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undercovergeek

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Posts posted by undercovergeek

  1. Yeah I had to sink it 2 meters (which in turn affects the water level in the canal) and though it will give some of the tactical benefits it doesn't look great.

    drainageditch.jpg

    Still it may be a workable compromise.

    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)

  2. For me the killer always seems to be the AI plans. By the time I do the research, build the map and select and deploy forces, I'm too burned out to devise even one intelligent maneuver plan. And bluntly, the current AI toolset doesn't work well for infantry-- without a huge amount of tweaking it tends to result in clumsy human wave tactics and heaps of men mowed down in the open while trying to execute on-the-clock orders that have clearly been superseded by events.

    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

  3. It is amazing how few new scenarios or campaigns are launched since the release of the Commonwealth module. Are people too busy, is the editor too complicated or am I just impatient?

    Are there any people working on scenarios at the moment? Villers-Bocage for example? I'm not claiming I've played all the available scenarios and campaigns, nor making a contribution myself, but I'm just curious.

    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

  4. Another thought, you could lower the attributes of the panther crew. After the shermans get the first shots off the adverse effects of delay, and retreat may work to the underdog's advantage. Also panther crews were green in Normandy.

    In addition A piat crew prepositioned to crawl forward to the panther may distract it long enough for second salvo from the sherms.

    pre emptive AI smoke on top of the panther, even from a single on map mortar could further aid the allies and cause a temp delay in LOS.

    Lastly, maybe add a third AI sherman as a separate AI group and have it maneuver in a wide hook to get a side shot at the panther.

    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

  5. 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)

  6. 12th SS Hitlerjugend troops spy a tank advancing with troops determined to capture the abbey:-

    cmnormandy2012042819444.jpg

    Their armoured support, a Panther races past the vehicle depot and fuel dump to enagage the Allied tank:-

    cmnormandy2012042819471.jpg

    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...........:-

    cmnormandy2012042819573.jpg

    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!!:-

    cmnormandy2012042819575.jpg

    Meanwhile on the other side of the map, the orchard is protected by heavy weapons and anti tank troops:-

    cmnormandy2012042820135.jpg

  7. :(:(

    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

  8. 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

  9. 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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