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Glubokii Boy

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Everything posted by Glubokii Boy

  1. Yepp... This being a BFC aar i guess they wan't to show the game without any mods and without any modifications to the master map... But when using a slice of these maps in scenarios i belive some additional moddifications would be preferable... - more heavely destroyed buildingd - more rubble (both with and without ditchlock) - more craters - perhaps destroyed vehicles And to make the infantryfighting somewhat more fun... 'Unlock' most of the buildings for internal movement...either via internal doors...or even better imo...by rubbeling the internal walls between adjajcent buildings... IIRC if you remove the wall entirely on one building and rubble it on the adjajcent building... Troops may both fire through the rubble as well as actually move into the next building through the rubble... Having one of the walls rubbled looks a bit better compared to completally removing it i feel...atleast in rubbled towns.. Doing this at various floors for most of the buildings provides some nice oppertunities for a more intresting infantry battle... It should be doable for maps simular in size to this aar...it will be a bit of work but i belive it will be worth it...afterall we will not need to design the map...it's already finished
  2. WOW !!! Looks very, very cool...outstanding work
  3. I don't share this experience at all... And the same goes for your experience mentioned in your moral thread... Things happen from time to time...but a general pattern ! No...not in my games
  4. Intresting idea... And I agree...all possibilties are probably not explored yet !
  5. I agree... Personally though...one of my favorit kind of scenario i like to play...or would like to play is... Defencive, reinforced company kind of scenarios vs the AI... There are not a whole lot of them though... The problem with this is...it kind of requires the AI force to be of atleast battalion...if not reinforced battalion size to have a decent chans for success... Simply having more AI groups will not make the AI brilliant...i know...but it will most certanly help...
  6. Joke or no joke...that's actually true... But it kind of limits the options...
  7. These are decent tricks but they are no substitute for more AI groups... More testing and tweaking is not what the scenariodesigners need... They need LESS tweaking and testing
  8. If the AI is forced back while it is not in a prepared defensive posdition (expected by the designer)...things no doubt becomes trickier... One solution for the future might be to be able to 'lock' a terrainobjective to a certain AI group...the terrainobjective moves forward stuck to the AI group...sort of a circular cover arc...extending a set number of actionsquares around the AI groups as it moves...set by the designer. This would make what you desire possible even if the AI is forced back unexpectedly...That is... If any planer troops move into that arc...new orders could be given to the AI group...including a withdraw order.. But this is something for the future maybe...
  9. In a prepared AI defence... This is actually quite possible already if i'm not misstaking... Use a terrain objective infront of the AI possition covering the max-advance line of the players troops...as desired... When any player troops moves past (on to) that line (terrain objective)...use the AI withdraw command...it works perfectly well for infantry also... The troops will withdraw in bounding fashion and even use smoke to cover their withdraw... Covering groups will have their guns facing the advancing enemy...
  10. That's the spirit ! Now you sound like a true russian... Stalin would be proud !
  11. Ok...thanks No fausts for the riflesquads seems like the right decition.. as Haiduk mentioned...
  12. Ok...thanks for the info ... When designing scenarios would it be wrong to attach such units to rifleplatoons in your oppinion ? Should they be limited to engineer platoons ? That is...no engineers in your force...no panzerfaust teams !
  13. While making screenshots for this AAR i would simply have prefered to have no horizon at all... It looks a bit wierd to have it floating around in the middle of the sky (But i i guess that you are right about it being a problem primarely with certain hights/angles)
  14. I was a bit concerned about the playbalance in QBs with regards to thé russian lack of hand-held AT-weapons...this is a good solution imo What range (version) of the panzerfaust will be avaliable to the russians ? Are they limited to the panzerfaust-teams or can regular riflesquads be equiped with these..? Is this feature limited to the module timeframe or will they be avaliable during basegame timeframe also ?
  15. I realize that this is not a standard QB (with regard to the forceselection)...but in such a game...a standard QB... will the germans not be awfully overpowered compared to the russians ? Especially on a map like this... I'm thinking about hand-held AT...by this time the german units usually where equiped with a very ample amount of panzerfausts (with decent range even) and schrecks...the russians did not have much in this compartment i belive...not capable of engaging armour at those ranges atleast... Is this reflected in the purchace cost in standard QBs...? a german infantry unit of simular size and experience as a russian one is notably more expensive...
  16. I would toggle that horison off...it does really not work very well
  17. Yepp...but if you manage to stick with it the rewards are pretty big The map i had going obviously was not in the size of a mastermap but it was atleast a regular scenariosize map...something like 1000 X 1500 meters iirc... I did not upload it since it was something like 90% complete....ooouch ! Playing on it was very fun though...consisted of a very high degree of custom ruins mixed with the odd regular buildings damaged in various degrees...it provides more intresting fighting and possibilties compared to simply using stock buildings.... But ones again...it is alot of work unfortunatelly to get such a map done...i might try it again someday down the road... With i hadn't lost it..but I have learnt from my misstakes...going forward i will always keep WIP projects that are in a pretty advanced state on a backup USB stick... That map is not the only thing i have lost through the years
  18. Hello... Yes...this is what i thought to be the case... And it makes perfekt sence Placing such doors on such huge maps as i undetstand these are would be a cruel task... Designers can add those to the selected slizes for their scenarios...no problem there
  19. That is one thing that i actually would like to see...a big pile of rubble ! That is...a rather large city map that is heavely destroyed...detailed with craters, ruined buildings and debree.. And by heavely destroyed... i mean heavely destroyed... Including custom designed ruins using buildings, walls and ditchlock... I made such a map a few years ago but it went MIA when that computer died It was really cool to play on...but designing it was truely a nightmare...all those custom ruins...and placing of debree... Not that i think about it....it was actually indeed designed to simulate a bombed out Caen... A pity its gone
  20. And are any/most of the buildings designed with internal doors...? Best of luck in the fortcomming battle
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