Jump to content

Sgt.Squarehead

Members
  • Posts

    8,910
  • Joined

  • Last visited

  • Days Won

    85

Posts posted by Sgt.Squarehead

  1. Vlad, I'd just give it up if I were you, truth, balance and accurate reporting of facts have no place here, they'll just be drowned out by the virtual equivalent of shouts of USA! USA! USA!

    To discover that a forum moderator is apparently 'Troll In Chief' just makes the whole situation (and this forum) laughable.....Steve, you have well and truly destroyed BF's credibility in my book, nice job! 

  2. 8 hours ago, Battlefront.com said:

    Because it is not relevant :)  The people of Ukraine did not show up for the Maidan protests because they were happy with their lives and suddenly decided they wanted a cookie from Nuland.  No, they were pissed about how crappy their lives were compared to their Western neighbors.  Sure, evil Western NGOs did spread horrible ideas like the importance of rule of law or Human Rights could be had by Ukrainians if they wanted them.  Or that elections could be monitored to ensure they weren't rigged.  Or that the media could involve journalists who reported on facts instead of sponsored lies.  Yup, those evil NGOs... the world would be so much better off without them.

    This is the crux of the whole problem for Russia.  When people are truly allowed to compare/contrast the ideas coming out of the West and those coming out of Moscow, they tend to pick the Western ideas.  Even stubborn Russians who actively fight against a better life for themselves often admit that they would prefer Western ideas to take root in Russia.  The difference between Russians and Ukrainians is that they do not want to fight for those beliefs because fighting is risky.  Personally and nationally.  Therefore, they say they want freedoms and then do nothing when they are denied to them or taken away.

    As I've said, I have sympathy about this because I do understand Russians are, through years of conditioning by the state, not inclined to "rock the boat".  They would rather have a stable and repressive government than take a risk on something better.  They remember the 1990s too well as previous generations remember Stalin's time and the ones before that the Bolshevik Revolution.

    If Russia weren't so interested in creating chaos and disorder in the countries around it, I'd not care too much.  You don't see me railing about Uzbekistan or other Stans that are just as corrupt and if not more repressive.  They aren't seeking to export their misery on others, Russia is.

    Steve

    I guess the 'no politics' policy has gone right out of the window then?  :mellow:

    I don't think I've ever read a more biased post!  :rolleyes:

  3. At present a Soviet T-35, I've added some pre-shading/underlying-weathering since this picture was taken, but I've not uploaded the pictures yet.  I will be taking some better pics once I have the 4BO basecoat on.....It's quite a complex structure to airbrush: 

    T-35%201936%20-%2017_zpsngbimsfi.jpg

    I'm also working on a 1/72 Iraqi Bf.110 and a 1/76 LWS (Landwasserschlepper).....Feel like I'm posting in the wrong forum again, I wound up singing the praises of CMA over at Britmodeller not so long ago!  :unsure:

     

  4. Again I suspect the disappointing nature of quick battles may be down to the very basic AI plans included with QB maps.....I Haven't spent much time in the CMBS editor, but in QBs from the other titles AI units are all attached to a single group and thus must all follow the same plan.  Most maps have two or three rudimentary but functional AI plans.

  5. On ‎16‎/‎07‎/‎2016 at 0:26 PM, Michael Emrys said:

    It does do other odd things, like expend all its mortar ammo blind firing on paths it thinks I might be taking on the chance that my troops might be there. In which case, I simply take a different path. This might inconvenience me some, but it isn't worth blowing its entire supply that it will need later for support.

    I strongly suspect that's down to the QB map's stock AI plan rather than the game engine.

  6. To further clarify a possible misunderstanding, when I said "Naturally his tribe won't like this at all and will feel obliged to kick up a fuss, so regardless of the outcome you won't have heard the last of it"  I was referring to the Afghan 'code of revenge'.

    Regardless of whether or not the player 'wins' (ie: kills or prevents escape of the commander) or 'loses' (fails to do so), the Tariqi tribe will become a recurring enemy.....How much access they have to military grade weaponry will depend on the player's achievements.

    PS - Does anyone know how to delete attachments?  I can't seem to find a way to do it in the user CP.

  7. I ensure all of my scenarios are winnable by the simple expedient of winning them before considering my own testing to be complete.....In the instance of the former Regimental Commander I simply meant that the majority of the player's VPs will come by eliminating him or preventing his escape.  If he escapes (ie: the player fails the primary mission objective) the campaign will take a different turn (at some point) than it would had the player succeeded. 

    In the case of the ambush scenario the player's initial objective is simply to stay alive long enough to guide the gunship(s) onto the target (I may need to use two Hinds to get the results I need).....It's meant to be a tricky scenario, but it's mostly a scene setter.  Basically if you play it right you get to see the ambushers come down out of the hills to loot the convoy (a bunch of Mujahideen heavy weapons will spawn around the trucks) and then you get to blow them to tiny little pieces with a gunship (or two), if you mess it up those units will march off to a hidden (but guessable) exit zone and will then (nominally) turn up to shoot at you in future missions.....If the player isn't able to guide the gunship(s) in the mech platoon will probably turn up too late to achieve much, welcome to the Mujahideen insurgency! 

    Stringing the campaign script together to achieve all this will be complicated and obviously I have to build and test a certain number of base missions to get things underway, which is what I am currently doing.

    Got a bit side-tracked again late last night attempting to model Turkish units in CMSF using Canadian, Dutch & German units.....Decided it was probably in poor taste.  ;)

  8. That is exactly the type of thing I want to create.....I'm rewriting "Changes At The Top" as a tiny squabble, about 1.5 platoons per side, no heavy weapons and with the bad guys mostly trying to run off as usual.  Basically your current regimental commander will be attempting to 'arrest' your previous regimental commander.  Naturally his tribe won't like this at all and will feel obliged to kick up a fuss, so regardless of the outcome you won't have heard the last of it.....If he actually gets away (and I really am trying to give him a fighting chance to do so) you will lose the battle (assuming I'm getting my VPs right) and you won't have seen the last of him.

    "Taking It To The People" is on hold for now, but it will be pretty familiar to you when it reappears.

    "Ring Of Iron" is parked.....I got a bit side-tracked experimenting with a section of the map while trying to get my head around exactly what the AI is doing.  But in the process I generated a fairly amusing (if initially terrifyingly brutal and utterly one sided) minor scenario which will reinforce one of the campaign subplots (unless the player completely cocks it up, in which case it will probably just annoy him).  As yet untitled, it's a bit of a nightmare to begin with.....You start up with the survivors of an ambush and the ambush isn't over (you will almost certainly take further losses immediately, but these will not affect the outcome pointswise) however you did manage to get a radio message through to base and both a mechanised infantry platoon and one of those shiny new gunships are on the way.....Just please don't all die before they arrive! 

    In tests thus far I've survived until the gunship arrives and directed it against the ambush position, but I got cocky and didn't live to see the results (which is important for the campaign subplot)!  Some more tweaking still required there I feel.  :rolleyes:

    Anyhow back to "Cutting Back Prophets".....I've already tested one plan successfully tonight, now for the next one. 

×
×
  • Create New...