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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead reacted to Combatintman in Battlefront has put a spell on me...   
    Judging by a lot of the questions that pop up here - you've done more than many people who already own the game and have set yourself up for success. I wish you many years of happy gaming.
  2. Like
    Sgt.Squarehead reacted to A Canadian Cat in Setup bug?   
    I have good news and bad news. I don't know which is which so here they are : I confirmed I see the problem too in the file you sent me - bug logged. I tried to reproduce it from scratch and could not.
    Any hints on what order or what you clicked on when you first hit the problem?
  3. Like
    Sgt.Squarehead reacted to Michael Emrys in Annual Tossin' of Bones   
    The county that Lea & Perrins made famous.

    Michael
  4. Like
    Sgt.Squarehead reacted to Warts 'n' all in Annual Tossin' of Bones   
    Unlike Old Crommers, I'm from Kent.
  5. Like
    Sgt.Squarehead got a reaction from Warts 'n' all in Annual Tossin' of Bones   
    It is that!    
    But the dogs like it. 
    Where abouts are you based, if you don't mind me asking?
  6. Like
    Sgt.Squarehead reacted to Mord in Naughty or nice... here's some bones!   
    That was me, but I can't tell for sure from the screenshots. The stuff on the ground is wall rubble (which looks like the older style). The rubble inside the flattened buildings looks like the new stuff.
     
    Mord.
  7. Like
    Sgt.Squarehead reacted to LongLeftFlank in Naughty or nice... here's some bones!   
    Looks like @Sgt.Squarehead got his wish for the old school 'chunky' building rubble. Cheers, BFC. 👌
  8. Like
    Sgt.Squarehead reacted to MikeyD in Naughty or nice... here's some bones!   
    CMSF2 will have (does have) the new FOW-friendly trenches and foxholes. The old sunk-in-mesh trench has been renamed 'ditch', I believe. The new trenches were in one of the dozens of screenshots submitted that didn't get selected.
  9. Like
    Sgt.Squarehead reacted to Combatintman in Resecuring the Ring - Kandahar Province   
    Merry Xmas folks - it is up at the Scenario Depot here:
    http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/resecuring-the-ring-b-company-1-royal-canadian-regiment-Afghanistan/
  10. Like
    Sgt.Squarehead reacted to MOS:96B2P in Resecuring the Ring - Kandahar Province   
    ////////////////////////////////////////SPOILER ALERT/////////////////////////////////////////////
     
     
    ///////////////////////////////////////////////////////SPOILER ALERT//////////////////////////////////////////////////////////
     
     
     
    CONTACT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



  11. Like
    Sgt.Squarehead reacted to Pete Wenman in Naughty or nice... here's some bones!   
    Just a little something I found under the Christmas Tree
     
