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undercovergeek

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Everything posted by undercovergeek

  1. im hoping for this too, and windmills, and new houses and new buildings
  2. nice looking map that is! the only problem with the low bocage surrounding shallow ford is the guys would never be able to get out without blasting
  3. H2H only at mo - still working on the AI - trying not to make it just a mad dash to the finish line for either force - im on it though!
  4. That's the one although I made the sides more sheer so it looked more like a channel... Forgot about the effect on water unless you gave the canal a floor only 1m lower than the Max size of the side.... If the sides were 4m high could you have the inside of the canal at 3m high? (all above the default level obviously)
  5. youd have to create a row of tiles below the default level of the map and cover the sides in extra long grass, the issue being the ditch would be 8m wide - ive done similar on a map and its effective but it wont look like this
  6. hear hear, i love the design tools and aesthetics of building the maps, its a brilliant experience but then comes the AI - lol what we need are expert groups on here split it into map design for those that cant be bothered, and AI designers for those that excel in evil plans! and id like more flavour items - i have a great map for carpiquet but for the life in me i cant get a runway to look right and it looks bizarre without planes dotted about the place
  7. almost done an Authie scenario with the Canadians - company size almost done a DDay para drop scenario - platoon - company size about to start a Hill112 scenario - company size must get started on AI for Carentan - batallion size
  8. would look even nicer with some Aris water - dont know where the link is now
  9. thanks for your help here - there are actually 3 shermans for the Allies, 1 is wide right but he always gets clonked by an anti tank team! its very very difficult to play the game pretending you dont know where they are!!! im fairly happy, im going to do the Axis routines and then release, see what you guys think
  10. i have 3 AI plans for the Allies - all set at 'used sometimes' but in 8 tests now its always plan number 1? bad dice throw or have i done something wrong?
  11. im going to try 1 PzIV - if it gets overwhelmed ill double it
  12. what with all these here ideas floating around youd think theyd let us into the editor more it would be mod -arama
  13. id thought about the firefly, but itsnt so much hitting the panther and getting no results its just getting hit by the Panther first and exploding! ill try it out with 2 IVs as i havent done the Axis plans yet - thanks for thoughts
  14. Im finalising the AI plans for 'Abbaye d'authie', at present the Allies have 3 shermans and the axis 1 panther - i have finished the AI plans for the allied side and have tried with all my might to playtest it without knowing the allied plans (there are 3 but i obviously recognise them as soon as they unfold) and have only attacked where i can see the enemy not where i know they will be. The issue is the Panther is cutting through the shermans and allies like a knife thru butter! last playtest is 2 shermans and 56 infantry - so, ditch the Panther and use a IV? or add more Shermans? i know balanced forces never existed in Normandy - you had what you had, but i dont imagine it will be fun to play the scenario and get pummelled by the Panther everytime OR is it just the AI thats getting its ass kicked whereas a human player would do different. Interestingly both shermans got the first shot off but got nowhere near the Panther, whereas the Panther took them both out 1st shot each time (not a complaint about shooting on the move or anything else, im happy with the engine, just trying to balance the scenario)
  15. 12th SS Hitlerjugend troops spy a tank advancing with troops determined to capture the abbey:- Their armoured support, a Panther races past the vehicle depot and fuel dump to enagage the Allied tank:- After covering the troops at the top of the hill, the Panther engages the Sherman from the back of the field in a hull down position, and at the very very end of the turn...........:- On closer inspection it seems the skilled Allied crew got the first shot off - its in the distance impacting on the side of a barn - unlucky!!:- Meanwhile on the other side of the map, the orchard is protected by heavy weapons and anti tank troops:-
  16. :( hurrrumph - got my ass kicked playtesting my own scenario against the AI - the shame! ill post some screenshots later, the scenario is ready to release with 3 Allied AI plans, i want to actually play the game and see how they do before i write the Axis AI plans - i like the map the more and more i play it
  17. is there a way to stop a AI unit changing its facing to the next destination in the editor. I have established a number of cunning plans for some armour but as soon as they arrive at their destinations they turn around 180 degrees to their next destination despite not departing the current one for 10 minutes and now their asses are pointing at the possible point of attack thanks for any help
  18. ok................. i have three Allied AI plans so far and am working up the Axis ones - with the 3 plans, to make sure the plan selection is random do i set them all to 'use sometimes', or all to 'use frequently'? or indeed anything else!
  19. thanks all, and youre right - its the damn game's fault!! - i get that engrossed in my little war movie ive just made i end up watching turns over and over again from different angles - use of the red button to zoom to the next phase will definitely be used from now on, that and enemy withdrawal to the back of the map - thanks for all advice
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