats much more in-depth than what we see at the end of a scenario or campaign. It would be great if these stats could be accessed and followed during the duration of said scenario/campaign. Stats that could be included (ammo expended, kills, wounds, captures, surrenders, names of each squad member, battlefield promotions, gear being carried, weight of gear, etc...) Maybe highlight a unit and then use a key press like Enter, to pull up a chart of the detailed statistics.

  7. Routing is part of the game. When your men run away and don't fight anymore, they've routed.

    It seems to me that routing (CMSF style where the units disappear) as well as surrender should be implemented in the game. Also, the End Game screen should have a better breakdown of statistics with separate numbers for surrender and routed units.

  8. Combat Mission fans have a lot to look forward to in the next year as the CMx2 game engine continues to produce games at an every faster pace. At the moment we have three games in active development and more planned. While we aren't in a position to make detailed announcements right now, we can tell you what the three are about (in no particular order):

    1. CM: Battle for Normandy Module 2. This Module picks up where CM:BN and Commonwealth left off... with the September push out of France to the German border. The content centers around Operation Market Garden, though it covers more ground than just that. The game includes a number of new vehicles, formations, and new terrain models/textures. Adding new terrain, a first for any Module so far, ensures that you feel like you're fighting near Germany and not still back at the beacheads.

    2. CM: Eastern Front 1. The first of four Eastern Front "families" starts with Operation Bagration (June 1944) and eventually covers through to the end of the war (May 1945). For many tactical warfare enthusiasts, this period is considered the most tactically interesting since both sides were at their peak of their military technology, organization, and experience. The scope and scale of the combat offers plenty of subject matter to explore.

    3. CM: Shock Force 2. Our return to modern warfare is long overdue! Given how close Shock Force 1 was at predicting a conventional conflict in Syria, we're a little nervous about choosing a topic this time around. Especially because we've chosen to simulate a full spectrum conventional conflict between NATO and Russia in the Ukraine. This gives players a rich tactical environment to explore with the most advanced militaries the world has ever seen. Having said that, we hope the politicians aren't insane enough to try it for real. Even thought this is great stuff for a game, it's the last thing this world needs in real life.

    We have more games planned for 2013, however we are making no formal announcements at this time. These three mini-announcements should be enough to keep you busy for a while.

    This information was posted 15 months ago. What are your current estimates for releasing the Eastern Front and CMSF2? Obviously, any estimate is subject to change, so just wondering if you will provide an updated general timeframe? Additionally, what are your release projections for the first Pack?

  9. The Piat guy should have heard the tank. If the sound modeling is done correctly when a prone pixeltroop hears something, then he should get up to take a look. As I mentioned previously his morale was Nervous with a +2 modifier which may have affected his eagerness to get up and look around.

    Also my earlier suggestion of an Area Target order would be to get the pixeltroop to at least take a look around prior to firing, at which point he would spot the tank.

  10. This was a big missed opportunity. I don't know why this guy didn't get a sound contact or pop his head up and get a visual contact. THAT would've been nice.

    The jaggie moves off...safe.

    What was the morale status of Pete the Piat Man? How did that dunderhead fail to hear the jaggie? I mean seriously, there is obviously a problem with sound modeling. At least it is another opportunity for you to run on over to the BFC Bug Department (BBD) and file another complaint before they release CM:MG

    Edit - just checked the morale status of Little Pete, it is "Nervous" (although he has a +2 modifier) which could explain it. Maybe to much tea?

  11. I would imagine that if a crew member is killed or wounded the first thing that would happen is that the tank reverses out of contact. Having a 160 lb mass or so, of blood and gore in a very small confined space is definitely going to affect the other crew members and their ability to move around and switch positions. Where do you a store a dead body in a tank? Additionally the emotional shock of having that situation with a colleague and or friend dead or badly wounded basically right on top of the other crew. Seems to me that spotting and the ability of a tank crew to function at a high level needs to be dialed down a bit in this situation.

  12. Eagle Dynamics/Digital Combat Simulator (DCS) is expanding into the WWII arena with the new flight simulator DCS WWII: Europe 1944.

    Here are the links if you are interested in seeing Normandy from the air and learning about the air battle through a flight simulator:

    http://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944

    http://www.digitalcombatsimulator.com/en/news/

    If you are interested in Aviation this software may be a great companion to CM:BN, and help with scenario creation as well as getting a realistic feel for the battlefield.

  13. I have also been observing this uncanny ability of AFV's to spot since the CMx2 engine was rolled out, starting with CM: Shock Force. This has been present in every iteration of the game up to the latest game CM: Gustav Line.

    This problem affects gameplay negatively and needs to be fixed. However, I imagine that it is a very difficult thing to fix, hence the reason it has not been corrected so far.

  14. Note that we do intend to redo the original Shock Force content. It's going to be a huge undertaking because of all the changes that have taken place since the original engine was made. Same reason there's been no Upgrade offer for it. We would if we could, but the amount of work that needs to go into that is almost as if we're doing it from scratch. That game will be called Shock Force 2 and it will follow Black Sea.

    Steve

    Steve, thanks for the new information. I am not clear on exactly what you mean. Does a "redo" mean starting a new game from scratch, with an expected development cycle of about 12 months? Also, any plans to do the same with CM:Afghanistan?

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