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Gen Von Television

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Everything posted by Gen Von Television

  1. First test: Red 1800 Blue 500! Not fair as I already knew what they were all about... I will now make a test using your first suggestions as possibly they are giving some better motivations to the AI guys pixel truppen. Maybe I should also set all the Parameters to 0: what do you suggest about them?
  2. That is also a neat way... Will test that first (less work)! Nevertheless your first approach has given me a deeper insight on how to set victory points for many other scenarios...
  3. Ooops, right you are! Yes, the Exit is the top tile row of the map... So I was really messing up as there were no other Objective assigned to the Infiltrators, so as it was they were in for a sure defeat! One further query about the Objectives: can I assign them to specific Units? i.e. I want a specific unit to reach a specific place, but if another unit get there first it won't gather any points...?
  4. Jon, thanks so much for your detailed example. I will surely dig into it and apply the various options you're suggesting... Ah yes, just another question about the Exit Zone that bestows 1000 points in my initial setup: as you suggest it would be better to set it to 0 and replace this with a Touch Obj; One thing I still cannot clarify is about those 1000 points. As it is would that mean than if just a single unit exit the infiltrators will get 1000 point? Or just a percentage? I'd like to have a clarification, please. I will report back.
  5. Juju, please don't take my whines as an harassment as I'm a real fan of your excellent work! I wasn't talking about the blue background, but about the chevrons that IMO look too similar to the very realistic silver linings of the Germans. I belive the chevrons should be well toned down to a khaki shade: btw khaki is an Hindi word for clay.
  6. OK I also got that, but I'm confused about on how many points are actually given for "the designated target unit(s) have to be "knocked out" of the fight for full points" if I assign i.e. a whole company as an Objective Units? Suppose the Red player can destroy 50 % of the Blue U1, will he get 500 points of the total 1000?
  7. Yep, I got that: as it is here I assigned Objective points in theory. The Blue will gather points reaching the Exit Terrain Objective (1000) while the Red will gather its points by Destroying the Units Objective trying to force their passage to the Exit behind their defensive line. This seems to be simple enough, but there are a few things I'm not getting: as I described above, how the 1000 points will be distributed? In percentage for the Destroyed units by the Red and as a bonus 1000 for the Blue once any one unit reaches the exit? If this assumption is correct, will this be a balanced scenario? I'm not sure...
  8. Macisle, you should read Ryan's book that is quite similar to his The Longest Day as for its narrative construction and It Never Snow In September (German side). I think you will like them. The first movie where I saw believable German half-tracks and general weaponry was 'The Bridge At Remagen', an excellent movie too!
  9. I'm in it to my chin, so any pertinent advise and explanation would be very much welcomed. Here is the case: Force Red in defense should prevent infiltrations by force Blue. Force Blue in attack (or Probe) should exit a determinate place on the Map, behind force Red line. How would you assign points for this kind of scenario? What kind of targets or Parameters will you create in this specific situation to balance the action? At this moment untested I assigned 1000 pts to Blue terrain objective (Exit), and 1000 pts for the Red to Destroy U1 assigned to the Blue Units. Are these values global, or will they be calculated for each unit, or percentage? I still don't get it. And what is the difference between Destroy and Destroy All?
  10. I gather Mk3 helmets were a brand new issue just before the Normandy landings. so they were not so commonly worn by the troops who indeed preferred to stay with the known item. The priority has been given to the assault troops to swap their old helmets for the new ones, as they were thought to be a better protection than the Mk2. But again not everyone liked them for many reasons, so in battle both marks have been used. It seems that it was much more commonly worn by the Canadian units.
  11. Why so severe Mikey!? Granted you may not share the director's taste and vision on an historical representation, but taking into account the proper state of culture and common thought of the years in which this picture was produced, I liked it. I had read Ryan's book before seeing the movie too as well as a few other books eventually more accurate and detailed about the whole Market-Garden operation, both from the standpoint of the Germans and Allied; still I found the main actions and characters (except a few cases) depicted with enough accuracy. There are indeed better WWII movies than this, but many more worst, all in all.
  12. From my sources, Polish forces only had Mk2 helmets, while Canadians and British had a mix of the two models, with the Mk3 being just introduced before Normandy, so eventually not that common anyway.
