Jump to content

A Canadian Cat

Members
  • Posts

    16,501
  • Joined

  • Last visited

  • Days Won

    55

Posts posted by A Canadian Cat

  1. Edit3: Although, using the British TOE example above, it'd be fairly straightforward to create a Pathfinder Platoon that had 7 or 8 distinct elelements (making use of specialist teams and headcount reduction), then assign each of those elements to its own reinforcement slot. Then set all of the reinforcement slots to appear between 0-10 minutes. Even though the exact locations wouldn't be random, the arrival timings and sequence would be, which would add plenty of variety :)

    Brilliant, I love that idea!

  2. It prevents burn out that way. It's also summer, and I live 45 minutes from the beach ;).

    What, you don't bring your notebook computer to the beach with you to work on your mods? :rolleyes:

    Having said that I do have a friend I play PBEM games with who has been known to bring his computer camping and I sometimes get turns from him. Crazy guy!

  3. I can relate completely to the busy nature of summer.

    Yeah, sometimes I can hardly wait for the relaxation of snow. Wait, I have to shovel that stuff, cancel that.

    It seems there's more going on and everything catches up with you (reminds me, I gotta find time to cut the lawn).

    Stop remind me of stuff like that:D

    There's only so many hours in the day (and I seem to spend most of my free late-night hours doing quality control on my mod sets thanks to my own particular brand of OCD :P ).

    That would be OMD (Obsessive Modding Disorder).

  4. <snip>110 rounds of 81mm, of which 1/4 hit inside the stone fence. 3 times I tried that. Nothing. Didn't faze them a bit. Kind of learned then, that in CM1, if you haven't seen it, you can't kill it.

    I was wondering how CM2 was handling it now. I tend to play as the Germans. Which means being on the receiving end of a lot of ordnance

    I experienced something similar but not quite the same. In a scenario, that shall remain nameless to avoid spoilers, a platoon of GIs came upon an infantry gun behind a low stone wall surrounding a couple of buildings. The space the gun and crew were in was a couple of action squares in size. While a rifle section kept their heads down they brought up a 60mm mortar. The mortar team could not see the gun or crew but could area fire into the centre of the walled area. The rifle section could see the gun but only saw the crew when they were not cowering. It took several minutes and most of the load of 60mm shells (I forget the full count) but they killed all the crew. Keep in mind that some shells landed on the roofs of the buildings and others outside the wall. Eventually the platoon over ran that position and found the gun in working order abandoned by the crew and no survivors.

    So, in CM2 you can defiantly kill soldiers that you cannot see.

  5. @JonS: Thanks for the TO&E information.

    I see now about why my idea can't work: The editor lets us randomize WHEN units arrive, but not WHERE.

    So, one of the projects that I started working on was a fictional paratrooper operation and I thought about that whole random landing issue.

    For the Allies paratroopers:

    You could do one of two things fix all the sections or teams spread out "randomly" over a DZ area. That will not change for the player each time they played but forces them to start spread out and out of command etc. Or you could create many small setup areas and put small groups of the paras in each of those areas. Again not random but allows some variety each time a player plays. In the end I chose to do a combination of the two. Take half the force and spread them out in fixed locations and then the other half in small setup zones also spread around the same area.

    For the German patrols:

    The patrols can be randomized by having multiple AI plans. Each plan can have a different initial deployment of the German troops and have different patrol routes. That should allow you to create very different scenarios each time.

    One thing that I never explored but wondered about is if you use the multiple AI plans with different fixed starting point techniques with the Allied paras too would the game randomly choose one of those initial setups for the player when they controlled the paras? I always meant to test that but never got around to it.

  6. Pre-orders are for the purpose of letting BFC know how many discs and manuals they should order for the first patch<sip>

    Oh I totally get that. All I want is to give them money so I can download it when it is released. Not, after a delay. I will not mess up their count of who wants a disk because I am hoping they will add an option to pre-order but download only:)

    Just a request.

  7. Humm I was certain I read a week between the pre-order users got theirs and when it would be opened up to the rest of us. But I could not find such a post.

