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G. Smiley

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Posts posted by G. Smiley

  1. Just now, George MC said:

    The designer has to use straighter roads - what i do is draw in the road "as is" then using "sand" tiles I draw a straighter road line approximating to the drawn in one that straightens out the zig zags. thereafter it becomes an artistic representation if the original road line but one in which in game it a/ looks more pleasing b/ is easier for the player to plot vehicle's movements.

    I dislike zig zags with a vengeance and go so far as to say I tend to exit out of a scenario if I see them. they make plotting vehicle movement a mare and I just can't be arsed with that!

    Thanks, interesting, will test it in the Editor to make sure I understand what you mean.

  2. akd: This was the post from Statisoris that confused me: "TRP's do not allow mortars and other on map artillery pieces to direct fire into the TRP area without LOS to the target spot. HQ units will still need to plot artillery missions into no LOS/LOF TRP areas."

    As you can see from several of the following posts, the feeling is that someone who can communicate to the arty MUST have LOS to the TRP to know there is a target there to shoot at.

    I continue to be confused as to which it is...

    Key word in your quoted sentence: "to direct fire". Direct fire as in contrast to indirect fire...

  3. seriously this is ridiculous:

    some time ago taki opened a thread about problems with subsystems damage. me and some other users posted multiple tests, sources etc. with save games to show that something is wrong. the thread gained over 3000 views and 109 posts and no one of the designers showed up (I`ve even posted some direct questions for the designers)

    heres the link to the thread:

    http://www.battlefront.com/community/showthread.php?t=100486

    this thread is nothing but a rant that there are no updates until now and on the first page someone from the design crew posts a comment... this is really not fair !

    just wanted to show my disappointment !

    And yet thousands of players, myself included, play and enjoy the game intensively, day after day, without worrying for a second about 'subsystem damage'... isn't that strange? :o

  4. I am mostly having problems placing Machine Gunners in the exact location I want them at the end of their movement. Especially when next to the Bocage. Plus, controlling where my spotters set up when they go into a building.

    Maybe the AI does a good job of placing them, but I am not used to it, and it is a feature I used continuously in CMBB and CMAK. I never mentioned a "need" to have them put back in, I just stated it took me a bit to get used to the way it is currently programmed.

    I did notice the old "time delay" figure missing and wondered if it was still implemented, but just not shown. Thanks for the info. Saved me from asking about it in another post or having to play with it in-game. :)

    When setting up your spotters in buildings, use the 'Face' command, if you do not already do that!

  5. I think you got it right. The larger CM1 maps enabled much larger scenarios that allowed for a lot more maneuver. Most CMBN scenarios are small by comparison and feel like straight up assaults where you cannot do much flanking. Arty is a lot more deadly in that situation.

    Well, can we really blame the game? Isn't it more scenario design issue?

    I think most scenarios would benefit from less unit density and more room for manoeuver.

  6. Unfortunately the description was lost in the upload and I've not been successful in trying to update it.:o

    The scenario depicts elements from the 352nd Infantry division that has been trapped behind enemy lines, five days after the D-day. To avoid being encircled and forced to surrender the only option is a breakout to the south to join the rest of the LXXXIV Corps. It's a fictional scenario but designed to feel as authentic as possible with regards to the map layout and units.

    I've designed the scenario exclusively for H2H play. This means that it is balanced for two human opponents. It is also designed to require movement from both sides. The unit density is low-to-medium to give room for manoeuvre. There are openings in the bocage (how else would the farmers be able to harvest their lots, eh?).

    Thanks to Badgerdog for play testing. Feedback warmly appreciated!:)

  7. If I were you, I should delete that unit in the unit-tree and then revive. In this time, the unit will place in a very new location, but you can place it again, but now in one unit.

    Thanks, but I've tried that and it didn't work. I think it is because some armoured infantry units always come with halftracks and it's not optional to have them dismounted. Even if I delete it and put it back, deleting the halftracks manually, they show up in split teams.

  8. When designing a scenario, some units show up in split teams (for example, an Aufklärungskompanie that I have stripped of SPW's). In the deployment mode, I can join them in the 'usual' way (putting them together, waiting ten secs) but they still start the game split.

    Is there anything I can do to make them start as full squads?

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