    P
     
  12. Like
    Sgt.Squarehead reacted to Oleksandr in Oleksandr's Modding Space   
    It is physically hard to do. I love it, but it is superhard to modify for me. I mean maybe other modders would be able to but at this moment in time its hard for me. Possible but hard. 
  13. Upvote
    Sgt.Squarehead got a reaction from Oleksandr in Oleksandr's Modding Space   
    It's a shame you don't fancy doing more with CM:A, it's the most neglected of the games (for fairly obvious reasons based on your earlier comments) and it has some pretty irritating flaws, but it's also very unique and a hell of a lot of fun to play. 
  14. Like
    Sgt.Squarehead reacted to Mord in WeGo Moments   
    YEP! YEP! YEP! Exactly why I've been running my face on here about WEGO forever and a day.
    I remember the very first game I played of BN back when the demo came out. I had ordered a squad to run through a farmyard towards some cover. To my surprise there happened to be a couple Germans in a near by house I hadn't counted on. My guys were trotting right past them, fish in a barrel, stacked up to be mowed down. The last guy in the squad spotted them, stopped mid stride and shot a rifle grenade through the window they were standing in and killed both of them. Then he continued on like it was no big deal.  Not as dramatic as your cool stories of course but it was the type of fidelity in a WWII scene I'd been pining for since CMBO. Basically, 10 years of dreaming come to fruition. Beautiful moment.
    I started a thread like this for SF many years back that got pretty big. Hopefully this thread will balloon like that one did. I love reading these types of posts. I want more.
    Great stories, man. Thanks!
    Mord.
  15. Like
    Sgt.Squarehead reacted to Heirloom_Tomato in WeGo Moments   
    There is always a debate about which way is better to play the game, WeGo or real time. For me, it is WeGo all the way and the following two moments sealed the deal for me:
    The first PBEM match I ever played in CMBN was a quick battle against a friend from college. I was trying to advance under fire into the next set of buildings in a town. The squad I was moving came under fire and all the men but one ran up to a fence, jumped it and rushed into the safety of a building. The straggler, held tight at the fence and cowered. The turn ended with him kissing his butt goodbye, bullets bouncing all around him. I figured it was only a matter of time until he died, so I tried to move the squad into a better position in a different building. When the next turn started, they cancelled their movement order. The squad leader ran out of the building and stood over top of the cowering solider. He turned and fired in the direction of the incoming rounds. Several bursts of fire came flying at him but nothing hit him. The guy on the ground stopped cowering but he still refused to move. The squad leader fired another burst and then another at the enemy. He then turned and faced the guy on the ground. With only a few seconds left in the turn, the cowering solider got up and ran ahead of his squad leader into the safety of the building.  Neither guy suffered a scratch. I must have watched that turn at least a dozen times. I told my friend and he could not believe it when he watched it over and over again as well.
    The second time I was truly impressed by this game was another CMBN battle. I had an entire platoon moving from one section of woods, across the road and into another set of woods. There was a two man scout team in the woods who opened fire as my men moved out. They hit one man and then began to take a whole platoon worth of return fire. One scout was killed right away but the other took careful aim and fired. He shot a guy from my platoon who was just about to throw a grenade. This man dropped dead and dropped his live grenade. It went off and killed three men in my platoon and lightly wounded several others. Unfortunately, one of the men who was killed also dropped a live grenade. It went off killing another 4 or 5 guys and lightly wounding a bunch more. My entire platoon panicked and ran away.  I had to watch 4 or 5 times just to figure out what had happened and then another 20 times to finally believe it was true. It was such a clear demonstration of the randomness of war I was too impressed to be mad.
    I saw neither of these events on the first play through of the turn and it was only because I rewound the turn to see what had happened on the other side of the map that I even saw it all. If I had been playing in real time, I would have missed them entirely. Once I found out about this little program called FRAPS, I always load it up first just in case another one of these moments happens again, I can have video evidence to share with you all.
     
  16. Like
    Sgt.Squarehead got a reaction from General Jack Ripper in Iraqi Federal Police return favor to ISIS with their own quadcopter attacks   
    ISIS look to have got very lucky with a drone attack in Deir ez Zor:





    Taken directly from the Syria thread at SH, here:  http://sturgeonshouse.ipbhost.com/topic/786-syrian-conflict/?page=461
  17. Like
    Sgt.Squarehead reacted to Warts 'n' all in Tiger by the Tail (CMBN city scenario... not the CMFI default)   
    I like the less formal name for them "Holy Rollers". John Knox's ghost is still spinning in it's grave at that piece of blasphemy.
  18. Like
    Sgt.Squarehead got a reaction from Warts 'n' all in campaign editor?   
    Royalist pique at its very finest! 
  19. Like
    Sgt.Squarehead got a reaction from MOS:96B2P in C2 & Information Sharing (REDUX)   
    Really glad to see this thread remade.....A pox on PB for their prior vandalism! 
  20. Like
    Sgt.Squarehead reacted to Pete Wenman in C2 & Information Sharing (REDUX)   
    Just to reiterate the excellent info provided here by @MOS:96B2P and to again illustrate how sophisticated the game radio net is I've attached a simple scenario for FB based on the  Stoumont master map. This is a massive, resource heavy map, so some systems may struggle with it, but it shows again how critical it is to maintain good C2, both horizontal and vertical and the impact it can have on a very large map.
    If you fancy giving it a whirl, play as US against the AI, on elite. This will clearly show the flow of info through the radio net. Add a short target arc to the M8 to prevent it firing and push the BRB. As each unit gains a  ? contact marker, click on the next unit and await it too gaining the ? contact, and so on.
    The situation is that a M8 scout car, from 1st section 3 Plt A Troop, is observing in the direction of Cheneux. It is some 3k forward  from the 1st Infantry Bttn HQ which has a radio mounted jeep also from  1st section 3 Plt A Troop  adjacent to it.
    Timings for the playthrough I noted as follows. 
    Game start at 30.00
    29.52 (so after eight seconds) the M8 gets  a ? contact on an enemy unit 1.6k away across the valley.
    29.03 The radio mounted jeep from 1st section 3 Plt A Troop receives a report and gains a ? contact marker for the enemy unit, despite being out of LOS and over 3k away from it
    28.56 The M8 gets a solid ID on a 251/1 halftrack and passengers.
    28.53 1st Inf Bttn HQ gains a ? contact marker, as the report from the M8 is passed horizontally to it from the adjacent cavalry jeep.
    26.49 A Co HQ (1st Inf Bttn) gains a ? contact marker for the halftrack as the infantry battalion HQ now passes the info down the battalion radio net. (A Co is approx 1k forward from Bttn HQ)
    26.24 1st Plt A Co receives the contact report via A Co HQ (1st Plt HQ being some 200m from Co HQ, but out of LOS from it.)
    25.42 1st platoon shouts details of the contact to 1st squad in a nearby house.
    So in just under 5 minutes the contact report has gone up the cavalry net, been shared with the Inf Bttn HQ and been passed back down the infantry net to all units in C2 for that net. From a real world perspective this is perhaps a little fast but not unrealistically so for trained and competent troops.
    If nothing else it shows the clear advantage that a working radio net provides. If the radios are not present the passage of info will rely on runners, liaison units and self spotting. If this was the initial part of an actual game the M8 could report on all it sees and enable the infantry bttn to share all it's sighting info, denying the German player a degree of surprise he may otherwise assume he has.
    Just my ramblings 
     
