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Sgt Schultz

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Everything posted by Sgt Schultz

  1. Had a thought. I was looking for a way to increase the AI side's chances, without changing loads of things in a scenario. There are quite a few details in these new scens, and changes are non-trivial endeavours. So, what to do? I am thinking of releasing three versions of each scenario. The only thing that changes is Experience and Motivation for the AI side. Human v Human and/or Human v 1st time AI - standard design Human v repeated AI - AI side is mostly Crack with a few Veteran units, and they all come with Extreme/Fanatic Motivation. My theory is that this will allow the AI to 'push' each unit just as hard as a human would. A human can fire at units, and they keep coming. It could turn the same old AI pixeltruppen into ... --------- Has this been tried?
  2. Tongue in cheek, but halfway serious request... Now while the scenario author mode is an incredible tool and I am very grateful... would there be any way to take it one step further? These plans are a good bit of effort. Labors of love to be sure, but I for one would love to see my plans duke it out without any carbon-based input. A true breakthrough ... the game you don't even have to play to enjoy.
  3. Thank you! I wanted that last grouping for another task. Should have remembered that 'no setup zone' trick for exact placement.
  4. As they come to me, I will post them here. I keep running into things. I solve most myself, but it helps to have a little experienced help now and then to smooth the way. ---------- On-Map Mortars, The TacAI, and You... I think I am doing this right, but any help or advice would be greatly appreciated. So, I have 2 81mm mortar teams and their HTs. I have their platoon HQ and a sniper. I want the AI to have the mortars ready from behind buildings, and the HQ up in a house to spot and relay. To make this happen reliably, I had to place the HQ and sniper in one group, and the mortars in another. Mortar group has one small setup zone order for whole battle. HQ/Sniper group sets up in same area, then has a quick order to upper floors of the two buildings. It works. It's deadly if the HQ has a good view. But it uses two of my precious eight groups. I tried with one group and ended up with mortar teams on the top floor of a house by turn two. The AI changes the exact setups every time, so placing the HQ and sniper upstairs during scenario construction doesn't make it either. Is this correct? Is there a more efficient way? -----------------
  5. Watching my AI plan troops use their vehicles and infantry in a realistic leapfrog manner. Noticing that HQs stay in the back and do not move out until they have some folks in front, while still staying(mostly) in C2. The AI is awesome. From the player end, it has to be the no command delays for my fave.
  6. From what I have experienced, if a unit is in non-optimal terrain the members will 'naturally' hide/spot in rotation. Put a squad in a house, they will stay upright unless under fire. Same squad in a field... they are on their bellies even with no incoming fire. The TacAI seems to take into account the variables of terrain and threat to determine status of a unit at any given time. If you want to ambush armor with infantry, don't worry... they will hug the ground all on their own until the arc is breached. What would you do if a tank was rumbling around near you? The 'natural' hide state is still aware of surroundings. Prairie dogs pop their heads up from the grass now and then. The 'command' hide means stick your face in the dirt and stfu. Try a few variations on the theme, such as hiding everyone but the HQ. Least number of heads popping up.
  7. Due to my complete lack of both the tools and talent for my needs, I turn to the community for assistance. I would like to request a map briefing logo/fender/turret art layer please. A very simple rendition of a Beer Mug over a pretzel, with B&P vertically on the mug. Handle to the right please. I want to both ensure that players know what they are getting into when they get one of my scenarios, and I want some fender/turret art for my tanks. Back in CMBB someone once called my scenarios Beer & Pretzels CM, and I liked it. Pefect description. Fun, with a historical flavor, and not quite at the gamey line. If someone could concoct something for my use, I would be more than happy to make a paypal contribution to the charity or website of your choice, or send you one of my WWII books. Thanks for your kind attention, Carl Edit - If anyone is feeling really silly, I would LOVE to have "Hallo Kätzchen" on the turret of my Tigers, with a 'panzer' Hello Kitty on either the glacis or the fender. A scar on the cheek and an Iron Cross for a bow kind of thing. ------ BTW, on a gigglier note, I thought of a Dorosh unit patch... A Pitchfork on crossed Torches.
  8. Each QB map needs at least one generic plan for each side. It appears more difficult than it is. Once you climb the learning curve, it is smooth sailing and lots of testing with scenario author mode. Make setup zones and a few generic advance/active orders for 2 Groups for each side. Purchase units for each side. Save. Go to 'Battle' choice at front screen. Choose your battle. Select 1 player turn-based, scenario author option. Watch what the other side does with your plan and random units. ------ I was in your shoes just a few weeks ago. Thinking I would whip out a few quick QB maps and be on my way. Wrong. Make a small scenario to get the hang of how the TacAI and your plans work together with units on the field. It will make a HUGE difference in the quality of any future QB maps you may choose to make.
