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Everything posted by Sgt.Squarehead
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NEW WIN 10 MACHINE INSTALL PROBLEMS
Sgt.Squarehead replied to Erwin's topic in CM2 General Tech Support
It's very similar to my new machine and I'm having zero issues. Odd. -
NEW WIN 10 MACHINE INSTALL PROBLEMS
Sgt.Squarehead replied to Erwin's topic in CM2 General Tech Support
I turned AV off when I installed. Reckon @BFCElvis might be required to get you going. -
Combat Mission of my dreams
Sgt.Squarehead replied to Bufo's topic in Combat Mission - General Discussion
Apparently the RISE thermal imager was superior to the model fitted to the M1. -
Love that battle.....See you at the top!
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What he said.....Also take your time, units don't spot instantly, even with thermal imagers.
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The 'Never Say You've Seen It All' Thread
Sgt.Squarehead replied to Machor's topic in General Discussion Forum
Dual redundancy? -
Combat Mission of my dreams
Sgt.Squarehead replied to Bufo's topic in Combat Mission - General Discussion
CM:Fulda Gap. -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
Could we add it to the list? My last gasp for good old CM:SF, 'Al Hutumah' (The Wrecker), is an attempt to produce a sustained, realistic and convincing AI attack, using just eight AI slots and no triggers or exits.....Still working on it. -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
BTW - What would you say if I told you it was (kind of) possible to play either side in a campaign? A certain genius (@MOS:96B2P, take a bow! ) has figured a way to do it. -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
To be fair this can be mitigated by going for the 'low-density' option discussed elsewhere.....Controlling a battalion on a map that size could become the stuff of nightmares, but a couple of mobile platoons (using exits & snowballing over the longer durations typical for these scenarios, so as to get the most bang for your AI slots), plus a few static defending units, is a lot easier and much more doable (it's still a s**tload of work, but it's doable). -
Iron difficulty - lateral info sharing
Sgt.Squarehead replied to Bufo's topic in Combat Mission - General Discussion
Doesn't buddy-aid take longer in Iron Mode (it always seems to, especialy when your dudes are getting shot at)? -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
You can kind of do this already, if you are barmy enough.....Simply place all the units that you might want to use on the map, assign them their AI groups, and have the ones you don't use in a given AI plan enter an 'Exit Zone' on their first orders. -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
This is wisdom IMHO. You can use it for 'special effects' & 'covert' purposes too, @MOS:96B2P did it in 'TOC' and I've used it in a couple of scenarios recently too, to attract the player's attention and possibly reveal the presence of a few enemy units (which never hurts given the spiteful sort of scenarios I make). I often use pre-planned artillery or 'other explosions' for purposes that are not immediately obvious (or I hope they aren't). In the modern titles (especially CM:A) you can 'set a certain tone' to a single-player scenario, by assigning a helicopter gunship to a pre-planed target area that the player cannot possibly reach within its duration (TBH it's best not to have any units in the area if it's a Red helicopter that you are using).....When the scenario starts, the helicopter will fly a couple of passes, not find anything and leave. But the player will have due warning.....'Hinds Hunt Here!'. -
They make a pretty big cloud of dust, smoke & flying debris when they are fired: I believe the game reflects this, so 'shoot & scoot' is definitely the way forward IMHO.
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AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
The ability to see and move the units for both sides in an alternative 'Peview Mode' would be very useful too (the current unit-less preview mode is great for last minute building tweaks, doing it once they are occupied can be ill-advised) -
AI plans and a more responsive AI
Sgt.Squarehead replied to Freyberg's topic in Combat Mission - General Discussion
Reinforcement by trigger. Timed objectives. Timed AI artillery fire plans. And of course the biggy (for campaigners).....Persistent map damage. -
Heaven & Earth: Project discussion thread
Sgt.Squarehead replied to 37mm's topic in CM Shock Force 2 Maps and Mods
That M-48s looking pretty impressive too.....Have you revamped the skin? @37mm I f you need a tester for these, it would probably help with my mapping mojo and general morale. PS - have to second what @Erwin says too, you're making some proper eye candy for this project, I'd be pleased with any of those. PPS - @HerrTom Give the 'Year of The Rat' campaign a look mate, it's pure infantry but it really is a great campaign.....I'd love to see some of your atmospheric shots of the fighting from the battles @puje has created, they really do feel both authentic and very different. -
Good spots. A lot have people have had difficulty with ATGM vehicles, I wonder if your discovery might go some way toward explaining it. @IanL.....Suspect these need to go on the list.
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Overpowered Buildings?
Sgt.Squarehead replied to jxrey's topic in Combat Mission Battle for Normandy
Very creative use of the CM toolset.....I should expect no less from you guys.- 43 replies
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- buildings
- overpowered
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