    P
     
     
     
     
    Stoumont Master Map recon.btt
  21. Like
    Sgt.Squarehead reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The screenshots in the original C2 and Information Sharing topic were destroyed by Photobucket. As a result a REDUX C2 and Information Sharing topic was created with new screenshots. Some mods that will show up most often in the screenshots are, user interface (UI) and floating icons:  
    Floating Icons – Cat Tactical Icons CMFI
    User Interface – Juju’s TweakedUI CMFI V5
    Some interesting topics have been started about how information moves through the C2 chain both vertically (up & down the chain of command) and horizontally (directly from one team to another team).  As a result I did some experimenting with C2 & information sharing.  Below are the results with screenshots from the experiment.  If anyone can offer a correction or additional information please do. 
    Additional useful information and supplemental C2 rules:   
    4.0 Engine Manual page 66 Command & Control.
    @Bil Hardenberger Command Friction 2.0 -  http://community.battlefront.com/topic/125172-command-friction-20/
    @Peregrine Command Layers - http://community.battlefront.com/topic/110861-command-layer-in-ai-battles/
     
     
    The distance information can be shared vertically (chain of command).
    Voice C2: Up to six action spots, approximately 48 meters. If either unit is on Hide then the distance is reduced to approximately 16 meters.
    Close Visual C2: Up to 12 action spots, approximately 96 meters. This is also the maximum distance a higher HQ can fill in for a lower HQ. Example: Company or battalion HQ fills in for a platoon HQ and provides C2 to the platoon's fire teams. 
    Distant Visual C2: As far as the unit’s line of sight.  (In the experiment I had units in distant visual C2 at 40 action spots, approximately 480 meters before I stopped.)
    Radio C2: Entire map.  In the WWII titles, CMSF & CMA - C2 via backpack radio is lost during foot movement. C2 is maintained during foot movement in CMBS.
    The distance information can be shared horizontally (directly between teams).
    Up to four action spots, approximately 32 meters. (Sometimes a team had to move to within 3 action spots)
    Can information be shared horizontally between teams from different battalions?
    Yes
    Can information be shared between two different HQs that do not have a common higher HQ?
    Vertically: No (With no common higher HQ there is no bridge for the information to pass over) 
    Horizontally: Yes
    The experiment was conducted on skill level Iron in CMFI v2.0 Engine 4.  I used two different US battalions on a custom made map for the experiment.  The 4th US Tank Battalion on the west (left) side of the map and the 1st US Infantry Battalion on the east (right) side.  A high ridgeline divided the two battalions.  HQ units are blocked from C2 Voice, Close Visual and Distant Visual with other HQ units. At the beginning of the experiment no units of the 4thBattalion were in C2 with units of the 1st Battalion.  An immobilized German Tiger and a destroyed Tiger were used as the OpFor unit to be spotted and reported.  
    The Area of Operations (A/O) for the experiment. Note the highlighted scout team with no C2.   
     
