Jump to content

undercovergeek

Members
  • Posts

    537
  • Joined

  • Last visited

Everything posted by undercovergeek

  1. ok........... the AI managed to take Ingouf Farm as the Allies - very happy with its performance, a few things to tidy up but that part of the battle is nearly over - a few questions:- When the AI approaches a target location is there any way of making sure the combat groups get there first instead of the mortars, HQ and ammo bearers!? A couple of times the first troops into combat have been unequipped to do so? Can i choose a retreat location for the AI?
  2. any help on the parameters? cant quite figure what the tolerance levels would be
  3. btw - although the axis troops at the moment arent FJs - am i right in thinking these guys should be fanatical?
  4. thanks snake-eye, and absolutely not a problem with the playtesting call - more tweaking this weekend - ive plotted the plans upto the assault on the farm, i just havent had chance to watch the assault unfold yet, then i need to read up on how/what/where and when the reinforcements arrive
  5. start fraps, confirm key required to take screenshots, minimise fraps, start game - you will know fraps is watching as theres a frame rate counter in the top left, play, press f10, play some more, press f10 - somewhere - i think on the screen where you designate f10 is your key for shots it will tell you where its dumping all the screenshots - pick a folder, play, f10, play, f10 - go to folder, marvel at the jpegs in here!!
  6. nope im ok here snake-eye no problems crossing the bridge from the AIs point of view anyway - i did have a problem with a pathing issue from 'order 3' to 'order 4' only to find that id left one yellow square unpainted from a previous change of mind - half the AI guys were still trying to go to that 1 square whilst the rest went for the correct order - sorted now, everything ok right up until combat - looking at that play out next, then working out the reinforcements and the timings and then playing it without the editor function, and then release to a few play testers here
  7. its been a very rewarding experience - i can see now how the modders get sucked in as they do and never play the game properly! im just a perfectionist with OCD - youve no idea how many times ive moved a barrel to make sure it fits right (at least in my mind) - as long as people enjoy it and theres a few 'oh, wows, yeah thats from this book i read/film i watched' and 'damn the surprise attack, i didnt expect that' ill be happy, then i need to find another scenario to build - i like real life ones - i think people already have something to compare your work to and can see what youre trying to do and feel immerssed more in a map theyve seen on tv or read about before.
  8. thanks MJK - spending time tweaking the AI now and we should be good for release in a day or two - thanks again
  9. great bunch of guys - thanks for all help so far - tried the new timings last night -certainly solved the problem i was having (which was getting across bridge 4 asap) - i find 'leave after' to be the one the troops respond to more but we'll see if order 1 is leave after 5 and order 2 is leave after 15 and order 3 is leave after 25 if order 1 gets stuck with hidden troops and unexpected surprises and the fight lasts til 23 minutes will the troops skip 2 and head straight to 3?
  10. lmao - thats brilliant - great, never knew there was this feature - ill get twiddling and tweaking my evil plans!
  11. is there a way of removing the fog of war and watching the AIs moves? at the minute im resorting to spotting asap and then cease firing to see where everyone is
  12. so exit after means 'dont move until this time is on the clock' exit before means 'all try and be out of this area and heading to the next one by the time this number is on the clock'? So if i want one group to run as fast as hell from the setup to the next zone, set 'dash' and exit before 01:00? as an aside are these times cumulative or is the clock set to zero from the next action point? for example on order 8 (which imagine to be 45 mins into the scenario) will it be exit before 46:00, or will it still be exit before 01:00? thanks for all the help - i thought building the map would be the hardest!! enjoying it all the same though
  13. Brilliant maps and advice again Snake_eye thankyou very much - ive got g, h and and the HQ company as the OOB for the Allies and this path looks eerily familiar to the AI's path so far - i have one problem im addressing which i wont mention lest it effect how others play the map - but it will be fixed! mjkerner - have you a link to the recent AI discussion thanks
  14. has anyone got any tips on using the timers in the AI program - the 00:00 before OR 01:00 after buttons? do they refer to minutes into the scenario or the time on the clock - be here at 19:45 - be here at 20:15? i dont understand what theyre for but dont want their values to jeopordise the scenario
  15. crap - i didnt think of that - ill stop showing specific axis set up points (which can be changed btw) its Aris' wall mod where in the AI plans can i plan it a smoke bombardment?
  16. is there a way to encourage the AI to use smoke to covers its advance - 'cautious' perhaps?
  17. Broadsword, at the minute the Allies have 2 full companies and a HQ company - in RL Cole advanced with company G, H and I and his HQ company, during the night before the attack I was hit by a bomber and practically wiped out, and he advanced with 2 companies and a HQ company. The Axis have one full company with all the HQ teams associated with that, and a weapons company, 4 on map mortars and 2 off map mortars, one medium and one heavy, 2 forward observers and 4 sniper teams - its taken a long time to nail down the OOB for the Axis at Ingouf alone, all documents ive read point out that there was an abundance of MG teams, mortars and snipers covering the exit of the bridge in support of the command HQ at the farm itself. Im happy to hear contrary discussions, and am in deed waiting for one bit of intel that should finalise my happiness with the OOB here.
  18. Another MG team covers the bridge exit, waiting for the Allied advance:- Uploaded with ImageShack.us Brave paratroopers return fire to cover the bridge crossing:- Uploaded with ImageShack.us The advance starts:- Uploaded with ImageShack.us The first paratrooper over the bridge jumps for cover in the face of the MG teams fire:- Uploaded with ImageShack.us Caught between the withering MG fire the paratroopers lay down more covering fire as they cross the bridge:- Uploaded with ImageShack.us
  19. One of four sniper teams, scouting and covering the bridge approaches, one team is advance of here in a small barn overlooking the Allies prep area, and 2 more are on the other side of the hedgerow covering the mouth of the bridge itself:- Uploaded with ImageShack.us With the sniper teams in place the first of the US units can be seen crossing the road toward bridge number 4:- Uploaded with ImageShack.us And shortly after, the first Allied soldier falls to the sniper rifle:- Uploaded with ImageShack.us With troops approaching the bridge the Forward observer team calls down mortar fire from one of the on-map mortar teams.........:- Uploaded with ImageShack.us ............whilst a heavy MG team watches the exit of the bridge:- Uploaded with ImageShack.us
  20. Ok - OOB for the battle for Ingouf farm has been done (it may be subject to a bit of change!) - this is the battle for the farm and the small village before the reinforcements arrive. I wont post what the forces are lest it spoil anybodys game but i have read nothing that contradicts what has been chosen for this initial part of the Carentan fight - im going to play a small game tonight and post some shots in an AAR - see what you guys think
  21. is it fair to say that the German troops would be veteran status and the 101st normal - or the 101st green?
  22. Again thanks for all comments - for those that have played a well crafted scenario who comment that the game and the AI sprang a couple of welcome and entertaining surprises - is this a 'plan' surprise or a 'i didnt know thered be an 88 round the corner' surprise?
  23. fingers crossed youll be ok - there has been previous discussion of 25000 squares causing problems - this only has 20000 - i suppose you could always edit the map and remove some trees........... anyway i hope you enjoy it if you play it - fiddling with the AI now
  24. its not bad at all - im only on an intel core duo t6600 (2.2 ghz) and 4 gb of memory - seems ok - althought thats with no pixeltruppen on!
×
×
  • Create New...