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zwobot

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Everything posted by zwobot

  1. That is what I had in mind, too. I was pretty sure I set the equipment to "poor" before purchasing. I've just checked that again to be sure and it seems as if worse ATGM equipment is not an option for this kind of unit formation :confused: (I've set the equipment option to poor before purchasing). Why can Uncon fighter units only have state of the art AT-14s?
  2. Maybe that is one of the "surprises" the blog talked about?
  3. Hello, I am editing a scenario with Uncon fighters on Red side (Red on Red scenario); I have a "Fighter Command" unit with it's 2 ATGM teams set to equipment "Poor" in the Units section of the editor. However in the preview/deploy red mode on the map I noticed they are equipped with AT-14 launchers which is the best the red side can get in this type of weapons (I think). How can I make them have something like AT-3 launchers which would fit into an '80s Afghanistan scenario? And I have another question regarding the C2: isn't it possible to attach a team or squad to another HQ unit as it was possible in CMBB/CMAK? I want to position some of the "Fighter Command" units (snipers, MG teams) with other "Large Fighter" groups and I want to avoid possible negative impacts on the fighting ability of those troops out of command range of their organic HQ unit. Thank you in advance.
  4. Point Number 1) would be nice indeed.
  5. Unfortunately, to do that scenario right you don't need Redfor Air... Steve </font>
  6. Nice, at the first glance at the first screenshot I thought I was looking at Armed Assault... Ambush Alley scenario is knocking on the door I hope Redfor air support will come into the game soon. [ May 03, 2008, 01:19 PM: Message edited by: zwobot ]
  7. Yesterday I started Webwing's mini campaign Crossroads, it begins with an infantry only battle which seems to be playable as PBEM. You can get it at CMMODS, I am sure you will like it.
  8. That may be the reason. The point I am having about these exit zones is that I read around a bit in "Bear went over the mountain" which has numerous vignettes from Russian - mujahideen engagements in Afghanistan where the mujahideen always retreated unless they were ambushed by the russians and destroyed. The same thing the Taleban do nowadays in Afghanistan. I think the reason for not giving us exit zones is that CMSF is tactical oriented and such retreats take hours or days even with smaller unit formations and that timeframe is way outside of the game's focus
  9. The curse of 1:1 represantation, eh? Does a (tiny) cover arc affect a units ability to spot things outside of it? The manual states that units with a cover arc will be very focused at the arc, that implies that the unit will be neglecting the space outside the cover (spotting wise). So if you give a unit a 360-shift-cover arc that has a 1m radius around the unit, would that mean the unit will only scan for targets inside this tiny arc? The example is a bit exaggerated but well...
  10. Thank you Webwing. One more question: How can I make an exit zone for one side?? I could not find it in the manual and in CMx1 it is somewhere in the map setup in the editor but not in CMSF. It doesn't seem to be in the AI plans either, or is an exit zone an objective area at the edge of the map nowadays?
  11. Bugger, I expected that answer. So it will always stay a fight till death or surrender. But can I have an exit zone that is there from the beginning but I let the AI move there not till a certain time has passed; like for example Order 5: start 10:00 minutes, end 15:00 minutes? All this testing is too time consuming for my taste, the major hurdle for me to get involved deeper in scenario editing :-|
  12. Nice effort on this video again Webwing. Is it possible to have an exit zone for the (defending) AI that will only activate after a given time or any other event (like casualty threshold exceeded or so)? I want to do a Red on Red Afghanistan scenario where I want the Uncons to retreat after certain conditions are met.
  13. The top most entry in the list is just the direct superior to the selected unit. The second entry is the superior unit to the superior unit and so on. As long as everything is green insiide this list you are fine. If the first entry is red that means that the selected unit is not in contact with it's superior unit; when the second or third entry is red that means that the superior unit is not in contact with it's superior unit and so on.
  14. What is this scenario you took the screenshots from jonp? It looks like Ambush Alley with Army units, where did you get it? The unit in the first screenshot is a forward observer, he is not in contact with his superior because he is moving. Once he stops moving C2 will be reestablished by radio (if the superior officer is farther away) or by voice or handsignal. You can see who belongs to the forward observer C2 wise by selecting him and watching the rest of the icons: light blue icons belong to him (or vice versa) and slightly greyed out blue icons belong to different platoons or companies.
  15. Nice effort with this tutorial video. I'd really like to see more about AI programming in CM scenarios, either in videos like this one or in written form.
  16. No, tracers did not end in mid air in CM1. The best example is artillery: the turn could always last a few seconds longer when there are still shells on the way to its target. The same for tank rounds, handgrenades, infantry small arms fire.
  17. You can switch from PBEM to TCP/IP play mode? Does it work to the other direction, too?
  18. Did you move the squad with "assault" command? In this case the icon is centered half way between the fireteams until they are all in the same formation again.
  19. Well said Cpl Steiner, I am one of the patient waiters
  20. The "classic" hotkeys as known from CMx1 that come into my mind would be (in no particular order): M - Move T - Target H - Hide O - Rotate = Face C - Cover arc J - Clear cover arc E - Advance to contact = Hunt S - Sneak/Slow F - Fast X - Clear target And the non-existant Q for shoot and scoot.
  21. You might be able to use it to make the crew peak over the edge of a ridgeline or so without endangering the vehicle itsself. I have never used it.
  22. I guess I am going to buy any marine module (and likely any follow up module(s)). The game is a bit unplayable for me right now in multiplayer because of WeGo and the way TacAI behaves. However I enjoy singleplayer in realtime, still with some bugs I have to admit (for example units not firing at grids they have only limited LOS - afaik the 8m grids/action spots are to blame for this).
  23. I have never seen squads treat woundeds of other squads. What I do when a squad has casualties is moving the squad to the wounded's position and wait until one of the soldiers status changing to "medic". You can only treat casualties, not light wounded soldiers (their weapon symbol in the squad status display is white wehereas soldiers that are no longer able to fight are removed from the list).
  24. I have really seen such things happen. It is not nice.
  25. I don't think that you would lose much or any consistency if for example one person would code the multiplayer stuff and the other the rest (just an example).
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