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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead reacted to LongLeftFlank in RAMADI (Iraq): Mother of All MOUT Maps   
    End of an era, CMSF staybacks?
    At long last, and with a welcome assist from @BFCElvis, I have come down out of the jungle, upgrading my CMSF and Marines to CMSF2 over the weekend.
    Ramadi looks and navigates great! especially with Kieme's shabby buildings sprinkled in with the base textures. However, I need to update my Shopfront and Mosque collonades, then figure out mod tags to make it look right again.
     
    1. I may release a new version of my Ramadi master map, but don't look for me to be right angling all those Mulaab compound walls (not sure that's a good idea anyway, from a pathing/playability standpoint). I'm starting a new job shortly, likely in a new country, and so this is just a breather.
    2. Did anyone ever prevail on one of the Blender gods to do a minaret object (even if nonfunctional?) That has been an egregiously missing item since the original CMSF1 release. Seems pretty basic, just take one of the stripy road posts and supersize it (not all minarets are super pointy). But Blender-fu is not part of my life plans at present.
  2. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Engine 5 Wishlist   
    The option for more than one AI controlled faction (neutrals/co-belligerents etc.).
  3. Like
    Sgt.Squarehead got a reaction from Bubba883XL in Cherbourg map for repository soon.   
    Cracking! 
  4. Like
  5. Like
    Sgt.Squarehead reacted to Chibot Mk IX in Artillery kills tank   
    lol, I miss my poor MTLB too. Is that from scenario "Galloping Horse Downfall" ?   
    I have a wild guess, the problem is caused by ERA bricks.  Will do some test in the future.
     
  6. Like
  7. Like
    Sgt.Squarehead got a reaction from George MC in new urban map under construction   
    Missed this.....Agree totally, also he makes very realistic use of watercourses, which really adds to realism as they are one of the strongest forces shaping any given terrain.
    If I had to guess, @George MC's climbing background might well be a factor in this,  I suspect he's spent quite a bit of time studying exactly how these things work, so that he doesn't fall off anything! 
     
  8. Like
    Sgt.Squarehead reacted to JM Stuff in Sgt.Squarehead's CM:A Stuff   
    always a pleasure !
  9. Like
    Sgt.Squarehead got a reaction from JM Stuff in Heaven & Earth: Project discussion thread   
    I've got a few things cooking too. 
  10. Like
    Sgt.Squarehead reacted to 37mm in Heaven & Earth: Project discussion thread   
    Progress remains slow due to the lockdowns but we're still progressing (albeit at a crawl).
    Two out of the three campaigns are now done & the last campaign I estimate to be ~90% complete.
    Although the "modern era" will never be the focus of H&E, content creators might be interested in the new look of the modern forces of Bong-Hai... thanks to a slight rework of @JMDECC's excellent uniform mods.


  11. Like
    Sgt.Squarehead got a reaction from benpark in new urban map under construction   
    Missed this.....Agree totally, also he makes very realistic use of watercourses, which really adds to realism as they are one of the strongest forces shaping any given terrain.
    If I had to guess, @George MC's climbing background might well be a factor in this,  I suspect he's spent quite a bit of time studying exactly how these things work, so that he doesn't fall off anything! 
     
  12. Like
    Sgt.Squarehead got a reaction from Artkin in Kharkov Map Sneak Peak   
    Could I suggest leaving flavour objects out of your Master Map (or perhaps make a 'Raw' variant without them).....Your map might be of greater utility without them as it would simplify the map conversion process to other games.
  13. Like
    Sgt.Squarehead reacted to Mr.X in Campaign WIP: Tiger Trail   
    Some more Belorussian Landscape 😎
  14. Like
    Sgt.Squarehead got a reaction from hypeman in Engine 5 Wishlist   
    The option for more than one AI controlled faction (neutrals/co-belligerents etc.).
  15. Like
    Sgt.Squarehead got a reaction from DerKommissar in Iranian Fighting Vehicles   
    Updated link for the site in the original post:
    https://www.oryxspioenkop.com/2020/01/the-oryx-handbook-of-iranian-fighting.html
  16. Like
    Sgt.Squarehead got a reaction from DerKommissar in Iranian Fighting Vehicles   
    @DerKommissar Turns out the Khorramshahr was indeed a T-80/84 turret & gun on a T-72S hull and we now know the Karrar is also built on a T-72S hull (& turret too, by the looks of it):
    https://below-the-turret-ring.blogspot.com/2016/10/karrar-tank-revealed-to-be-upgraded-t-72.html
    So the 'new' tank is actually a significant retrograde step from the older proposal.
     
