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Kilroy Lurking

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About Kilroy Lurking

  • Birthday 10/21/1944

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  • Location
    Israel
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    Wargaming...
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    Techi

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  1. I have been playing Tiny and Small QBs, and feel that he AI selection is getting better. However, I now usually select "my" force letting the map preview influence my selection, and let the AI select the enemy. In real life the terrain would be known and in Attacks and Assaults the forces would be, hopefully, matched to their objectives. So far I have only played NATO and Mix, the AI producing reasonable and varied opposing forces. This takes the Quick bit out of the QB, but mainly because I am not familiar with the modern units and have look them up. (A "mouse over" Encyclopedia in the selection list would be nice...). Too bad that the preplanned AI Arty strike (if any) still comes in on turn one. This is easily avoided by...waiting out the first turn, and only wastes their ammo. That aside, the AI's use of Arty is surprisingly good (ouch!) David
  2. Fixed the Mac bug as well. Thanks Battlefront! David
  3. Will this patch fix the failing to load "Error" bug on Mac OSX? David
  4. I think that I understand that the new triggers are only in "New scenarios and campaigns" What lay behind my question was; If I upgrade my existing BN and FI, will the original scenarios and campaigns be playable in the way the designers intended? David
  5. If so, are the Battles and Campaigns in the original game releases edited/altered to reflect the new powers of the update? Just asking....... David, (who is waiting for the Mac updates)
  6. 1. Move the red button to the left hand side of the UI. This is the BIG one..... 2. Make the Typeface "Command Phase: Give commands to our units" much more intrusive. 3. Have a new position for soldiers hiding under fire/pinned - prone with head down. Keep the foetal position for the broken. 4. Eye candy - Tanks and other vehicles leave tracks in the terrain! David
  7. SPOILERS: You can also send your heavy tanks through the woods on the right flank. You might want to clear out any infantry first ...... David
  8. Interesting. By chance I am playing this at the moment, but from the Allied side against the AI. I have got to the stage where I have just about cleared the the middle defence line (The rear of your Zug 1,2&3) and am planning (wondering) where to make the next push. SPOILER ALERT! . . . . . . . . . . . . My Initial plan was to push on both flanks and probe in the centre holding two Companies in reserve. The push on the left was problematic as I failed to get good LoS with mortars on the troops in the small angled boccage and took around 40% casualties storming these little fields. The Right Flank was fairly simple ,once my two man scout team had identified the enemy and a supporting Platoon got pounded by RPG? fire, and withdrew, a mortar was sneaked in and on the third "Turn" of fire three Platoons assaulted the line, and then cleared out the lane up to the junction in the centre. In the meantime my probing Company in the centre was effectively neutralised as an attacking force by enemy mortar fire. I had a scout team support by its Platoon, area firing on the boccage line to the left of the junction of the boccage lanes. The rest of that Company were lined up behind the boccage line in hide mode ready to assault (Except for the Mortar unit that somehow failed to start and was catching up). The first barrage of mortar fire was spot on and the rest was history. At this stage, as I had suspected, an attack up the right flank looked to be not a good idea owing to lack of cover and sweeping enemy fields of fire, so my two reserve Companies are going, one to the left flank and the other up the centre lane as the junction area is now cleared. Worth noting in this Battle the AI set up the enemy in strength along the centre line lane and in the small fields on my left flank, but with no units forward of these defences. David
  9. A Heinkel 111 sunk two Destroyers in 1940 with bombs. They were the German destroyer Z1 Leberecht Maass and the The German destroyer Z3 Max Schultz. Although some accounts say the latter may have also hit a mine as well. David
  10. SpeakEasy: Are you using the original CBBN maps or the latestMG ones? I remember problems on some of the original ones. There was also a problem that if the game was saved game on the set up turn, opening the save placed the opposing force in your set up zone (Fixed now?). Are they downloaded custom QB Maps? (some of these are H2H and have no AI). Also be aware that some QB maps are now planned that the AI only moves selected groups after a time laps, according to the designers whim. In small battles it can be that major units sit on the base line doing nothing and come in as "Reinforcements" at the end of the battle, or even worse if immoveable (like towed guns) just sit there. I do not know what yardstick the AI uses in allocating units to different "Groups", I suspect one formation per group ad hoc. It would be nice if the QB AI were to, say always allocate Recon to Group 1, Assault to Group 2, Overwatch to group 3, Reinforcements to Group 4, etc. Or even just different Groups for Grunts, Armour or Overwatch. David
  11. I haven't come across ditches yet, but this might work for ditches: Give short movement (i.e. plenty of waypoints) orders along the ditch. I have just played a MG battle where I need to advance a few squads up the fields (using The cover) along the sides of a straight paved road. Given a single movement order to the end, every squad made straight for the road and strolled up the centre....to their doom. I have noticed this in other battles. Pixeltruppen take the easy/shortest way; if you really do not want your men to leave cover, give them way points to bind them. David
  12. Quick battles in CMx1 were great. My only real complaint at the time was that the randomly generated map objectives bore no relationship to any real world…reality. Since then QBs have become steadily more frustrating. The new C&C structure apparently limits the way choices by the AI are made when selecting units. In small and medium sized battles, which I play the AI selections are more often than not, absurd. I am assuming the AI picks units for QBs the same way it selects units when the “Suggestions” button is used in the Unit Selection screen. Attempts to get a realistic force without heavy “editing” are usually in vain. Consequently one looses the element of surprise (you know the complete composition of your enemies force) and the “Quick” is taken out of Quick Battles. I suggest that (in at least small and medium sized QBs) the algorithm that the AI uses could/should be tweaked to let it pick a small formation, say a single HQ tank, an then allocate the remming points making much more use of the Single Vehicle and Specialist Teams options. Other suggestions for “improving” playability of QBs I have made in other threads. I am really not complaining, In the CM Franchise Battlefront have created (and supported) games without equal. I have had many interesting and challenging QBs In CMx2 and wish to thank all those who design and make QB maps. It is just that there is IMHO room for improvement - which I am sure Battlefront is aware of. Whether or not QB improvement is a high priority or financially prudent….only they can know. In the meantime I await with high expectations. David
  13. Freyberg. I wish! MarkEzra, thanks for the info. One thing QB designers could do IMHO is to save alternative Battle Plans as new QBs. I do this sometimes in the Editor. I seldom replay Battles (I remove played QBs from the QB Folder); but when I do I prefer to have, well, a different Battle. David
  14. MarkEzra, You say "How I design the AI orders for Meeting engagements is Group One as NO time delay and Groups Two and up DO have time delay orders before they move". I was under the impression that the QB AI lumps all the "Enemy" units in one group? If not so, does it make groups randomly, or can it separate support, vehicle and infantry? It is a long time since I last read the Manual, but I seem to remember it is not so forthcoming on QB mechanics. For instance you also say, "When using a Tiny or Small Setup combined with a Random Map selection it is very possible to end up with a large map" - I assumed that choosing "Random" Map randomized the selection within the Tiny or Small Set up parameters... David
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