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Roter Stern

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Everything posted by Roter Stern

  1. Ok first of all please don’t call me “dear”... that sends shivers down my spine Secondly, lets leave the game bashing in the General forum, there are plenty of threads for that. Ok now, if all you’re doing is just experimenting with “unit-X vs unit-Y”, try this out… paint the entire map with both Red-1 and Blue-1 setup zones. Go to the AI editor, select Blue Plan 1 and without changing anything else paint the area of the map you’d like the Blue forces to deploy in. Then select Red Plan 1, and again, without changing any other settings paint the area of the map you’d like the Red to deploy in. This way regardless of whichever way you change the units and whichever side you select to play, the AI force will start in the designated spot and you as the player will be able to deploy your units where ever you want. ...which is basically exactly what birdstrike was saying earlier. As for that password “bug”… are you sure you don’t have it set to “2 Player – Email” instead of “1 Player – RT/WeGo” during the game start up? [ August 14, 2007, 12:29 PM: Message edited by: The Louch ]
  2. Funny enough, that's the image I used as a guide line for my "Black Bear Down" scenario, although I chose to leave out the little settlement pockets, simulating a more remote location. Found this collection of maps through my searchings, pretty random, but none the less useful: http://www.reisenett.no/map_collection/Chechen.html Also an excellent website that contains lists of Federal and Rebel units participating in the conflict, timeline of events, and numerous articles describing specific engagements … however it’s all in Russian, so either Google-translate it, or grab your handy “Red October Approved” Russian dictionary http://chechnya.genstab.ru/
  3. Unless I’m missing something, that’s already in… the very first order for an AI plan is the Setup zone, hence a group can have as many different and unique setup combinations as there are AI plans. I’ve personally tired it out and it works like a charm – I had two AI groups assault a center position from the edges of the map. The AI was given 6 plans for each of the 2 groups, with unique starting locations for each. So while the AI might attack from East and South one time, North and West the next, and then SW and E after.
  4. Please double check your link... it should look something like "www.mediafire.com/?025ng0rvxno" The stadium looks really nice from the overhead view - cool idea!
  5. I'd much rather see an Undo function more than anything else.
  6. Firstly that is because the editor is designed to give the scenario designer ultimate control over the scenario – it only does what you tell it to do. And secondly there are too many variables with deploying unit which the editor will not be able to figure out on its own … for example – what is the editor supposed to do when you define several independent setup zones, which of the zones should the troops be deployed into? What if certain units are supposed to be “immobile” in the setup phase, i.e. out of the setup zone, how is the editor supposed to evaluate that? But like birdstrike said above, you can have the AI do that once the battle starts. Although I’m afraid that if manual unit deployment is too hard for you to figure out, AI scripting is going to be completely out of the question… As for being granted points for objectives you did not actually capture – that was a result of a ceasefire, especially since Syrians had no units left, which most likely resulted in a Syrian surrender and hence an automatic Total Victory for the Blue player. Also, why are you moving units one-by-one? Why can’t you select every single unit for a given side and move them over as a group to the other side of that map, if that is what you want? [ August 14, 2007, 08:59 AM: Message edited by: The Louch ]
  7. Amazing insight, thanks a ton for sharing this Bigduke! Most of my impressions of the area come from watching news reports and an occasional documentary or a movie back in the day. Although I’m glad to see that despite not looking into the Chechen conflict for a while, I’m still mostly on track …mostly Just out of curiosity, where does such detailed knowledge of the area comes from? Currently most of my terrain inspiration and reference is drawn from this photo gallery - http://www.amina.com/gfx/showgallery.php?cat=539 (the 6 links on the left are sub-categories). The same website also has an article on Chechen architecture, even if some of it can’t be modeled in CMSF, it’s interesting none-the-less - http://www.amina.com/article/house.html Another great gallery I came across is http://pvo.guns.ru/weapon/engl/ - contains an unparalleled amount of photos of equipment, soldiers, and just general terrain and architecture from the Conflict. Also in case some people don’t check the new Scenario forum, yesterday I posted the second instalment of my RvR Chechen War scenarios: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=72;t=000027
  8. For those interested in the Chechen theatre, Bigduke6 has made an amazing post detailing terrain and architecture. [ August 14, 2007, 06:24 PM: Message edited by: The Louch ]
  9. Hey! I found it first! No registration needed to download and upload … and none of those damned counters :mad: I love how you can create and share entire folders, making it easier to people to see and download all of your scenarios from a single link.
  10. Just played the scenario again (the basic one, not the “a/b” ones), still quite enjoyable. --- Mild Spoilers I love the fact that you took the time to “disguise” the IEDs in some rubble and junk, a really nice touch, even if the Blue player won’t be there to appreciate it For some reason the North IED didn’t go off and I completely avoided the South one, by sending my rear platoon off to the West to encircle the town. Although I paid dearly for not dismounting my infantry early – RPG hits took out 2 strykers full of troops Everything else was pretty straight forward, the orchard guys being out in the open didn’t pose any threat to my .50cals. Rear platoon assaulted the back of the town and systematically cleared out the buildings leading towards the stranded Command team.