  22. Like
    Sgt.Squarehead got a reaction from Warts 'n' all in campaign editor?   
    I didn't recognise him either for what it's worth. 
  23. Like
    Sgt.Squarehead reacted to sburke in Taking on ISIS with fake news   
    probably embarrassed they didn't think of it first.
  24. Like
    Sgt.Squarehead got a reaction from MOS:96B2P in IED not working?   
    There is another way to get IEDs inside buildings, but it requires you to commit an AI group to the team(s) involved (you can still reuse the slot after they go boom with snowballing) and it appears that you must script at least two AI Plans.
    Basically assign the triggerman & any IEDs you want in the building to an AI Group, then in the AI Editor paint a single-tile setup location (that is entirely within a building) for that AI Group for each AI Plan.  It may be possible to paint the same location in multiple plans (I've not tried), but you do seem to need two plans to trigger the placement mechanism.  When deploying the units I dump these suicide bombers and their IEDs in a corner of the map, so when I test the game in Author Mode I should see them jump to one of the possible set-up locations as I press go (only the IEDs assigned to the AI Group move, others that are not assigned can be placed normally).  With a bit of scripting you can move the triggerman out of the 'booby-trapped' building, but getting him a guaranteed LOS back to his bombs once he moves out of his starting location can be tricky.
    Note you don't have to use IEDs from the same triggerman, in one of my test scenarios I've added all the Huge IEDs from several (four IIRC) triggermen to one 'suicide-bomber'.....He really does go off with a bang!
    PS - @sburke  When you opened Ashsh al-Dababir in the editor you will probably have noticed one building that was very seriously rigged indeed.....That is a legacy of the testing described above (in the simplified single-plan version currently available).  In the multi-plan variant, those IEDs and their triggerman bounced between one of three locations according to which AI plan you were on.  Sadly I just didn't have the AI Group slots to make it viable and a full multi-plan variant would have required some major rejigging of the secret objectives (and probably a slightly bigger map).  When I do eventually remake it in CM:SF II, I'll have an awful lot of options! 
    PPS - IED hunting.....A 3x3 tile 'Hidden Objective' with the IED in the centre tile might work for this.....It's an all or nothing thing, you find the location, you know there's an IED there, even though you will never see it.  Not entirely satisfactory, but it's a thought.
    FWIW
  25. Like
    Sgt.Squarehead got a reaction from George MC in IED not working?   
    There is another way to get IEDs inside buildings, but it requires you to commit an AI group to the team(s) involved (you can still reuse the slot after they go boom with snowballing) and it appears that you must script at least two AI Plans.
    Basically assign the triggerman & any IEDs you want in the building to an AI Group, then in the AI Editor paint a single-tile setup location (that is entirely within a building) for that AI Group for each AI Plan.  It may be possible to paint the same location in multiple plans (I've not tried), but you do seem to need two plans to trigger the placement mechanism.  When deploying the units I dump these suicide bombers and their IEDs in a corner of the map, so when I test the game in Author Mode I should see them jump to one of the possible set-up locations as I press go (only the IEDs assigned to the AI Group move, others that are not assigned can be placed normally).  With a bit of scripting you can move the triggerman out of the 'booby-trapped' building, but getting him a guaranteed LOS back to his bombs once he moves out of his starting location can be tricky.
    Note you don't have to use IEDs from the same triggerman, in one of my test scenarios I've added all the Huge IEDs from several (four IIRC) triggermen to one 'suicide-bomber'.....He really does go off with a bang!
    PS - @sburke  When you opened Ashsh al-Dababir in the editor you will probably have noticed one building that was very seriously rigged indeed.....That is a legacy of the testing described above (in the simplified single-plan version currently available).  In the multi-plan variant, those IEDs and their triggerman bounced between one of three locations according to which AI plan you were on.  Sadly I just didn't have the AI Group slots to make it viable and a full multi-plan variant would have required some major rejigging of the secret objectives (and probably a slightly bigger map).  When I do eventually remake it in CM:SF II, I'll have an awful lot of options! 
    PPS - IED hunting.....A 3x3 tile 'Hidden Objective' with the IED in the centre tile might work for this.....It's an all or nothing thing, you find the location, you know there's an IED there, even though you will never see it.  Not entirely satisfactory, but it's a thought.
    FWIW
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