  9. Here are a few possible test variables for those with the time... Make a partitioned test map. Buy multiple arty assets and spotters Experiment with the Experience of spotters AND mortars from green to elite. (Off-map has experience here guys, idk if it is modeled or just a purchase screen leftover though) Change the Motivation level of all assets. Experiment with the C2 chain maybe. Is a direct request from the Btn HQ better targeted than a platoon HQ? I am assuming there is a WWII line of code in the CMSF arty section of the game that is putting in a little fudge factor for the time period. Perhaps this may need a small adjustment if so? Maybe an Elite Fanatic +2 Btn HQ will call in a tight strike from an Elite off-map battery, where a Regular FO and Regular battery may spread the love a bit more. - Watch 1:35 to 1:55 and then come back to this thread.
  10. Just as I finish building the thing, the Allies came along ....
  11. Very Nice! I will be pinching that concept. -
  12. Puma pounces from the bush. --- Meanwhile on the other flank... ---
  13. Oh, those happy learning curve moments... -------
  14. Aye, I second this request. I am closing in on actually needing these last parts to complete my first scenario. -
  15. Thanks GaJ. Much appreciated. I haven't been to either the depot or the grounds in years. Two of my CMBB scens and maps, and a CMBO one, survive to this day at the grounds. I lost all my CM stuff in crashes over the years. -
  16. That is coming soon™ to a scenario near you. Squads/toons appearing at random all over the map every turn. Weakened, and low headcount, and right in the enemy's face. Drop 'em in one of the new swamps and they may just sit down and cry. The new time feature where I can adjust when the sun cracks the horizon during the battle is just epic for that. Drop in the dark and fight in the dawn.
  17. Where does one go to upload maps to share with the community?? The Scenario Depot and Proving Grounds must have forgotten that there was a new game coming. I took a day off work to finalise my map for QB Human v Human use... and now I cannot locate a place to put it when I'm finished.*** Uncle Shultzie will need testers soon. --- *** If one could ever be 'finished' with a map. Mord added a day to mine with his water tweaks combined with my OCD.
  18. Thanks Mord. It sort of grabbed me and wouldn't let go. And to think that not a single soul will ever have any reason to tread that particular swamp. Maybe I will put Shrek's shack in the middle.
  19. Arg, this swamp is sucking me in. (groan) Stripping the swamp(water and banks) down to short grass and adding brush everywhere, then rebuilding has some small effect in certain places to improve swampiness. Bushes are the final touch! Load every water tile up with all the bushes you want. Some will spawn... some won't. Some will change the banks slightly. The angle of placement, therefore the type of bush, is important. If you select the pair of bushes that runs aong the waterway(or single bush), the bushes will be in the middle of the water. If you select the pair that goes across the waterway grain, they will line the banks. If you select the trios ... well you get something like this .... Looks impassable to me.... how 'bout you Sarge? ------------------- Get your butt in gear Private... move 'em out! ----------------------- Imagine heavy fog and gathering darkness. Would you want to be there???
  20. Jon makes a very good point. Marsh is for when you want to deny vehicle movement in a low-lying area. It just happens to look cool too. VT Grass does the job in a much safer manner imho, and extends its effect farther into adjacent tiles. Pictures are worth ... you get it ... ---------------- Here is my Mord-modified( )test swamp with no trees showing... ------------- Here is just the trunks, to show how the trees at the corners crowd the water. ------------ How the sausage is made... the arrow denotes the final dogleg into a tree standing in water, but that is done elsewhere in view. ----------- ...and how I went 'Old Skool' on my elevations to force the water to do my bidding. It was a case of having stronger memories of the CM1 editor than this new-fangled contraption we got us here. Want a tile to stay? Put it there and lock each and every one down. EDIT --- The twin trees on the black 7 tile were three trees. Three blocked the channel completely. Placing the trees at corner tiles in varying numbers allows a great amount of granularity. -------- There are further tweaks I can envision trying, but it is a corner feature on my current scenario. My Meatgrinder remake will definitely have a substantial swamp. -
  21. From my meager testing it seems that Ninja Grass™ and "D" trees do a fair job of swamp making. No need for forest tiles, just put the trees on the XT Grass at corners. The number of trees per tile appears to regulate how much of the swamp is constricted. One tree sits in the water. Two trees constricts. Three trees can close it off completely. ---
  22. Looked in the manual. Searched here. Clicked everywhere I could think of in the editor. I want to take away some HE ammo and/or add smoke to an off-map mortar battery in a scenario. Help from those in the know would be greatly appreciated..
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