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permanent666

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Everything posted by permanent666

  1. i think the main question is: was cmbn designed with fire in mind? So is there some value in the code that represents flammability of every ground type, building, fortification, verhicle, ... another big issue would be the tac ai - how to react proper on fire. will the tac ai run through a bush fire or leave a burning building? it would be great to see fire and especially smoke caused by fire but i doubt we will see it in the commonwealth module. but regarding the fact that mikeyd is quite positive about fire - maybe the beta testers know something we do not know yet.
  2. loading up a big map takes minutes at least at my rig and i'm very impatient so it would be if we could read the briefing while waiting for the map to load. btw how can i improve scenario loading times?
  3. Defending could be tricky as well because if one unit in an ai group breaks its ambush every other unit in this ai group abandons the ambush as well. at least in cmsf this was the case
  4. good idea at the moment you could just create three different scenarios and upload them. should not be very much extra work.
  5. very nice i hoped that someone will do this conversation thanks sdp
  6. @broadsword56 i guess we have to wait for some player's feedback before i can post any tipps here. i for me don't think i will create a beachmap again. it costs way to much time and the result gameplaywise is a bit underwhelming. i'm not a fan of micromanaging - so for me playing this map feels more like work than a game. maybe a good tipp would be to reduce the number of attackers and defenders even though this would mean that the historical accurancy would suffer. another issue is the mapsize. i don't think it would be fun to play a narrow beachmap and try to storm the front. there has to be room to maneuver and maybe more than one way for the player which leads to victory. on the other hand big maps would need an ai that can react on players actions. during playtesting i found out that the number one killer at beach maps is artillery and mortar fire. at the moment all mortars were taken out or ran out of ammo (which happens very fast because of the triggar happy mortar crews) there is not much resistance left. but endless mortar ammo and artillery means frustration for the player. so you have to balance this aspect very well. concrete bunkers are almost impossible to take out from distance for infantry and even wooden pillboxes pose a challenge. so don't spam them all over the beach. + wooden shelters are a great alternative for trenches with overhead protection. one of the hardest part during playtesting were the tanks. due to the lack of at bunkers at guns are very easy to spot for the tanks and vulnerable to artillery. so there was a great variety of surviving tanks when the first soldiers hit the beach. (between 0 and 4 out of 9) and there is not very much a player could do to influence the outcome. so the mission will play different each time depending on the number of surviving tanks. so make sure that tanks will not throw the scenario off balance. so this is it i hope at least some people enjoy playing this map - it would be nice to see some screenshots and reports! and please feel free to rework this scenario and the map or use it for your own missions and campaigns
  7. what are your system specs this screenshots look brilliant?
  8. hedgerows as cover and between lanes - terrain falls from 30 to 20, distance between tanks and snipers ~250 noon, overcast, no wind, elite, wego, 5 lanes on the us side (ai) elite snipers without spotter behind hedgerows on the german side(player) pz4s facing the hedgerow, no covered arc, unbuttoned. no tcs killed, tcs didn't even button up
  9. maybe i have to make it clear that you have to use all your naval artillery in the first turn not only in the designer's notes but in the briefing text as well (however you will be able to use the rest of it later but it's kind of cheating) - Best setting is maximum and harass then they will fire 8 minutes
  10. his only job is to call in the first artillery strike - so it works as intended
  11. i uploaded it yesterday night at the repository i guess it will appear anytime soon
  12. ok this map is finished! i will upload it in the next minutes. here is the briefing screen and a short version of the briefing: Soldiers of the Allied Expeditionary Force! You embarked upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you. In company with our brave Allies and brothers-in-arms on other Fronts, you will bring about the destruction of the German war machine, the elimination of Nazi tyranny over the oppressed peoples of Europe, and security for ourselves in a free world. Airborne troops and heavy bombardements from air and sea have prepared the biggest naval landing operation in history. Now your time has come! It is the 6th of June 1944,6:30 - the first wave of tanks and infantry will hit Omaha Beach in the next minutes. This is the area between the beach sections of Dog Red and Easy Red. There are two beach exits codenamed D-3 and E-1. In the original plan units of the 116th Infantry Regiment of the 29th Division were designated for D-3. The Area around Exit E-1 was assigned to the 16th infantry Regiment (1st Infantry Division). But it came differently than planned. A strong current and the smoke of grass fires, as a result of the initial naval bombardment, caused that most of the boats landed eastwards of their designated landing zones. You are in command of the 2nd and 3rd Battalion of the 116th Infantry Regiment (29th Infantry Division). Your task is to gain a foothold on Omaha Beach and open up the Beach Exits for follow up troops. Move inland as soon as possible towards the assembly area which is located south of the small village St. Laurent sur Mer. Your forces: Battleship USS Arkansas and the british cruiser HMS Glasgow as well as a destroyer will participate in the naval prebombardment of this sector. Tanks of A Company of 743rd Tank Battalion should land in this sector at about H+15. 2nd Batallion (116th Infantry Regiment) will follow the tank landings at about H+25. 