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permanent666

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Everything posted by permanent666

  1. i guess the problem is that a new ai routine would be necessary to simulate fire and advance. something like a new (old) hunt command - where the tank stops to fire and moves on after the target got destroyed or went out of sight
  2. double fail ok thank you for clearing this up i will go with landings slightly delayed
  3. ok i see my FAIL but there is still some time zone mix up: today in bayeux sunrise (local time: gmt +1) was at 5:59 http://www.know-weather.com/France/weather.asp?CityName=FRXX0010 this would be right ingame if cmbn uses gmt+1 (ingame sunrise 6:05) in your chart sunrise is at 5:58 (but it states that it uses gmt+2) http://www.lib.utexas.edu/maps/historical/omaha_beach_east_b_1944.jpg this would be 6:58 gmt+1 so there are several explanations: 1. the sun in northern france rises one hour later 66 years after the invasion 2. sunrise back then and today means something different 3. the chart mixed up timezones why is this important for me: i'm trying to recreate an omaha beach landing scenario and at 6:30 game time when the first landings begun it is pitch-dark (with overcast setting) and the attackers are able to reach the embarkment without any significant losses because of the limited spotting abilities of the german defenders. For my opinion it is a bit to dark but i was not there in 1944 so i cannot say if it is realistic or not.
  4. i found out that sunrise in cmbn is one hour late. sunrise in bayeux on 6th of june 1944 was 4:59 http://calendar.zoznam.sk/sunset-de.php?hy=1944&latitude=49.2773&longitude=-0.7039&city=&zenith=90.833333333333&timezone=00a0&submittype=user&firsttime=no in game sunrise is at 6:06 i guess bf used daylight saving time instead of gmt. maybe scenario designers should consider this
  5. nice map how far does it reach inland? as you maybe already know i'm working on an wn64 to wn68 map i'm sure someone will make a vierville exit map, so all 5th corps beaches (omaha + point du hoc) are covered. a dynamic d-day 5th corps campaign would be great: can you reach 5th corps d-day goals? http://upload.wikimedia.org/wikipedia/commons/6/65/Omaha_Beach_1944_Objectives.jpg here my suggesion for the campaign maps: [table] [tr] [td]Point du Hoc[/td] [td]Omaha D1 Draw[/td] [td]Omaha D3 +E1 Draw[/td] [td]Omaha E3 Draw[/td] [/tr] [tr] [td]Grandcamp Maisy[/td] [td]St Pierre su Mont[/td] [td]Route to Pointe du Hoc[/td] [td]Vierville[/td] [td]St Laurant sur Mer[/td] [td]Colleville[/td] [td]Ste Honorine des Pertes[/td] [/tr] [tr] [td]La Basde Gefosse[/td] [td]Criqueville en Bessin[/td] [td]Route to Longueville[/td] [td]Formigny[/td] [td]Route to Tour en Bessin[/td] [td]Route to Tour en Bessin[/td] [/tr] [tr] [td]Isigny sur Mer[/td] [td]La Cambe[/td] [td]Longueville[/td] [td]Trevieres[/td] [td]Mandeville en Bessin[/td] [td]Tour en Bessin[/td] [/tr] [/table]
  6. my tests showed that it is a very bloody task to storm the beaches even in cmbn. here is a screenshot of les moulins pre naval bombardment: Uploaded with ImageShack.us
  7. nerfing the attackers isn't unrealistic at all. most of the gis saw combat on d-day the first time their fitness would be low because of the exhausting channel crossing, ammo counts would be low in some places - headcount as well. heavy weapons were rare in the first and second wave ... of course it is only a matter of time until the gis will overcome the defenders by sheer numbers but the question is how many of your pixel soldiers will be dead in the end
  8. you could split omaha beach up and make a campaign or try to shrink omaha beach to 4km. my first plan was to recreate les moulins but after some reading i came to the conclusion that the tactical value for the player would be zero. the us player needs some room to manouver btw maybe someone could help me: were the buildings in les moulins razed - because in some plans there are no buildings: http://www.history.army.mil/books/wwii/100-11/mp2.jpg whereas in others the buildings are there: http://www.skylighters.org/maproom/omaha/oe4.html
  9. i'm working on an omaha map as well: overview: les moulins draw st. laurent draw it is far from finished but at least the contour map is done - i hope i will find the time to finish it
  10. thank you for this tip!!!! i assigned the spacebar to my middle mousebutton
  11. i agree with you - buildings are not strong enough. i guess that the textures of a building (stone, wood, brick) don't affect cover values. so a wooden barn has the same cover value as a stone church. but unfortunately i don't think we will see major changes in this respect because this would destroy the balance of the scenarios and campaigns.
  12. yesterday night i managed to finish the first mission with 10 killed and 8 wounded for me it was a tough nut to crack i was a bit indecisive especially with the use of my mortars. hammered the trenchline with my 81mm and used my 60mm for direct fire but failed to establish a proper smoke screen. Uploaded with ImageShack.us -------------------minor spoiler ------------------------- after i saw spotting rounds falling i rushed all platoons forward - fortunately the main artillery barrage didn't arrive. especially the two wooden bunkers held up my advance. the occupants didn't get suppressed or died even though the whole company was hammering them with machine guns and rifles. so i had to sneak up some tube guys to finish the job. but after i took out the machine gun bunker with a bazooka the mission was a cakewalk. i'm looking forward to the second mission
  13. i want to add this screenshot to your discussion:
  14. i guess the basic code for triggers is already there because the tac ai works with triggers, the scoring works with triggers and so on. e.g.: IF a sherman tank faces a tiger tank THEN it pops smoke and reverse IF axis casuality rate reaches a certain treshold THEN axis surrender IF squad 1 touches objective xy THEN message pops up squad xy reached objective xy IF game ends AND allies occupy objective xy THEN allies get xy points Why not: IF allies touch point xy THEN ai-group 2 will full assault point xy IF ai-group two's casuality treshold is reached THEN ai-group 2 will retreat to area xy i think the biggest challenge for bf is to integrate this kind of triggers into the editor's ui
  15. bf said in the tcip/wego thread that they primarily focus on the single player experience. and they did a great job. to please the single player crowd even more, ai triggers would be great. for now the ai is not flexible enough to offer a realistic game experience. i don't say that the ai is not challenging enough but sometimes it's actions are rather silly especially on the attack. but even on the defense triggers would be neat to reajust defence forces or to let loose counterattacks. i know some mission designers are very good in predicting the player's strategy but even a small set of triggers could spice up the solo play even more.
  16. is there any way to deactivate the visual representation of rain?
  17. at the moment the best way to play multiplayer is hotseat against yourself
  18. i guess a lot of people will soon get up very very very sad
  19. i'm sure they will release the demo when this thread reaches the 300 posts mark
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