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nik mond

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Everything posted by nik mond

  1. Yes, and in that case it was a bad recon. The live AC was not spotted. Too confident against the AI. I thought cool, I just got waxed by an AI M8. Impressive.
  2. My favourate tank in the game is not a tank but the M8 gray hound. I can dog fight any tank with it and win, almost every time. I have taken on 2 platoons of stugs with ONE of these and took them all out. Below is a picture with ME as the tiger. The AI as the grayhound. I didn't consider it a threat. Surprise as a side shot lost the battle.
  3. Priest on a bridge. Ignoring the 81mm mortars falling around bridge, the priest seemed to be holding its own until it collapsed.
  4. In the scenario/ map maker the footbridge 16, I noticed the troops run under the bridge through the water and up the bank on the other end. The water is not a fording. So in this case it does not work or is intended for shallow / deep fordings only. Another thing noted are the tall church steeples. They only have one entrance door, even though visually there are doors each side they can only be entered on one side.
  5. The most prominent german armoured vehicle remaining today, in museums and the like is (according to wikipedia)........ the Hetzer. I would like to see the Hetzer make an appearance. Could use them for historical operations.
  6. Well not exactly scripted. You are limited to positioning, movement location, pathing delays, and posturing. There is more to it. But essentially the rest is up to the Tac AI which is built in. The Tac AI I must say is really smart. Impressive. And there is the Autonomy. But it still requires the user AI input to get it there. Compared to CMSF, if there are no user AI plots at all, the TaC AI will actually start to take over earlier, and do a basic advance. Thats what I perceived in playing with the editor. I kinda wish we had some scripts to use in conjuction with the AI we have now. But it works as it is very well.
  7. Good advice polo thankyou, and yes that was a mistake. I will probably drop a new file for any future d/l. The intent was attachments were to fall under the battalion commander. But they were attaching to the last platoon selected. Its clear to me now. in keeping with the other comments, As for a German tank team attached to a light infantry Battalion HQ. This could be legit in the latewar German army depending on the situation, You need only look at Falaise Breakout, Warsaw, Casino, Hammelburg etc.
  8. Should work like a vehicle crew returning to a vehicle. I was surprised when I ordered a panzer crew to jump in an abndoned halftrak, not expecting it to work, and yes it drove just fine. Would be good if gun crews could man any gun.
  9. There are a couple scenarios involving bridges in the repository. LadenStadt one is pretty much a battle over 2 little bridges across a canal on a 850 X 640m map. Infantry oriented, few vehicles. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1196
  10. Yes POV ray tracing the ground. Light declination. Seems odd to see a hill cast no shadow and the tree beside it cast a proper one. Good to spot dead ground and low body cover, subtle reverse slopes etc. The water, all vid cards are different but seems a little steel to me. On a positive note unit detail is amazing. well done. Objects are very adequate. Terrain good.
  11. thanks AK. So the long bridges would be better then I guess. Another problem I noticed and I tested this on stock maps is having units initially deploy on bridges. Units can't initially deploy on bridges. Not a big deal just good to know.
  12. Its been rebuilt but I couldn't say for sure. Hard to find info. My guess single. The bridge element in the game was designed for water under it. Put land under it and guys drop through from the top or float up trying to pass under.
  13. the Bridge on the Maas near arnem is single track. The actual road bridge across arnem is single span double side walk. I marched across that one in the 4 day marches with my unit. on the subject of bridges, here's a pic of something you won't see in the game. It doesn't work but look good.
  14. How long is the delay for posting a mod in the repository to the time it is actually visible? I got the successfully uploaded message yesterday, maybe 12 hours ago. Checked today and nothing. I don't want to dual post.
  15. I wonder if the green frontier skirt will ever be accessable so we can paint it to match a sea and sky horizon. All these beach maps coming out with green background:( Its probably some low res DDS pak'd in the main resource file.
  16. So if I want to add 2 pioneer squads to support my Fusilier company I have to also add another battallion commander, a company commander and a platoon commander? One work around in a patch (sorry said the P word), is to maybe add squads to the specialty teams. I don't want to add 6 breach teams for 2 pioneer squads. German OOB's were is a state of flux anyways in 44. I have seen sources where Heer pioneer platoons permanently attached to Waffen units in Poland for example because they simply didn't have engineers. So its nice to have the historical OOB but there is room to flex I think.
  17. I was just thinkin that. Also in the scenario editor. Being a relative newcomer to the series, I would have thought formations for purchase would default at the company level. By the time you field 2 companies plus ats and dets the maps are very populated.
  18. Outstanding work! I am wondering if the world skirt map could be modded, is this file accessable? If so then painting the west horizon side gray/blue would really top this off.
  19. I am having so much fun spanking my refresh monkey waiting for this game to be released.
  20. I thought I saw a Sgt Elias death throng in there. Actually all pixel troops should die this way.
  21. Quick Battles would immensely benefit from triggers. I have played quick battles that were a complete miss. Triggers would compensate for the randomness of the forces chosen by the human player, and the path the AI takes in response to how the human player maneuvers.
  22. Can anyone say for certain if tanks using slow movement will engage enemy units of opportunity they spot and will fire on the move or pause briefly. I find I am using slow movement for vehicles instead of hunt for the reasons as stated above.
  23. Is the 3D preview and scenario editor incomplete in the demo as far as elevation and bridges are concerned? The bridges I've layed in the map maker don't show. Also I can only adjust elevation to minimum 5 even using a delta increment of 1. Even though the manual states elevation can go from 0 to 999. I know bridges are not tied to elevation or water elements as there is a bridge over dry land in the demo.
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