  11. Whoa… I think I’m bleeding from the eyes … ---Spoilers… I guess Heavy metal - something tells me a Stryker MOUT Coy was never designed to go up against a T-72M1V Coy reinforced with 10 ATGM teams and 6 heavy arty batteries at close range … I promise give it another shot when the bleeding stops. Also, I'm pretty sure AGS-17s can't fire from buildings. Afghan Pass – I’d suggest you edit the Blue’s objectives to having to destroy the ambushing force, just so this doesn’t happen: Also a simple, even just a 2-liner, briefing would've been nice.
  12. I found that the most straight forward way to do elevations is by defining the very peak of the hill, the bottom contour, and creating a web of “guide lines” to give it a natural slope line. Something along these lines: Scale also has a lot to do with how smooth the hill will turn out - don't try squeezing a 50m tall hill into a 10x10m area
  13. That has got to be the most convoluted website on all of the Internet… looks like something that belongs on Geocities. I’ve tried giving that site a chance, but seeing how I can’t even figure out how to download a scenario, I end up giving up after a few min. [ August 13, 2007, 05:16 PM: Message edited by: The Louch ]
  14. I’m pleased to present to you the second installment of my Red vs Red scenarios based on the Chechen War. Chechen War - Black Bear Down The scenario takes place on the evening of 17 May 1995 after a Federal Mi-8 transport helicopter is shot down over a Guerrilla controlled mountain region in South Chechnya. The Company sized engagement is between the Russian Federal forces attempting a rescue and Chechen Guerrilla forces advancing on the crash site to eliminate survivors and gather intelligence. As with the previous scenario, this one was designed with Multiplayer in mind, however there are several Blue and Red AI plans. For single player I’d recommend playing Red first. Study the map commander, you’re moving out! Download from: My CMSF Scenarios Shared Folder In case anyone missed it, here’s a shameless plug for my first RvR Chechen War scenario “Polyanskoe”… http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=52;t=002395 Also a designers note – ideally I would’ve liked to make most hills and steep slopes inaccessible to vehicles, but unfortunately that is currently impossible without also denying infantry access. So if you’d like a personal challenge and play the scenario the way it “should have been” played, keep your vehicles off all major slopes. The only two hills that have shallow enough slopes to allow for limited vehicle access are Heights-2142 and -2145West. While I enjoy the praise, I also encourage constructive criticism, so please don’t be shy Enjoy! [ August 21, 2007, 07:32 AM: Message edited by: The Louch ]
  15. Great idea, although there's been one of these for about two weeks now http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=52;t=002279#000000 Much easier to bookmark a thread, than to download something
  16. Hot starts are fine, reinforcements spawning on top of other side's troops or right into an on going fire-fight is not ... "Allahs Fist" comes to mind here, where an entire Coy of T-72s spawns right on top of an Abrams platoon... worst 90seconds in Combat Mission history ever :mad:
  17. Indeed! Keep in mind that an elevation greater than 5m between adjacent tiles (don't forget the diagonals) creates an impassable slope for both troops and vehicles. Personally I'd like to see infantry be able to climb 45-degree slopes... i.e. an 8m elevation change per 8m tile. Among other things that will also give the scenario designers an excellent tool to prevent vehicle access through certain parts of the map, yet still allowing infantry though - a feature currently lacking.
  18. BFC has said at some point that BMPs should be able to rearm troops, so their current inability to do so is in fact a bug and not a design feature. Can't say I've ever seen a 5.45 ammo box in a tank, but even if there is one, an infantry unit must be inside the vehicle in order to be able to use the Acquire function. So my guess would be that the 5.45 ammo belongs to the crew, on a rare occasion that they are actually armed with some AKSU-74s.
  19. ohh noes!! this thread is almost at 300<sup>1</sup>!! <sup>1</sup><font size="1"> No relation to the movie or the graphical novel</font>
  20. Try having a Syrian Spec Ops unit defend in the same scenario, I'm sure you'll find the results to be quite different. On the other side of the spectrum, I'm really getting pissed off with the Guerrilla troops not being able to spot anything short of a tank at over 300m, let alone do any real damage :mad:
  21. Im pretty sure collisions, and hence objects moving other objects, are not currently modeled.
  22. Im pretty sure collisions, and hence objects moving other objects, are not currently modeled.
  23. Im pretty sure collisions, and hence objects moving other objects, are not currently modeled.
  24. Who says WW2 is confirmed? I haven't seen an official release... it's all he-said-she-said at this point. Once the next title is confirmed I’m sure we’ll see a forum pop up. I personally voted for Space Lobsters of Doom for the 2nd title, anyways... Hopefully it will feature Roman Legions and FBI Agents!!
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