Jump to content

RockinHarry

Members
  • Posts

    3,719
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by RockinHarry

  1. Toyed around some more with ER2 map and mission editor. Thus far achieved good results incl. molded into terrain mesh trenches and other nice stuff. Also terrain sculpting is fairly easy and intuitive. Also did bits of tanking on my test map and that was much fun as well. Devastated my test map ...lol (with StugIIIG) and found they´d just recently added persisting hit decals on AFV and pillboxes as well. Haven´t discovered everything yet, but looks like this all keeps me busy for some time to come. Great wargaming times (again) with Second Front, a tank sim (Gunner, Heat something lol) and Easy Red 2. With more on the horizon.
  2. Cool thing! Hope I´ll find time for checking that out anytime soon!
  3. yep, that I´d meant to say. For learning on the 8x8m node system I recommend toying around with my gridded grass mod and then test play a couple terrain types on it. https://www.dropbox.com/s/3q66fac1no7uytz/ground grass.bmp?dl=0
  4. Yup, what I´d said. Though what do we know about the games under the hood features that BFC never tell us about. I hate all these superfluous discussions just because BFC keeps up this totally unnecessary secrecy on many issues. But oh well.... It may be time to move on.
  5. yeah, meant something more specific. Likely deserves a seperate thread, but anyway... I know how to deal with all that (in context of general tactics application). More or less lol
  6. think it´s to do with the overall force morale that is used for the games strategic AI, determining when a force becomes more incapable for further fighting or achieving goals. Mainly an AIP thing I´d guess. It´s likely bits of complicated programming "local area" morale levels and then let the AIP make something of it. Less so for human players normally, but he´s affected by the overall force morale drop as well, but can deal with that better. Maybe game mode ( warrior, elite, iron etc) has an influence as well, IDK.
  7. Yeah, I´d guess something like that. There's not much we can do if pixel troopers panic, other than help them with other friendly troops, giving cover fire, throwing smoke, and so on. I think the more interesting question is how to prevent troops from panicking in the first place (outside of more random, uncontrollable circumstances). Influence of soft factors, C2, terrain and placement/movements, fire tactics, etc.
  8. Very cool @Butschi Might finally try it out soon! Lack of time and different priorities prevented me from it unfortunately.
  9. chuckdyke said the unit was rattled, not panicked. Yeah, just movement plot change (not always) as emergency measure.
  10. how do you cancel the move? I grab-move the movement plot to a different AS, then change move type to crawl. Not reliable as well. Indefinite pause does the trick most the time.
  11. very likely, yes. What I´d in mind is that when bailed crews are unfit that they don´t fast move (panicked or broken state) into the landscape. If they can´t "run", then alternatively the TacAI got to force them to slow/crawl instead. That´s the idea. I think dependent upon circumstances this should keep more crews alive. Still haven´t tested yet. EDIT: Now tested. No, doesn´t work (of course). Erroneous thinking of mine. Crews start in "ready" state so are always free to fast move initially. But maybe have better survival chances once they run away a bit. A bailed test crew (their tank just got shot off under their a**es, with 2 survivors) immediately fast moved (panicked) 30-40 meter or so, then stopped in "tired" (or tiring) state. Got to test that some more. Still find this can be usefull for certain mission design situations.
  12. Wow! ER2 is definitely a hell lot of fun FPS with fairly good sim elements! Now bits of busy in both map and scenario editor which is fairly easy to learn and work with. Ground mesh resolution seems 1m, like CM but it´s smoother looking. Very interesting possibilities for map creation in there. Mission design is rather limited but seems it gets fleshed out later. Found another interesting game (Q4 2023 release) which is labeled beeing more arcade game play. But see how it looks like?
  13. good point, thanks. Though the crew will be effected only if disembarked (voluntarily or not so). I´ll try making tank crews "unfit" and then see if it changes their (TacAI) behavior considerably once forced to bail out. (in panic, broken or routed)
  14. yup, normally. Though I´d rarely seen any mission designers making use of the fitness tab. But I also play user made missions very rarely. Use of "weakened" for troops on extended frontline service, unrested, with previous forced march, or for regular troops more generally. "Unfit" mostly for conscripts or special purposes mentioned.
  15. Sorry, I bits of was unclear re "tiring". I meant a tiring game play experience when you wait for some real action to start in a game. "tiring" infantry units sometimes ain´t bad for AIP play. BFC geared the AIP for "quick", cover avoiding moves. (cover terrain slows down usually). So it´s sometimes not "bad" enforcing AIP units to move into and through cover terrain for some time. AIP units then can "move" (beeing enforced to) towards next objective area if it gives benefits (mission testing reveals if this could be desireable). I also give player units some lesser degrees of "fitness" occasionally. Both for more "realism" (players likely hate that) and if I want denying some units fast move capabilities for special purposes.