    The lag time was up to 36 hours - as posted by Moon:

    http://www.battlefront.com/community/showpost.php?p=1345407&postcount=22

    I must have been channeling Krik and heard Spock's (I mean Moon's) 36 hours as a week:D

    I am just asking is to pay money to come to the party on time, like those that want disks can.

  8. I remember the CMx1 FOW icons, icons which seemed designed to cause incontinence episodes in the players. Up pops an AFV icon, which asks "Tiger?" Fortunately, it usually wasn't, but the pucker factor was intense until that got sorted out. Of course, if it WAS a Tiger, then you knew it was going to be a long day. It was a VERY long day in Tiger Valley!

    Or a brutally short day:)

    I also got a kick out of my green troops ID'ing every tank contact as a Tiger? It was quite entertaining.

  9. Name aside, German halftracks are not assault vehicles and you should not use them as such. Nevertheless, I think these tests show that their armor offers adequate protection to use them conservatively in the fire support role against an enemy position without any weapons heavier than a .30 MG, so long as you can keep the enemy in a frontal arc, and avoid getting closer than about 200m. Even in approaches as close as 100m to enemy infantry, the armor is still fairly good proof against small arms fire, though I do not recommend getting this close; at this range, bazookas and rifle grenades are a significant threat.

    Excellent, work. Anecdotally I would agree but small arms fire does not always come from level ground and the passengers don't always keep their heads down. I have a game on the go right now where my opponent has tried to break through my lines with Tanks escorted by infantry in HTs. The story of one HT in particular is relevant to this test. It came out of a smoke screen right next to an AT gun so fast that the crew could not turn their gun fast enough and engaged with their rifles. The passengers fired back as they drove by. Result was one gun crew casualty and three German infantry casualties. Aside, Sten guns are great at close range. The HT proceeded down the street into the kill zone of two MMG teams (still .30 cal) both in second story windows. Again the passengers engaged the MG teams with their rifles and the HT's mg. Result is all passengers are now casualties. The driver is alive and the HT seems fine but no more passengers. The HTs that drove into the woods are fairing better since I do not have the volume of fire to bring to bear on them - yet.

  10. Can you explain your decision regarding the rule for translating the operational level morale / training into the game? I do not think that units with high morale should also get a high level of experience. I can see operational morale modifying the CMBN motivation but not the CMBN experience level.

    The CMBN experience level might change over the course of an operation but I do not think it should vary so much as morale. Perhaps some determination of starting experience level for a campaign and then based on some number of combat exposures that experience could be adjusted up while replacement of losses could adjust the level as well (possibly down).

  11. Doesn't "print screen" work on the PC?

    Not with every setup. On my machine when not docked (has only one monitor) print screen does not work - I have to use FRAPS. When docked and using dual monitors print screen does work (but it takes a snap of both monitors worth of pixels). Quirky. :confused:

  12. If my current opponents don't want to be on the same upgrade path as me, the max upgrade/max content path, I will find opponents who are and make new friends.

    I am not against making new friends but there is no need to abandon us slow pokes either. Just keep a copy of the un-upgraded game around while you want to play with your old friends.

    :)

  13. Triggers are a slippery slope. Certain kinds of triggers can ruin the game. For instance, Theater of War had triggers that would give you a fresh platoon of tanks as soon as your current platoon of tanks was killed. This is neither realistic or desirable.

    Yuck, no one wants triggers for that. And if any one says different I spit on them putooie. :D

    You are of course correct, if they design triggers to do bad things then playing the game could be ruined. But, come on, this is Steve we are talking about, he would never create a feature that would be bad like that.

    We just want the AI to have the ability to react to a human attack by allowing them to muse a mobile reserve effectively. Or reposition a static defense when one of its flanks collapse.

  14. I've had *one* since the patch. BF might have over-reacted to the complaints and gone too far the other way.

    Hee, hee. No one can win :D

    I actually thing they have done quite well. Becoming immobilized is not impossible with the 1.1 patch but you will see it less in dry good conditions. That was the issue before tanks would bog and become immobilized on dry flat terrain. They still get stuck in the mud and fords and when the ground conditions are soggy. The fixed two things - it is now much less likely to end up with an immobilized tank in open, flat, dry ground and driving near the road edge is no longer the most dangerous place to drive a tank.

×
×
  • Create New...