3rd Batallion (116th Infantry Regiment) will be part of the second assault wave. Their landing will start at about H+55. You will get additional artillery support by a destroyer which is tasked to close in on the beach. It should go online at about H+60. Your infantry units will be organized in boat teams (assault and support section) carrying additional heavy weapons and explosives to work as a self-contained unit. The only exception will be K Company, 3rd Batallion, which is part of the reserve. Therefore only two boats will be loaded as assault section. The Enemy We don't know the exact armament and the force level of the german strongpoints in this sector. As far as we know from intelligence reports and aerial pictures we expect at least one company stationed in the area of St. Laurent sur Mer. The germans organized their defenses in so called Widerstandsnester (WN). This strongpoints at the at top of the bluffs consist out of trenches, pillboxes with mgs and anti-tank guns, tobruks with mortars as well as tank turrets and minefields. The defense positions are interconnected with tunnel systems. From aerial reconaissance we know some of the minefield's positions but we expect that the whole area between the bluffs and the beach could be mined. The antitank ditches which are blocking the beach exits should not pose a problem for infantry but they could be mined as well. Since the Germans had prepared their defenses for quite some time, we assume that they were able to train their guns accurately onto the beach. Their mortar and artillery fire will be precise and fast. The Plan - Use your tanks to knock out strongpoints like pillboxes or mg-nests prior to the infantry landings. - Try to get your men off the beach as soon as possible to avoid severe casualties from mortar and artillery fire. - Use your light mortars to knock out soft targets hiding in trenches and foxholes. - Use your breach teams and combat engeneers to mark mines and to find safe passages through the minefields. - Try to flank the strongpoints around the beach exits E-1 and D-3. - Advance to the assembly area south of St. Laurent sur Mer with caution - we expect at least isolated resistance in the rear area. - Find and destroy german artillery located in the rear area. - We expect high casualties nevertheless we need your battalions for further operations on D-Day. Make sure that at least 25% of your forces are in fighting condition at the end of this mission Your task will not be an easy one. Your enemy is well trained, well equipped and battle hardened. He will fight savagely but I have full confidence in your courage and devotion to duty and skill in battle. We will accept nothing less than full Victory! Good luck!
  13. a few weeks ago i was looking for map pictures of the bloody omaha mod but this is even better. thank you for the link close combat was my gateway drug too. my gjs campaign against my brother isn't finished yet. cmbn could still learn some things from the close combat series, especially usability wise
  14. as player you can use target light, but how do you limit the ai's direct fire. i tried with cautious but it didn't have any effect? any solutions for this problem?
  15. what do you think - to simulate defensive combat more means of communication are necessary. For the allies it is simple just ad some jeeps and you can keep c2 even in remote areas. the germans don't have this luxury. so please add some kind of static radio or field telephone or at least a kübelwagen equipped with a radio for the germans.
  16. i hope they won't fix the ammo bug Rex J. mentioned. at least not until they add some kind of supply crates for static defense which share ammo with the ai please bf - the code for ammo sharing already exists - the crate 3d model already exists - so why not add this little feature?
  17. just did my first playtest but had to stop in the middle of the action. here two screenshots 29th infantry 1st wave disembarks: and here is what was left of them: thank you mjkerner for the divisional patches and uniform mod! i'm still looking for playtesters please write me a pm if you are interested!
  18. it's done after countless hours i finished the first playable test-version of my map. playtesters are welcome - write me a pm and i will send you the map here a screenshot: Uploaded with ImageShack.us
  19. the german 81mm mortar teams i attached to a platoon run out of ammo in 2 minutes how can the ai resupply them. are there any vehicles with mortar ammo i can park next to them?
  20. nice map i hope we can put together a bloody omaha campaign. for the elevations: you can find a contour map at geoportail.fr and i noticed that you interchanged north and south. maybe something you can consider in future maps
  21. as far as i know you can blast wire but there are a lot of things that will not be doable: boats casemates with at-guns and artilley cut wire other beach obstacles tobruks / tank turrets tunnelsystems tankdozers weapon jamming due to water and sand ...
  22. thank you for your positive feedback here is a small preview of the allied oob: i will try to simulate the assault sections (~30 men per boat) which were created for the landings. The new mix and match system of the editor is one of my favourite feature of cmbn! thank you bf! On the german side there will be 5th company of Grenadier Regiment 916 and 10th company of Grenadier Regiment 726 @kipanderson i don't know when it is done but there is still a lot to do like placing flavour objects. i don't have much time next week so i would say end of june for the map and a bit later for my planned h-hour mission. playability is ok - i did a stresstest with all the allied troops advancing at once (~1100) and there were no problems watching the replay. (best, best, shadows on, aa off) i guess it will not be playable in realtime with my machine (c2d@2,4Ghz, ATI HD3850, winxp 3 GB Ram) @panzermike looking forward to your map as well as to this one: http://battlefront.com/community/showthread.php?t=98002 maybe someone could make a mini campaign using our maps @polo it is not exactly at scale it is a bit too broad and st laurent is a bit too small
  23. i want to show you some screenshots of my map i'm currently working on: one of the maps i used as source: overview lesmoulins (Exit D3) St Laurent sur mer View from Wn68
  24. i found out that i can rename the artillery assets, so i thought: cool - let's have an uss arkansas or a hms glasgow. unfortunately the name changes didn't show up ingame it would be great if this could be changed in a patch!
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