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Mitra76

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Everything posted by Mitra76

  1. I think to have understood alone, the type represent each possible AI choice TO&E in a branch. Example in the case of Syrian mech inf.branch, the armor are the tank companies TOE, the heavy,medium,light infantry are the BTR mech,reserve and recon TOE, the combined heavy,medium,light are the BMP mech,reserve and recon.
  2. THe scenario is in the 2008, the war will be not against Iraq but against the american troops here, also in fear to be the next after the Syria.
  3. Will be interesting for a future CMSFx a expansion of conflict like a Iranian attack in Iraq for support the Syrian.
  4. I tried to understood better the selection logic behind the QB in CMSF, but the more misterious parameter remain the "type", not well explained in the manual. I think originally the parameter should limited the sublevel of a TOE&E selected between the possible ones of the selected branch. But perhaps being other logic criteria prioritary respect it (random choice of TOE, value in points of various units (first company, platoon in second choice)) it is work only rarely. I don't understood anyway what is the criteria of subdivision: what troops types are considered heavy,light,medium? what mean heavy combined,medium combined,light combined?
  5. >second if the soft factor are lowered the QB point are increased as >consequence Or the cost of unit lowered, of course, obtaining the same effect
  6. Hi Steve I understand how difficult it is explain how proper source code to someone other, especially if a "first work" of a new engine, where the problems of a solution appear evidents at posteriori. I'm myself a programmer (ERP software not videogames) and made reverse enginering of programs without documentation, because the original programmer is gone on another customer, and you must correct the bugs in his programs is very long and boring. We can add each programmer has own proper style and logic, so you must enter also in other people mind for understand better (I prefer create programs using 2 or 3 lines of instructions more than create short forms of the sames more smarts and performing but difficult to debug and read after). Anyway my original request was also if, without implementing the same QB of CMBN, is not possible improve the automatic purchase logic. I tried to understand making series of test the actual logic and i have concluded this: - battle dimension fix basic number of points to use for purchase units - battle type (metting,attack,assault,etc..) add points to attacker proportionally to mission type of attack These two points are derived by the same logic applied in CMx1 QB - Branch fixed the scenario purchase units branch the software use for select the units - Type should limits the possibility of choiche of unit internally to branch but in reality doesn't work very well or at least work in a mode not very clear: if I choice syrian armors, I can have syrian mech infantry. So perhaps this indicate a preference, not a limit to AI; perhaps there is a complex alghorhitm which select also on the basis of rarity, equipment quality, adversary force type, and map type for try to maintain the balance. - Quality setting tell to AI to raise or lower the soft factors, but this is more complex that it appears, first the raise and lower is limited for each soft factor (a default veteran unit cannot become conscript with poor quality, at maximum regular) so choicing at example "poor" this indicate to AI not the set all the soft factors to poor but the overall quality (the maximum numbers of soft factors the AI is permitted to low); second if the soft factor are lowered the QB point are increased as consequence (exactly like in the old CMx1) so the number of unit and the quality the AI can purchase raise also if with soft factor reduced, the contrary in case of soft factor raising. (in a situation syrian against syrian, same force type, one maximum quality the other poor, the excelletn force had higher soft factor but 2 T62 and two btr60, the poor force had low soft factors but 2 T72 and 2 BMP.)Equipment quality is secondary for me in this parameters respec the soft factors - I think also the fit parameter work at the same way - THe force adjustment raise\lower the number of battle points So I can deduce from this that each unit has a point value associated (which depend also from the soft factors setting level and the rarity) which permit to AI to purchase them just to the limit set for the battle of player (battle dimension+battle type+quality+fit+force adjustment). Cases like the canadian with too many troops on tiny battles for me is related too unit type with low point values associated which permit to AI to purchase too many of them. Knowing the QB system of CMx1 and seeing the QB of CMBN, I don't think the internal logic of QB of CMSF work very differently from my analysis (it is also the more logic to do the whole thing). If I'm worng can you explain better the logic applied by the AI in CMSF QB?
