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Glubokii Boy

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Everything posted by Glubokii Boy

  1. Chuckdyke... There are limitations within the game engine...with anything besides small scenarios it is difficult for any scenario designer to get down to the smalest detail...like having a tiny listning post in a huge, large scenario perform human like all the time...the tools are simply not there...
  2. I really wish that we could get some more types of triggers included in the editor and not just be limited to - units in zone - Things like: - AI-group casualty level higher then - Unit killed, Unit spotted - triggered reinforcements etc That would make programing a GOOD AI so much simpler... Adding some additional trigger types ought to be possible within the CM2 game-engine. What is really needed though to get the AI to perform very well is multi-option/branching waypoints to allow the AI to adjust its plan to fit the current battlefield situation. This is by far the AIs biggest shortcomming imo...Being 'locked' to ONE way forward...or non at all. Branching/ multi-option triggers will have to be something for CM3 though i guess but some more simple trigger options would indeed be nice even in CM2.
  3. Thanks, umlaut I have just recently got back into playing CM after a some time away and i have not yet installed any terrain or building mods on this, my new, computer yet. I only have the vehicle- and Jujus UI mod downloaded so far but i will for sure be downloading the mods you mentioned above as well as any other terrain, building mod that i used to have installed previously. I do remember the high quality of your mods and they may indeed be useful for use on this or any future maps...I do have some plans to try and expand this map and if i do i will for sure have a look at including some nice mods... Again, thanks for the tip
  4. Thanks, Combatintman With regards to flavoured objects i have found that the new 'clone' tool is a really nice feature...It may not seem like that big of a deal at first but it is actually really nice and helps with getting some flavoured objects onto the map....
  5. Thanks, Erwin A fair amount, yes There are no AI plans included...so while it may be a bit on the small side (atleast yet) to qualify as a MASTER map...its atleast a ( )map..
  6. Hello...I have finished the map...I will provide a link down below if anyone would like to download it and use it in their own scenarios or in H2H games... The map in the editor As mentioned at the start of this thread one of the main features of this map will be a number of 'blocks' that consist of multiple single tile buildings combined together to build up the towns main housing complexes...These combinations of buildings will form nice fighting possitions that will allow for full freedom of movement inside the buildings as all of them have fully funtioning internal door on every floor and in every direction. My goal here is to try and make these buildings somewhat harder to suppres from the outside as there are so many different locations in them...with the ability to repossition within them quickly.. Some of these blocks seen from the editor... And in game... appart from these 'blocks' the map contains a large number of other rubbled buildings as well as a complete factory district with two decent sized factories that also will allow for some form of movement inside them. The map is by no means huge but it is very detailed and i contains a lot of 'stuff'... some more pictures... Given the high level of detail and the many rubbled buildings and flavoured objects etc...The map will be somewhat demanding on your computer i belive. If you do decide to download this map and give it a try...Please make a short comment in this thread and tell me if your FPS performance is acceptable of if it is to demanding for your ,machine. If the majority of people are seeing acceptable FPS i may very well decide to expand the map a fair bit...perhaps makining it usable for a static campaign or somewhat larger scenarios that would provide more room for manouver. Also...What do you think about these kinds of buildings ? Do they provide some nice oppertunities and tactical challanges or do you considder them to be more of an waisted effort and not something that i should include in future maps... A link to the map: https://www.dropbox.com/s/55n385af4jloslg/Rebels in Odessa MAP.btt?dl=0 Any feedback will be apprisiated (good or bad), thanks... Hopefully the map will work fine for you and be cool to play on...If FPS are low try to toggle shadows off and see if that helps...
  7. Ok, thanks... I will do some more testing also and see if i can get good results...Or consistant atleast ...
  8. And i seem to recall there was a thread a year back or something discussing AI artillery and several other guys where seeing simular AI behaviour...
  9. I wounder what the exact requirements for this is...I have not really messed with AI artillery for quite some time but the last time i tried it a had a simular set-up as you describe above. 4 or 5 target locations ( i don't recall exactelly now) and a simular amount of firering assets (off-map) . All of the same caliber and all with the same targeting orders. I did NOT however see a consistant AI behavior in my playtestings...Sometimes it worked as intended with one asset targeting one location but the next time two assets targeted the same location and one or two locations did not see any bombardment at all...I ran many test and these things changed back and forth pretty much each time.
  10. Improved AI artillery programing in one of the areas that is VERY high on my wish list. Appart from learning how to program the on-map mortars to be triggered to do area fire (HE) on desired locations and possibly VERY SIMPLE initial bombardments with other (offboard) assets...Forgett about the AI artillery. It's truely a MESS ! and a source for frustration. It's difficult to program because of the randomness involved in targtet selection/ asset selection and giving the AI free controll of its artillery often prove to be more dangerous to the AIs own troops then to any player units. If you do decide to try and get some AI artillery into your scenarios....Keep it VERY simple....or you will go mad
  11. I had a quick look at this in the editor....Unless i looked at an old version of the scenario you have only given AI orders to ONE AI group (nr 2). The counter attacking platoon i presume. If its not this platoon that is acting strangely it is indeed a game engine issiue as far as i can see. No other of the AI groups (3, 4 ,10 and 11) have any AI orders asigned to them at all....Not that i can see atleast.
  12. Thanks, mate After some limited initial fight testing...Holy smokes ! being able to advance in 'this mess' without significant casualties will be a challange... LOS/LOF is working better then expected....Nice !
  13. I tried to get that to work previously but failed. After your suggestion here i decided to give this another go...and vioala Thanks !
  14. No horizon....Everything seen in the pictures are playable locations.... Heavy hazy weather...
  15. .... man(n).....man You score 4 out of five
  16. Things are moving forward ....The 'block houses' are in place and functioning as intended...Some more work needed on the smaller buildings but given the current progress...The map WILL be released next week for anyone that would like to take it for a spin....A few final prewiew pic of those blocks...
  17. Let's try to not get into politics here, please...You are offcourse free to have your oppinion on history and politics but this is not the place... Sorry if my comment upset you ...
  18. Yepp...This little mischief got me thinking of them and in this fictional scenario i thought i would give them a somewhat bigger part to play....But they will not be defending the city all by themself. My 'working idea' is that groups of these guys joined forces with german rearguard units that got trapped in the city as the russians encircled it. If the Ukranians where 'good guys' or not i have honestly no idea...Good guys where in short supply on the eastern front i belive (although many individual soldiers from both sides obviously where decent people). But it was a nasty place for sure...
  19. Thanks for pointing this out ...I have honestly not put that much thought into the actuall scenario as of yet. The focus has been on the map so far. I wanted to get the partisans into the scenario as those are new and ukranian seperatist seemed like a nice idea and as the russians are attacking from the west Odessa seemed like a nice 'pick'... But as you mentioned i may well change the this to something more appropiate although this is purely a fictional scenario...
  20. Hello... I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and damage combined together will full acess to each 'room' via more or less a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them. Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up )... Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! ... The map will also make liberal use of flavoured objects to include 'some flavour'. A scenario is in the making but i will released the map first as it becomes finished...probably next week. The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement. The scenario will take somewhat longer to complete... Some WIP pictures... Moving in to town Wiewing the factory district in the far. Factory district up closer more pics.. looking down town More suburbs Rebels and russians
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