  16. I find part of what we´re all doing at the start of battles, is actually part of pre-battle recon and intel. In my own missions I almost always give some pre battle intel to both player and AIP. Maybe 10 to 30%, depending on what I´d imagined the RL battle would´ve been. While it would be desirable to have just certain units apply to that "PBI", one can also use Reinforcements (past T5 at the earliest) for same effect. Just have particular single units placed on the map at start of the game and set PBI to 100% generally. All reinforcements coming in at/after T5 wont apply to PBI and must be spotted normally. Much more realistic than adding a long recon phase to the mission, particularly when mission designer gives too little time for mission completion. But I like GeorgeMC´s way as well, or generally mission times beeing longer ones. Recon is fun, but can also be tiring.
  17. well, for me it´s more the net effect of getting intel where I planned for the main effort. So no need for me to need knowing everything of the enemies dispositions. A few well supported eyes (binocs) at key locations (oftentimes one got to fight for them beforehand) does the trick and helps on preservation of own forces. But that all goes now more toward general attack and defense plans for which there´s no panaceas of course. For mission design I usually apply similar techniques when it comes to AIP scripting. Much of what we do can in fact beeing applied to AIP scripted plans as well which is fairly cool actually. But that just as a side note (deserving a different thread).
  18. a feature that I like in GT Mius very much. (field telephones)
  19. Mortar Plt HQ was just an example and in fact I very rarely use them for mentioned recon purposes, unless scouting for a good mortar combat position during mobile battles. One their historic purposes as said. (I´ve couple regulations and manuals on historic use) Of course I just can make use of what´s available in a given scenario ORBAT. HMG Plt HQ is always a good choice and then I subordinate (put into C2 range) its single HMG teams to Coy or Btl HQ´s. But much more frequently I send forward the split off part of a squad carrying the Binocs (leader section) and keep the support part for overwatch roles. And I never "sacrifice" a 2 men scout team for drawing enemy fire type of recon. Waste of resources and weakening the parent squad IMHO.
  20. Thanks again! Just read through that guide and found I´d have missed half of ER2´s key commands and associated functions! Marco´s such a cool and talented guy! Hats off to him!
  21. it´s how the game works and when dealing with 1m size terrain (mesh) resolution. Ground mesh is 8x8m nodes per action spot and single soldiers can only stop and position themselves on these 1m nodes. Unless BFC goes lower ground mesh resolution (half a meter or 1 foot maybe) in next game engine (V5 something), there won´t be a patch for that. Among what you can try to do solving these situations is: 1. do slow (crawl) move into such an action spot (AS) and before the pixeltroopers reach the crest, hit "P" key repeatedly so they do an indefinite stop/pause in situ. 2. Don´t move into that last AS at all and remain one AS in front of it. This might give terrain cover for when soldiers are lying prone (hide command, H key), but can spot and shoot at enemies once some come into sight by standing up to kneel or standing stance. There´s some more methods, but these are the ones that I´ve in memory ATM
  22. That using small HQ´s is unrealistic is not quite true. German HMG Plt commanders, Battery commanders and staff personal from other HQ´s were frequently sent for recon. Of course it was more for scouting a particular units (new) combat positions, but other staff personal was oftenly sent for actual combat recon. Anyway... unless I want "sacrificing" a normal split off team, I keep prefering small teams that MUST have a binocular for watching at stand off ranges. Anything else of course is always situational dependent. And if given scenario doesn´t include spare HQ teams. Yeah agree. Putting too much time pressure on a player by giving ridiculously short mission times, is more to hide a scenario designer´s unwillingless to put more thought into his design. It´s sort of an extra very artificial "difficulty" level. There´s maybe cases where real time pressure is part of a particular engagement (grab a bridge, before it gets blown up etc.) but otherwise. The CM mission editor allows multiple ways to make a scenario more challenging and interesting.
  23. I also do this when available (mostly for HMG teams, not so often for regular infantry). They are (7.92mm AP) better off in the hands of infantry, because if HT's shoot at something armored, it can probably shoot back. But I never completely empty HT's with 7.92 AP. Sometimes it is useful to "disembark" 1-2 HT's in the editor, so that some ammo boxes can be placed on the map that contain this special ammo. Standard ammo boxes unfortunately do not contain this. The same goes for hand grenades and rifle grenades. It's a complete mystery to me why BFC didn't bother to include them.
  24. that´s my guess as well. Likely highest difficulty. I´d started and remained with default and there I didn´t noticed encumberance. thanks! Didn´t have a look at steam guides yet. Here´s some other interesting stuff Corvo Studio is doing! Unity 3D seems way to go it seems (BFC have a look at that! ) https://corvostudio.it/other.php
×
×
  • Create New...