  7. I'm not sure to have understood the technical problem about the TO&E perhaps because externally look very similar between CMBN and CMSF, but "behind" they are implemented in different mode. But also without implement fully the system of CMBN (with point evaluation) is not possible permit to users the direct choice of units to take, without point expenses, only direct choice like you do in the scenario editor? The players will organize before about the TO&E to take (perhaps community will create evaluation white papers about the relative units strenght for permit proportional battles). Or also some external tool which create a file where the AI will take the units list at place of use own choice algorithm (PzCommand OstFront use a similar system)
  8. I think a more rational quick battle OOB choice by part of AI will be sufficient for give a relaunch to game. I don't know how it work now (seem to me it take one of two unit type anda replicate it n times: eg (bradley squad+humwee squad) x n, and use a hierarchical read of OOB (mech platoon,company,etc)). I played for year in theblitz ladder with CMx1 and the QB PBEM is already much active also on CMBO after 10 years, because it works and people like it more than fixed scenarios, because on mine opinion, the works of build own combat team is part of fun, and scenario pre-build give advantage always to players which play it more time because they know more tips. Also CMSF is hosted on THeblitz but I don't remember to have see PBEM played with him; not because the game is not great (it is great and very fun) but because QB cannot be played. In understand a CMBN style is no possible, but a better algorithm for the automatic OOB choice will be a big improvement.
  9. I see I'm not alone, shipped the 18 may and still not arrived, Milano Italy. it comes from US?
  10. I add also my request: after many and many QB with Cmx1 thee QB of CMx2 leave me very sad. THe game is great, very great, but the QB system not. ANy possibilities the system used for CMBN will applied to CMSF? From what I read is not very different, only switched the choice from the AI to Human. Perhaps with a external tool which don't touch the main game exe.
  11. I tried to search the halftrack but from every hill on the map I cannot see nothing (also because tank refuse to mount over them) and I have a man in each village house.
  12. Hi all I'm playing the second battle of american campaign, I managed to obtain a good result, attacking from right at place of pass from left (avoiding the ambush sub-mission). Now I taken the village and destroyed each life form here and in the map, but the mission don't terminate after two hours. I suspect some event of sort is not started changing the side of attack and this create a problem.
  13. Actually this will depend if and on the number of people will join and what games they'are playing. Still without people inscribed make no sense think to separate the ladders.
  14. I open a ladder for the CM series (x1 or x2) here http://www.totalgamesitalia.com/index.php?pageid=ladder , is only necessary create a account on the forum here http://www.totalgamesitalia.com/index_forum.php?langid=1. The web site is lanauge independent (only remember to set english as lanauge, on the bottom-left side of page)
  15. Naturally the best is to have some fixed days and hours for being in the lobby; the players of CMSF aren't so many to enter and found one already in the lobby casually.
  16. No info about the other armies present in this addon?
  17. No is active 24h; differently from Hamachi the lobbies are on a server not over a user PC.
  18. Tunngle creates a net lobby for CMSF, but of course can be used also for the other combat mission games. What is Tunngle: is a system (client base) which is in the middle between hamachi and a game lobby. ike hamahci is based on the VPN idea (each user have assigned a virutal IP), but differently from hamachi the NETs are not linked to a single user but works like lobbies with 255 slots for players at the same time with chat. No slot is permanently assigned to a single user, people enter and exit from the nets. People use the chat for organize the match, the host create the match and the others players enter using the virtual IP assigned, like with hamachi. And the security level is higher than hamachi. Is free naturally (will be also a payment version after completed the beta) Here the Tunngle website : http://www.tunngle.net/ here the features of final versions http://www.tunngle.net/features/
  19. The shipping confirmation is arrived yesterday.
  20. I made a order the sunday before the site problem. The package is still not arrived, is a delay of mail system, or the orders packaging had a delay because of site problem?
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