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Fuser

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Everything posted by Fuser

  1. I tinted them with a sepia color In Photoshop to add warmth and a "ww2 like " effect. Nothing too difficult really.
  2. You didn´t , but write to the email I posted above all I´ll send it to you asap. BtW, I use my own version of Bill Hardenberger´s Gridded Terrain.
  3. You didn´t , but write to the email I posted above all I´ll send it to you asap.
  4. De Savage, nice to see you want to test this one. La Meauffe remains a scenario I keep on playing and actually it was one of the scenarios which pushed me to design my own. I checked my mail, but not email sent yet,...just in case: bildasatgmaildotcom
  5. Hello folks. I am finishing my next scenario. An Axis Probe (50+ minutes). As usual not many people offered to test it ,..but well, it´s ok anyway. I haven´t uploaded it to the Repository yet, so if you want to give it a go before I do, I would like some feedback
  6. As an amateur scenario designer, I have to be really careful with bocage. It´s kind of gamey to fill the map with bocage (yes, I know, Normandy was full of it) as it works as kilometres long trenches for the defender. So I have tried not to use it, since as a player I was annoyed by the tremendous concealment and defense it provides. Even a sharpshooter behind bocage can keep your Shermans firing for two or three turns....you see the shells landing one meter away from him, and he stills stands up and ...shoots.
  7. One of the things I would like implemented is non-time triggers. "After Exit Before /Exit Triggers "are a good addition, but require huge amounts of betatesting (not all players advance crawling, nor on FAST,so your time triggers are always estimates). If we had some kind of "if losses over 75% THEN move back to X", " "If under attack THEN Hide", " If not attacked THEN advance to" triggers, AI would be a serious opponent, well..., some kind of.
  8. I wish you good luck. Those battles are one of the most intense and desperate in WW2. Stalingrado took the fame but for me, after reading (and re-reading) Matthew Parker´s Monte Cassino those battles and the soldiers there remain as the unknown heroes. Must be a tough map to design too!
  9. I don´t know if this has been asked before, if it has been neglected or considered to be too hard, but I REALLY would like to have more AI groups available for the scenario editor. Actually we have just 8, it may sound a lot, but try to make the AI to flank, defend or whatever and soon you realize that eight groups it´s just not enough if you want to make the AI a tough opponent. Meeting engagements (and attacks of course) are the toughest to design for the AI. We don´t have many, and if you play one of them, soon you will see tons of enemy troops following the same path, looking for cover under the same tree, piling,...looks like they are crazy, but man, they are victims of "just one single AI Group for a platoon" problem. Some places in the map are of vital tactical importance, and are marked "in yellow" accordingly, but if you have to cover a 900 meter wide front with one company, you split teams, look for perfect spots to cover, play the scenario test and soon realize, that this or that forest or hill wasn´t covered properly, but you don´t have enough AI groups to cover them consistently. Defend scenarios are easier for the designer. You actually don´t even need Plans or groups. Now go and take a look at the repository and look for meeting engagements against the AI...keep searching...not too many , huh? So, BF, please, if possible, adding more AI groups would be a very welcomed addition. Thank you.
  10. Ok, checked. AI doesn´t relocate Bunkers, mines or foxholes. They remain where originally placed even if they are supposed to be under Group 1...
  11. Uff, if that´s true, I will have to check my scenarios too,...
  12. Impressive work. I plan to do a scenario for this mod. But I sure miss the Fallschirmjägers and Commonwealth troops in the game...Monte Cassino without them makes no sense.
  13. Hello. I see the scenario has been rapidly approved and made available. Thanks. But, would it be possible to take it to the "CMBN Scenarios & Campaigns" section instead of being at the main CMBN downloads section? I think it will be easier for the players to find it there. Thanks again.
  14. Wow, this time the devs at the repository were fast. Available.
  15. Moving on Slow outside paved roads since I had my first Bogged tanks. Not many problems since.
  16. I haven´t had much help from playtesters in this one. I guess they were still recovering from Huberderie, hehe. So I hope it´still fun, challenging...and maybe not as hard as my previous, nasty scenario
  17. The 28th Fights Back Allied Attack towards Sourdeval and Mortain. Not as tough as Assault at Huberderie I guess. But not a walk in the park either. Hope you like it. Soon in the repository.
  18. Just P-51D Light. But all Air Support missions seem to be hardcoded. Ammo selection in the editor doesn´t affect the mission. Allied Fighter bombers with Veteran Observers are really able to destroy a whole Company and a Panther or two,...
  19. I am currently designing a scenario in which I would like to include some air support in the form of P-47s. The problem is that even if I modify the ammo quantity to scarce, the bombing and strafing of the planes is unbalancing the battle as they are terrific for the Axis. One pass after another they don´t seem to be low on ammo and destroy all the armor with ease, no Flak opposition (no 20mm AAs, no FlakPanzers,...don´t want to use the 88s as this would unbalance the battle to the Axis side). So, how could I limit the presence of Allied fighter bombers to say, one bombing run and a strafing pass?
  20. It´s the same download link as before. Just look for Author-->Juju and you will see it´s version 1.01 now.
  21. GLAD that you are enjoying this. Some might say 40+turns is too short to acomplish the objectives, but it is intended to be hard. And you may have to play it more than once to achieve both objectives. LOS, sight lines were,..um,...trully a headache, and worked on it really hard, thought of them as a help for the AI, but without letting the terrain being too restrictive. You can try different approaches, each with its difficulties. Good luck, you may need it!
  22. BTW, it´s intended to be rather challenging. Don´t expect to win the first time or beating the AI easily. You may have to replay a few times to get a Total Victory.
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