  13. OK here is my suggestion for C&C icons: -> the Radio: keep it as it is, or eventually find a green plate one from WW2, but should stay 2D -> the full figured officer should be more dynamic (as you did for HQs) not just staring but pointing and moving himself: since it's shared by both allied and axis (?) may be silhouetted, pistol in one hand and pointing or signalling with the other hand -> head and shoulders (from the brows down, so you exclude caps and helmets and can be shared) 'howling mad' expression -> just the face (from brows to chin) Sergio Leone style, maybe highlighting the eyes
  14. Or actually am I doing some mess up? I'm deploying core units, and maybe that is what makes a lot of difference... Yet it would be nice if at least they will be dropped around defined deploy areas and hidden in faraway corners... I really would like to see a Tray tool, and even better an OB clickable table to graphically describe the units and select them. At least in CMX1 you were able to enlarge the units like giants so none went missing in the bushes...
  15. Not so: the added units just land in a faraway corner of the map... :< PS: well, not all of them. Some units deploy in the defined area, but many right on the corner... It seems that the defined setup areas should be very wide even if after I deployed them manually these areas were big enough to contain them all.. another puzzling aspect to deal with.
  16. Actually I believe you can do it blow56: if you want your core unit come up at battle #3 you do just create as it was suggested above a battle where you assemble the full Order of Battle; then you create Battle 1, loading the core units but deleting from there the units you want to enter at battle #3. And so forthwith. When you create your scenario #3 you will eventually delete all other units except the ones you need. If on the other hand you mean you already have a battle setup that you want to become the third battle and the basis for a new Campaign, you can just do that: save the present battle as 'CampaignX_Core-Units'; then you create the first two battles importing core units and delete them, 'till you import again the Core units in actual 3rd battle and of course you have to redeploy them on the map. From what I gather Core Units are so marked by the game engine anytime you use the Import Campaign Unit and are marked as Core; thereafter you can decide to use them or not in any phase of the Campaign. Just to clarify and have a confirmation about this: I have a map setup (but eventually you can even do it with a plain default terrain, since it won't matter, isn't it?!) so I create a 1. full Order of Battle if needed for both sides detailing units' names etc. 2. create a new scenario by loading a map (or creating a new one) defining missions, ai etc. 3. Import Campaign Units and they will be marked as [Core] at the highest level 2. Delete the units that do not engage in the actual battle, add some other units eventually, and so on 4. Save the Scenario as i.e. <X_Campaign_Battle1> or any name you like, but keep track for the battles sequence. 5. Create subsequent scenario repeating steps 2 to 4 above: keep in mind to name the branching battles (in case the player loose) as 1a, 2a, or something that makes sense to you and if you want to use alternatives as this is optional. 6. Create the Campaign Script File and double check the battles' names. Put this file in the same location with battles for the Campaign. 7. Hit the Compile Campaign. HTH
  17. Just thinking about it: do you mean you'll keep the railway going across the road and just place a cobblestone tile underneath it? What is happening to tanks and vehicles when they move across that railway tile? Will they still be able to cross? Should they go very slow?
  18. Thanks for the tip The Teacher, I will check that out; usually I place Dirty squares below the roads of any type since I find it's logical that the road area would be dusty and barren, and it creates a nice effect for variety and transitions; in fact I adopt the dirty also around the houses and on courtyard where the passage seems to be more frequent. I will check the gravel base with the cobblestones in the intersections; besides in reality the railway I reproduce was a very small one (about just 1.5 m large) that run beside the road, with quite a few crossings... I also noticed there are empty options for the railway segments: they should place back the crossing one, eventually fixed with cobblestones, but that at least will keep the level of the rails and allow the road to run on smoothly... Undercovergeek I quite appreciate your efforts on the Carentan map: excellent work! As I said this represents a very small railway line that cannot run on bridges but sits just beside a dusty small road...
  19. Thanks mjkerner: I just made the mistake of adding units before having set the setup zones...!
  20. I don't know Juju: I believe the flag proposed above would be good and not too cluttered since also all the other flags have lots of details. A fighting US officer would look better than the two you've already made, and since you ask if I may I would also suggest to change the Heer Officer too. The others look perfect! I mean, I like better the figures not so stiff... BTW I still haven't noticed: will all these separate HQs show up in game using different nationalities, but for the Germans only one to choose from?
  21. Is there any way or trick of trade to make it without having to cut through the railway lines? Either that or cutting the road, but then it wouldn't be right for vehicles, though it may look a little better than having the railway embankment sudden drop... Any help here? TIA
  22. So the SS have their own helmet texture while LW and Heer share another one: is it?
  23. Are the German helmets textures separate for Heer, LW and SS or just one and the same?
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