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Chelco

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Everything posted by Chelco

  1. It looks like we will have to wait until next week.
  2. Unless the TacAI is given a bit more latitude in the decisions it can make by itself, the battle for a satisfying QB system will be always an uphill one.
  3. ... will tanks/IFVs seek hull-down positions by themselves? I apologize if this question has been answered before. Waiting patiently for my e-mail ...
  4. That's a good point Cpl Steiner. It looks like in v1.10/Marines the troops will hug walls and building's corners better, but it will also depend on the relative position of the building to the grid. I thought knowing where the grid actually lies would be great to figure out where to (or not to) send troops in urban settings. Now that you mentioned immersion killers: for me the biggest one is the Red forces sending troops towards a pile of fallen fellow soldiers. I can only hope that the new "fire control on the move" TacAI update will make a more believable computer opponent.
  5. I'm looking forward to several things in v1.10/Marines: -the action spot thing outlined when you plot a move -units hugging walls/corners and ridgelines -units moving and returning fire without coming down to a crawl
  6. Ey MeatEtr, Last time I heard, it looks like SB2 will not be launched this year. I hear you, $125 is a lot of money. But so far I don't regret it.
  7. Looking forward to play CMSF v1.10 and the Marines module. I guess I'm gonna be playing Steel Beasts ProPE this Monday.
  8. Monday is the start of September and I have the day off. Dear Battlefront: what I'm gonna be playing on Monday?
  9. A bump and a comment. I agree with you. This "walking right into the pile of fallen fellow soldiers" is a total game killer to me. It looks like the AI reacts to the threat but most of the times is too late: too much firepower, teams get pinned and killed in no time. An easy solution for Battlefront would be to let the engine internally label the tiles where deaths have happened as no-go tiles for the AI. These labels could go away after a while. But in that way the AI could figure out a covered approach. The day they fix this serious problem, CMx2 is going to be a totally different game.
  10. Ey PT, I've seen this while editing my scenarios and I agree that it's likely a bug. Julio
  11. EDIT: Nevermind. Post deleted. [ May 11, 2008, 03:01 PM: Message edited by: Chelco ]
  12. FMB, I enjoyed this scenario a lot. The map is great! BTW, I would be interested to learn more about the real event that inspired you to make this scenario. SPOILERS! ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] I achieved only one objective (Mosque) and one condition (enemy casualties) but was granted a total victory. For a short time I had troops at the MEDVAC objective but I gave it up to push south towards the suspected enemy position. By the scenario's end I was short 80m or so from the suspected enemy position. Since I want to play the scenario again, I didn't open the AAR map (no spoiling ). I felt like not deserving the total victory. Maybe there are too many points rewarding OPFOR killed? Or I just got lucky and killed the OPFOR at the suspected enemy position? Cheers, Julio
  13. Ey Pete, The events unfold at scaringly adequate times. I also appreciate that you allowed plenty of time (2 hours) so the player can carefully advance. This scenario reminds me of those Vietnam firefights where the US troops literally bump into the OPFOR. I have some medal-worthy troops from one squad who due to my poor judgement were ambushed but yet, limping on heavy casualties, took the enemy position. I wish I could have seen the action in detail but I was busy redirecting another squad to take the heat out of the ambushed troops (real time playing is a bitch sometimes). When the relief troops got there, it was chilling to see US troops kneeled with OPFOR wounded and dead all around them. I also have to confess that I am not a big fan of the Stryker, but boy the amount of smoke they generate is outstanding. With the smoke generated from two vehicles I literally flooded the entire village for a considerably long span of time. Anyway, if anybody reading this has yet to play this scenario, please make sure that you top off your infantry with ammo. They’ll need it. Julio
  14. Darkmage, In my case the Javs went off in an odd direction (like 25 degrees off target) and during the last 4 seconds of flight went into sharp correction maneuvers just to end short. Have you tried firing the Javs with the engineers? Maybe they will handle it better? DzrtFox, It looks like Mark updated the scenario. Now the file has an "EZ" in the title. Also, the file has two ".zip" extensions. I haven't downloaded it yet, I'm playing the previous "mucho macho" version.
  15. Thanks! Great info. Is it me or this one looks like it has been shelled?
  16. I have a question. See below. SPOILER! ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] My dismounted Jav teams miss by a big margin when firing from the stronghold at targets in OBJ Sidewinder. Jav is in range (1.6km). My question: can Javs be targeted to things above the firing team's altitude? Or is it just bad luck?
  17. Thanks, It's really impressive how widespread they are. I have counted 26. Some of them are in the middle or nearby a village/town. Like this one: The one shown above is the town of Hadir, southwest of Aleppo.
  18. I don't know if this have been posted before, but here it goes anyway. While looking around in google earth for good scenario locations I noticed this mound in the middle of a farmland. Then I noticed more ... In the north of Syria, they are everywhere! (I have a google earth .kmz file: if you want it, email or PM me) One of them is actually the site of a castle. Do you know what are these mounds? Sites of old cities? Thanks in advance.
  19. Ey Pete, Three brief points. First, I am a big fan of your maps. From an aesthetics point of view, they are so life-like. This one didn't disappoint. Kudos sir. Second, you manage to give us a relatively big fight in a relatively small countryside area. I'm savoring every turn of this scenario. Third, the "bridge". You certainly have your way to work around the engine's shortcomings. Cheers, Julio
  20. Now available at CMMODs Playable as blue against the computer. Computer opponent has 4 alternative plans. Map size is intermediate. Be patient, on most machines the scenario should load by the time the music theme ends. Suggestions/comments post here or send them to juliocabrera at verizon dot net
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