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theFightingSeabee

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Posts posted by theFightingSeabee

  1. The Brit armor feels extremely weak in the major tank battles on veteran. It felt like they have no punch and no survivabilty compared to panthers. A match for the IV's but far too weak vs panthers. Slower, under armored, less deadly makes some of the engagements depressing. It could be I'm managing them poorly too. A couple of TDs mixed in to threaten the enemny armor might have helped me.

    I was initially surprised at how slow the Churchill's were. It is possible to use them effectively, but you really have to be sneaky. I did have success while testing one of the scenarios by being VERY bold and moving them up quickly (or at least as fast as they will go, not very) and taking up positions for a flanking ambush. Using them to fight head on against German armor is suicide. Just try to be as sneaky as you possibly can. ;)

    And if I can't beat it, I'll make a fortune selling Churchill scrap metal to my German overlords.

    :D :D

  2. A solution to the tricky part would be to show the path the AI plans to take (of course without other/future influences). I'm not sure why BFC doesn't do that in first place. Seeing how fast a turn with probably hundreds of paths gets calculated its probably not a performance issue.

    I would be quite happy if this preview would only show up after setting a waypoint (and not all the time).

    I like that idea!

  3. Nice! It's a lot like mine, but actually cooler looking! What I did was just go to http://tiltshiftmaker.com/. They have some tools to do it automagically. I have very little photoshop expertise, so using this tool was the way to go for me. ;)

    No mods, no nuthin', baseline graphics settings on a year-old iMac. Some work in P-Shop to get the "miniatures" effect and remove an errant tracer round.

    Egad, I love this game.

    bocage.jpg

    TankColumnTiltShift.jpg
  4. With the British sections, I'm getting maybe 1-2 rifle shots per second, sometimes less. Their Bren will fire in short bursts for a bit, and reload. So while this is going on, the German squad can decimate a squad and/or suppress them with a single burst of LMG fire. Once a Brit section is suppressed, it will stay that way for at least several seconds, giving the German squad time to target the next squad and negating their return fire in quick order as well. With each British squad suppressed, it's that much less of an already meager barrage of bullets.

    While the American BAR can only fire 20 rds before having to reload, their rifles are semi-automatic and can be shot as fast as they can pull the trigger. The British men are manually chambering rounds between each shot.

  5. simmox,

    Just click "Direct" and draw a contour line. Then change the elevation of your next contour line and draw that. Anything in between that will even out between the two contours. If you want a flat area, then make two contours of the same elevation and everything in between would be the same.

    There would be no need to use a larger brush. ;)

  6. The problem with that is it screws up the victory condition specifying percentage of killed and wounded. The attacker would have to kill a lot more of the defenders quicker if he were to reach that percentage to get those points. So finishing quicker before you get the chance to add casualties to the defenders reinforcements actually hurts you. You may destroy 25% of the units currently on the map, but only 15% of the overall number of units involved with the scenario. If the victory points are set at 20%, you're screwed out of those points.

    Once BFC add triggers to the editor, scenarios and campaigns will take on a whole new set of options as far as AI programming. Larger time limits will be less of a problem when you trigger an event by doing something, because you could trigger it 10 minutes in or 2 hours in. The designer wouldn't have to make a continuous 4 hour plan that may or may not have anything to do with what the player is doing.

  7. Erwin, just as a side note, scenario designers are moving toward a general rule that has been born of a million complaints... to have the starting forces NOT start in the line of fire. There are exceptions to the rule of course, depending on the tactical situation the designer is trying to create. For example, in the Pointe du Hoc scenario, I had little choice but to start the mission with the Rangers under fire since there are no boats modeled. But generally speaking, people are trying to create scenarios that let the player move his men into some type of position as he would be able to in real life.

  8. Semantics.

    Indeed. Whether PT let BFC use his campaign or he put it on the repository, it's still his work and he gets to design it as he sees fit. PT may be obsessed with tight time limits, well, you're obsessed with longer time limits. Everyone has their personal take on the way things should be.

    So, I'm glad to hear that you are making your own campaign. I can't wait to play it. You should start a thread on it so we can watch your progress. ;)

  9. I've always been one to crack PT's balls about the time... and he has added more time to many of the scenarios (including variable limits that go beyond the stated time).

    But this is WW-flippin'-2 we're talking about! These guys didn't have all day to plot and use perfect tactics. They had to make a plan and execute it. Many of these plans ended in tragedy, walking into ambushes or being bombarded by artillery, or running half your men into interlocking enemy machine guns.

    Some of these missions should damn well have short time limits, while others I'd like to have a bit more time with due to the large maps and extremely well placed AI defenders. For the most part, I think The Scottish Corridor is pretty close to what it should be, although I might extend the time on two or three missions.

  10. I don't think either of those have changed at all from CMBN to Commonwealth.

    Besides new units, the module allows for greater performance when your computer has a larger amount of ram. So larger maps seem to run much smoother and load times are a bit quicker.

    That said, there is a patch to v1.10 that you can apply to CMBN.

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