  17. Like
    Sgt.Squarehead reacted to Macisle in AI plans and a more responsive AI   
    My experience from scenario work is that player-controlled vehicles always start buttoned-up (player can then unbutton during setup), but AI vehicles always start unbuttoned -- no matter what the designer attempts to set. Once buttoned, AI units will not unbutton again during a battle.
    The current AI behavior can be rather penalizing for the Soviets, because most of the vehicle fleet has four-man crews and even those tend to lack situational awareness. A T-34/76 with a dead TC is fairly blind. One work around I found is having T-34/76's do lots of Area Fire, as that will keep the TC safe during the AF.
    I really wish BF would change things so that the designer can actually set what he wants (make the unbutton/button choice made during the scenario unit deployment preview "stick" at scenario start), depending on the action.
  18. Like
    Sgt.Squarehead reacted to LongLeftFlank in Engine 5 Wishlist   
    High praise indeed from our Defender of the Faith!😇
    I'm trying to keep my suggestions in the realm of modifying functionality that already seems well established in the CM2 engine. Notice too, this is all *optional*: nobody is obliged to use it if they prefer the way it works today. Or even use spreadsheets 😵 (oof, talk about sounding like work!)
    1. The Artillery/Air interface already exists. Add a tab with a command 'flag' on it, accessible by each platoon HQ. When clicked, all subunits in the platoon are lit. You can 'attach' or deselect certain subunits if you wish, via right click. (What the AI is doing in the background is creating an AI group)
    2. Once the place (destination) is painted, you get some pages of buttons presenting much the same menu of choices you get when programming the AI Editor:
    >> Assault / Advance / March
    >> Aggressively / Cautiously. (Perhaps HQs and mortar/MG/spotter teams are always Cautious and do a 20 second delay so they aren't walking point)
    >> At Destination: Hide/Set Ambush/Normal
    >> Seek top floors/low floors/mix (default, but HQs, MGs and Spotters always go to top floors).
    3.  Set timing parameters for moving out, similar to the arty tab and hit CONFIRM.
    For new orders not given at game start, there could be an execution delay based on (a) platoon HQ in good order and 'in command' (b) radios - US best, Russia worst (c) unit experience, so e.g. Elite commandos respond instantly (I agree with @chuckdyke, let's not use leader ratings in this)
    4. So in effect, in the background the computer is going to assign the selected units to an AI group and auto-assign them movement paths to the objective as though they were computer-controlled. They will follow these orders unless and until the owner alters them.
    5. Less important, but still interesting would be to allow a scenario designer to preprogram AI orders to formations on both teams. This would allow, for example, scenarios where the player can just focus on commanding the tanks in support of an infantry operation, which proceeds on its own (although he's also free to intervene).
    (Or even a 'war movie' where you just hit play and watch the troops slug it out, or just micro one sniper, etc. But that's just gravy....)
  19. Like
    Sgt.Squarehead got a reaction from borg in South Sahrani Map   
    If anyone can do it, @MOS:96B2P is the man.....Go on dude!  You know you want to! 
  20. Like
    Sgt.Squarehead reacted to Lethaface in Hard Cat Rules v2 - Simple to Use Command & Control Rules - UPDATED 14APR20   
    Tbh and because you perhaps don't realize: you did. 'People who make nonsensical rules', which is somewhat ironic because you basically say that you like to play in a similar fashion as what much of the rules are about. If you said you didn't agree with some subset or that you don't understand the rationale behind the arcs, that would have been a response that can be considered 'constructive'. But that's not what you said.
  21. Like
    Sgt.Squarehead got a reaction from Freyberg in Engine 5 Wishlist   
    Now that's Soviet thinking! 
    Innit! 
     
  22. Like
  23. Like
    Sgt.Squarehead got a reaction from Lethaface in Engine 5 Wishlist   
    Now that's Soviet thinking! 
    Innit! 
     
  24. Like
    Sgt.Squarehead reacted to JoMac in Engine 5 Wishlist   
    Yeah, tell em ChuckyCheese ...After all @LongLeftFlank, should know what AFV stands for as he has only been playing CM, John Tiller's (EastFront, Westfront), as well as other Military Board Games longer them some of these Forumites were even born.
  25. Like
    Sgt.Squarehead got a reaction from Anonymous_Jonze in Engine 5 Wishlist   
    The option for more than one AI controlled faction (neutrals/co-belligerents etc.).
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