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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Maybe embed a bridge & a couple of single tile buildings into the terrain and use it as a spawn/exit-zone location (I've done something similar to this with the subway tunnels in some of my Trumpton experiments).....It's about as close as we can get.
  2. I believe this may actually be on the cards.....God knows it needs it! There's so much that could be done with CM:BS if we just had a few more Nations/Factions/Units (IMHO adding Uncons and more ex-Soviet kit would make this game truly awesome).
  3. You would be OK laying in modular buildings and foliage too, if my understanding is correct. PS - Surprised you aren't interested in CM:SF2, it's a really good game.
  4. Wow.....Now that's what I call a small unit scenario! What was the population density setting there? PS - Just realised I was using Fighters rather than Combatants and AFAIK they don't get the concealment bonus.
  5. I believe damaged walls are a feature of the new pack. You can create damage to building walls by Ctrl+Clicking on them and cycling through the various options.
  6. Still happens in the modern titles.....Recently fought a USMC battle in CM:SF2 where my only serious casualties were caused by a friendly airstrike called in by an overly optimistic FAC.
  7. Ctrl+Click is a wonderful thing. PS - Wish we had independent buildings for CM:SF2, there's a limit to what can be done with the old modular types.
  8. Jack Nicholson as 'The Joker', 'Batman', 1989. And I agree with your sentiment 100%.
  9. @George MC I don't suppose you would happen to have a CM:BS version of the full 'Ring' map at all?
  10. Area target them with your squad HE weapons or use a Javelin, just like the real guys do:
  11. I suspect it would be fairer to say that these concepts were formalised in this period.
  12. Are there any precise guidelines to writing AI scripts for QBs (as opposed to scenarios)?
  13. This may explain why I wasted the best part of a month trying to get scripts for tiny uncon units to work, utterly without success. Can anybody confirm if this has been/will be fixed? @IanL @BFCElvis @Battlefront.com? And while you are at it, please give Uncons some Breach Teams!
  14. I know, but everyone blows stuff up a bit differently.....You know how it is. TBH what we're skirting around here is Persistent Map Damage.....Again.
  15. I wouldn't agree it's the best of the games, mostly because of the lack of Factions/Vehicles etc.
  16. Just working on the test now.....It definitely doesn't work with a single AI Plan. Just trying it with two now.....Nope that doesn't work either, the Exit Zone always takes preference as far as I can tell. Shame. I suspect @MOS:96B2P may have guessed this, hence his suggestion above.....I don't like leaving units on the map like that though, maybe I should put a few really big IEDs under their initial setup spot!
  17. Gonna make a quick test, I kind of like the idea of them being placed directly in the Exit Zone.
  18. See that's what I love about you dude.....You take an interesting concept, spin-it and turn into something really quite brillant! I honestly don't know what happens if you place AI units in an Exit Zone and have the Scripts randomly deploy them from there, but I will do in about an hour or so!
  19. It is absolutely doable.....If I'd dealt with the third tank as I dealt with the first two I'd have had a good ten minutes or more to lay waste to every building that had even hint of Brit in it and as you know, your force has loads of AGLs and RPGs!
  20. If they are firing a rocket from a building they are probably suppressing themselves (check the suppression meter when it fires).....So I'd imagine the inaccuracy might be down to half the squad screaming "Nooooo! Don't do it Sarge! I'm not wearing my Nomex undies!"
  21. I wish you could open final turn .bts in the editor (you could in CM1).
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