Jump to content

the Fighting Seabee

Members
  • Posts

    415
  • Joined

  • Last visited

    Never

Everything posted by the Fighting Seabee

  1. Hoorah!!! downloading... Webwing, you are the man. AAR to follow, but it may be a while (7 missions!).
  2. Thanks man! I'll make another very soon. [ January 04, 2008, 02:19 AM: Message edited by: the Fighting Seabee ]
  3. Nice, I had A10's fly right over my head and shoot, but I couldn't see the target. Sounds like a huge... uh, passing of wind. Nice video though, Live Leak has some crazy videos.
  4. If you release it, lots of people will check it out. Including me.
  5. Yes! I totally agree. Just program it the same as smoke, but make it like the smoke in 1.00. It looked like brown dust. That would create a more immersive effect. It would also address a real problem. When you light off a bomb, all the dust kicks up and no one can see anything until it settles or blows through.
  6. That has really been an issue... lol im wasted 334am and trying to read post. hoorah!! happy new year!!!
  7. Cool Breeze, If you're religious, keep it to yourself and don't contribute to war. Your soul with thank you in the long run. If not, release it. More than likely it will be thought of by someone else anyways. Take the money and buy a bomb shelter. Now if you come up with something that defeats nukes then you really have something good.
  8. Hey Webwing, So do you still need some help testing?? Let me know, I'm pretty busy but whatever I get done I'll give a good AAR. If not, I'll be waiting patiently for "In search of a Ghost"! ahindssolo@hotmail.com
  9. Wow, that was a slugfest. That was a tough mission. I was initially stopped at the first ridge, but was able to break out with air and artillery support. So I made a mad dash for the town and met some more resistance. Just when I thought I was good to go, the real resistance flanked the crap out of me and attacked with armor. I was able to dispatch the armor fairly quickly, although they were able to cause considerable damage. This was a fun mission. This mission shows the Soviet style of warfare. Their strategy was to have overwhelming force and numbers, so that even if the enemy (US) had better technology, they would still be able to overrun the lines. Anyhow, great mission.
  10. The Peng Challenge threads are the ones where they don't talk about the game, they just ramble on about nothing.
  11. Wow, thank you. Making scenarios can be quite a bit of work, so I appreciate it very much. I must give some credit to Webwing for his enthusiastic help, as well as GeorgeMC, MarkEzra, and Pete Wenman, for helping me with my ai problems. I was close to giving up and they helped me solve the problem. Now I'm inspired to make another! I'll be looking around on google earth for a new battleground to model.
  12. SPOILERS!!!!!!!!! Things I like about Unlocking the Door: 1. I wanted to use the tower, but red artillery took it out, nice surprise. 2. My advancing squads got bogged down in a minefield. A medic ran over to save a badly injured man and stepped on another mine. It was a mess. Just like in real life. 3. The tank hiding between the two buildings on the left. Trying to take it out made for a very interesting tactical situation. 4. The map was great. You put a lot of time into it and the flavor objects were well placed. 5. The surprise I got when I finally reached the lock and key area. My advanced troops were obliterated. 6. 3 ai plans. 7. There are more, can't think of them. Things I don't like: 1. I kinda like vehicles and the ammo they carry. Maybe another stryker at the beginning just to load up my troops with ammo. A few squads ran out and were rendered useless. A great mission, Pete. I'll play it again.
  13. Good points. I tried to use the red objectives so that the red troops would stay in their positions. It seemed critical before I released the scenario, because I was having problems with the AI trying to set up in odd places. I suppose in a Iraq, the insurgents tend to melt away from large ambushes rather than stay in a protracted fight. But for the purposes of this scenario, I wanted it to feel like you have to run the gauntlet. I wanted it to feel like the insurgents try to go for the jugular and call in all their buddies to join in. The entire mission for red is built around hurting those hummers and everyone inside. Perhaps the points for red holding the objective should be much lower. To reinforce your strategic view, yes you do have to play through this slowly and deliberately. Once the blue soldiers are hit by the suicide bomber, they know something is up. So the player really needs to make good moves and act like it's the real deal. The US does not like to lose anyone, killed or wounded! (if you get through perfectly, you're the man). Anyone who feels they have the perfect point system for this mission, please post it here! Otherwise I'm really happy with all the feedback on this one, my other missions didn't go over as well.
  14. I totally agree. I tried to keep in mind that any number of casualties for the US is considered a loss and terrorists and insurgents don't seem to mind dying in large numbers. I must not have tallied the points to reflect that properly. If you guys can find the perfect formula, I would love to have it. Thanks, Phantom, for the good words. I'm glad you like the mission.
  15. Wierd, Camaroon lost and should have won, and ThePhantom won and should have lost. When I played, I won and should have won. You guys are playing v2 right? I'll have to get back on this one. I'm going to read up on the point system first.
  16. Nice. The only choppers I flew in were ch53's. I would love to fly in a blackhawk, or a seahawk.
  17. 46. The ability to string together commands like "run and hide". 47. Unit info... stats and kills. 48. Wire. We used a lot of concertina wire when I was in. 49. Precalculated, on-call targets. 50. Detailed hits. 51. Water, bridges, etc. Although I could think of more, there are probably even more things I love about CMSF.
  18. Nice looking map. I don't have ToW.
  19. I think he means in game. I definitely think that more control would be a good thing. For example, it would be nice to click on a rocket icon and then the squad would try to use that weapon (or anything else like javelins). Now if I want to use the javelin, the whole squad wastes a ton of ammo firing their rifles until the target is dead or I manually have them cease fire. While we're wishing, I'd like the red button to pause in rt, and another button to bring up a list of my units, where I could see everything I have without having to click on every single unit. This button would allow me to go to any unit instantly and I would be able to organize my forces better. I also would like to be able to "acquire" anything from any unit to any other unit.
  20. It would be kinda cool if CMSF was more like the total war games. You could be in control of all of your forces and move them strategically, then when you clash with the enemy, you play the battle. Well... maybe that would make it too easy, and we wouldn't get such interesting tactical scenarios.
  21. Wiggum, I used the same plan except without your step 2. I was going to go up the hill but I was expecting really heavy resistance up there. So instead I sent my forces down the road and put some infantry up on the left side of the hill. And that's where I was stopped. I couldn't get up the hill (good mg coverage) and I lost a few BTR's down by the road. In real life I probably would have had to withdraw and regroup. Next time I guess I'll just have to take the hill and work from there.
  22. That is really cool! I have not seen the Hind helicopter, but my last name is Hinds! What did your buddy fly (or ride in)?
×
×
  • Create New...