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Glubokii Boy

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Everything posted by Glubokii Boy

  1. BornGinger... As for the triggers and movement...you as the designer are already free to set the timings as you please....If you want the AI group to remain in place until the trgger is activated...simply set the exit after time to the last scenario minute.
  2. Belive it or not...But i have heard it mentioned many times that back in those days the Swedish airforce was considdered to be the 3rd strongest in the world...Surpast only by the USA and...the sovietunion. If this is actually true i dont know...but we did have more than 1000 modern combat aircraft back then.
  3. Would there ever be any benefit in pairing the M150 with a tank section ? or should those be keept as far back as possible at all times and leave the tanks to advance on there own ?
  4. hopefully we will be able to try it out some day....
  5. I really hope the BFC guys will be able to get the thing to work in CM...and include it in a module... Like you i really like to play with the tank destroyers...They are cool ! I think the S-tank looks really mean, like some kind of predator waiting for its pray. I will be a happy man if i get to play with it in CM....Waiting in ambush on some fairly wooded map...waiting for those russians to come...and then BANG ! In the open fields they may be struggeling...but on more restricted maps...they are right at home
  6. Yes, sir ! Inside the Chieftain's Hatch: Strv 103C part 1 - YouTube One of the pros of a northern/scandinavian/swedish module would be more 'swedish' stuff...Things not seen in other theatres... As for the S-tank...it would be intresting to see how it would hold up aginst the ruskies...
  7. I know this has been asked before and the answer has been NO at those times...but as this game is stated to be a... 'sandbox' Something that other basegames never has been...have you guys considdered to realese simple TOE packs...and maybe terrain/flavour packs...as well as full modules ? The vast scope of this basegame ought to make this a possibility ... Releasing full modules will still be a Major undertaking i'm guessing but simple packs like these might...help to spred the conflict somewhat faster ...
  8. To help with these smaler wars and varios conflicts...I wounder if it would be useful to try and squize in the uncons from SF2 in the starting lineup...or are these guys armed with to modern weapons to fit the timeline perhaps ?
  9. If the US campaign indeed includes many player defensive battles....I think this will be a good choise. We don't have many of those and it would be intresting to see whst 'the pros' will be able to come up with when designing defensive scenarios.... It might just be mostly lokal counterattacks and meeting engagments though... But hopefully we will see some well designed defensive battles...
  10. The map editor is indeed a powerful tool and the results can be very impressive... It is somewhat time consuming though...any future updates that will improve this will be most welcome...
  11. A clever move to name the game Cold War...and not something like Fulda Gap... This leaves the door open for ANY location and qiite a broad time frame for any future module (or other content) to be added. Way to go !
  12. God dammit ! I think i need to wear my glasses somewhat more (i don't like them )... I hope the above is somewhat readable atlest...uurf, uurf
  13. During 89/90 i was crawling around in the dirt for 12 month (basic training)...I would have been to young to join in this stuggle (timeframe).... But the forces would be pretty much the same i belive as during my time....it would indeed be cool to play.
  14. 'kidding' aside...i actually think that this could be a decent module...COMBAT MISSION NOTHERN THUNDER Central europe will need to come first though offcourse...but hopefully one day... As i recall it... one off the major threath scenarios as considdered in sweden in the days goes something like this... The Baltic states strive for independance turns uggly and results in confrontations in those states...The Swedidh airforce and navy gets engaged by russian units while trying to protect baltic refugees fleeing across the sea....this escalates and results in a russian invation of Sweden...NATO forces interveen to try to prevent the russians from getting controll of the Swedish teritory... If not a full modukle...I hope they will release a vast amount of TOEs from various nations to allow us to 'sandbox' at will....This timeframe/setting offers alot of possibilites if we only have the units avaliable...
  15. First module... - Swedish forces (or maybe not...)
  16. Perhaps not fully related to your suggestion for some sort of in-game group command...but what you mentioned above are god examples of the problems that comes with programing the AI and these are some of the reason for me to be advocating for more AI groups. Problems like fatigue, choise of locations and getting pined down, like Bulletpoint mentiones, complicates any AI attack and the avaliable orders we currently have have thier limitations and problems when using larger AI groups. Being able to use smaller AI groups with more precisely designated objectives and coordinated using a combination of terraintriggers and AI group order triggers ought to give better results imo.. instead of having ONE AI group advancing or assulting their way forward.... use two AI groups....A and B example.. 1 befor the assult both A and B spend one turn doing area fire at the intended target location. 2 Group A gets an stationary MAX ASSULT to be ready to suppres any spotted targets. 3 Group B QUICKs forward one 'bound' 4 Ones there group B inturn gets a stationary MAX ASSULT at that location. 5 Using one of the two triggertypes...group A QUICKs to their first bounding location. 6 Ones there they ones again get a stationary MAX ASSULT order... 7 Using one of the two triggertypes...group B QUICKs to their next bounding location. I belive that something like this will push the attack forward faster and be less tiering compared to using a simple advance or assult order...and stil maintain a base of fire/suppresion element as well as allowing the AI units to 'pick' better locations.
  17. I would be seriously supprised if they are not doing that already ... The problem though i'm guessing is that they don't have the manpower to implement those changes as fast as desired.
  18. I honestly don't think that this shows all that much of what the AI can or can not do in a useful way... It is a TEST run on a VERY SIMPLE map...with VERY FEW terrain features. It really does not resemble the well made, detailed and complicated maps that we usually are fighting on at all. Even on this...VERY SIMPLE map the AI units are zig,zagging their way forward...and choosing their bounding locations somewhat strangely as can be sen in the second to last picture.
  19. This is my fear also....In order for this to work the AI will need to be improved...The AIs situational awareness is currently not good enough. Half decent (at best) might be good enough for some...in singelplayer but I doubt that they will be as forgiving when playing multiplayer.
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