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wham

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  1. Like
    wham got a reaction from LutzP in Storing camera position   
    Hey folks, just a quick general question:
    is there a way to store a camera position that is not tied to a unit? Or a reliable way to repeatably get the camera to move into the same position?
    I'm working on a battle report video again, and being able to get the camera to the same spot after loading each PBEM file I am recording the videos off of would help me make the video massively clearer and more pleasant to watch.
  2. Like
    wham got a reaction from CMFDR in CM Final Blitzkrieg v2.03 patch has been released   
    The link to the patch download seems to be broken, at least for me.
  3. Like
    wham got a reaction from chuckdyke in Passive attacking AI   
    While I see the merit of setting myself extra goals as the defender, I feel this is akin to modding the scenarios myself, which is not what I'm looking for when purchasing a game. I feel this issue could pretty much be remedied by admitting to the shortcomings of the scenarios and engine and AI, and adding a note either in the game description, manual or scenario descriptions that all scenarios are best played as attacker unless the mission is designed and tested to be challenging to play as the defender as well.
    Multiplayer is a different matter, and I feel nearly all scenarios are perfectly playable as either side with an opposing human player, but as much as I would love to have one, I remain stuck playing with the AI due to the nature of the game making it difficult to approach or maintain focus in for a lot of people. 120 turns, with each turn taking half an hour to an hour or more to set up, is just too much time to invest for my friends.
    Additionally, in some scenarios there are already such objectives in place in the mission design, with several touch objectives set for the defender far outside of their starting area, forcing the defender to push out of a secure position to capture forward positions before the advancing attacker can reach them. At least in non-historical scenarios, I feel this might be a suitable way to force the defender to be active as well, making it so that the defender cannot simply win by sitting still and being passive. Likewise, in many scenarios a key part of the defenders forces arrive later as reinforcements, but even in these scenarios the attacking AI currently loses due to a failure to advance past initial objectives, meaning that even with the defenders reinforcements sitting at the edge of map and never engaging the attacker, the defender ends up winning. If anything can be done in the current engine and level of AI, I think these tools might be key to creating interesting attack/defend scenarios that are playable as either side against the AI. However, this is speculation on my part, as I've never really studied the AI planning tools in any depth.
  4. Like
    wham got a reaction from chuckdyke in Passive attacking AI   
    If that really is the state of the AI, even with a plan provided for it by the scenario designer, then I kind of feel cheated here. I'll do some more research in Final Blitzkrieg and Black Sea, as those are the only CMx2 games I own, and see what I come up with.
  5. Upvote
    wham got a reaction from AkumaSD in Small Combat Mission Black Sea blog / game diary   
    Just started a bew PBEM battle with a friend, so new pics are coming in a steady drip.
    I'll add a small box at the end of the posts that contains a short english version of each post, so you non-Finns can get a rough idea of what's happening.
     
    *EDIT: Added the english translations to both of the blog posts for this latest battle. Hope you enjoy.
  6. Upvote
    wham reacted to c3k in Why is Russian artillery so slow--even in Emergency setting?   
    Your FAC is calling in the arty? Well, that's probably the issue. A FAC calls in air. An FO calls in arty. Your FAC is telling the air coordination center what he wants. The guy back there has to tell his supervisor what the FAC just said. THAT guy, then runs to the next track and relays to the XO what was just said. The XO uses his cell-phone to text his buddy from the Frunze Academy (who is the XO of the arty regiment) what his FAC wants. The arty XO tells the sergeant what to do. The arty sergeant relays that on the radio to the battery fire control center. That FCC translates plain english (or Russian ) into digital commands and sends it the half-battery assigned to fire. After asking for verification.
     
    It's not that it takes your FAC a long time to scream into the microphone that he wants arty, it's that the radio net/command structure is not in place to do so very responsively.
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