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Glubokii Boy

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Everything posted by Glubokii Boy

  1. It would offcourse be nice to be able to use old maps and stuff...But i would actually prefer if BFC aims to improve things as much as possible and not be 'locked' to some compability demand with CM2. With an improved map editor in CM3 map design will hopefully be more streamlined I don't want a CM2.5 or something...i want a CM3...
  2. What CM3 really needs is a completally new AI programing design...Not a slightely updated CM2 version. If people still like to play CM2 scenarios when CM3 is released...play them in your CM2 games.
  3. How much smoke do you have ? Whats the wind like ? Would it not be possible to smoke KT2 out of the picture entirely during the initial assult on the village. Attacking from AA2 or AA3. Ones you have a foothold in the village you ought to be able to gain fire suppeority against KT2 from there and suppress any enemy units on that hill. There cant be that many of them if the entire enemy force is belived to be at platoon strenth. Ones the reinforcements arrive thoose guys could either try to clear KT2 if needed while that possition is being suppressed from the village or simply follow in the steps of the intial assult to help clearing the rest of the village.. I currently do not have CMFI installed so its a bit tricky to see the battlefield from a few pictures...But what i'm woundering...Do you really need to clear KT2 before assulting the village...Could it be smoked out of play ?
  4. My advice would be...Just don't care about it...AT ALL ! If BFC manages to release anything at all someday in the future let that come as a nice supprice
  5. This might be helpful if you are working on a Stalingrad project...
  6. If you are lacking in HE firepower... If you don't neccesarely HAVE to destroy it...simply suppress it with a pair of HMGs firing at it from different directions tend to work quite well imo...Or even better use 3 HMGs if you have them.
  7. I guess such a game will be ready for release just in time for the 100 year aniversity...That is 2043...
  8. Things might seem fairly simple when you read about it in the manual. The basic idea is not all that difficult to understand. Stuff like... - Supress the enemy possition and attack it from the flank... - Cover your advancing elements with base of fire possitions... - Achive fire supperiority. Reading the manuals and looking at the examples one might be fooled into beliving...'OK...this does not look all that difficult' ...but being able to do these things against an active enemy certainly is DIFFICULT ...
  9. Many thanks for your detailed answer . I tend to agree ...Many times the same goes for the map creation imo. Larger (huge) maps usually takes longer to make but with smaller maps every little detail is more important. With large, huge maps if you paint a fairly realistic looking map the game play will often work quite well 'by it self'...With smaller maps the designer needs to pay more attention to very little detail. One of the true masters of designing small maps is Seinfeld Rules imo...He usually manges to make these small maps very intresting. When it comes to your maps...what makes them truely OUTSTANDING is that you usually manges to add this level of detail to pretty much every aprt of even your huge maps....I'm very ,very much impressed by them.... The mapeditor truely taken to its limits ...Having very high quality maps help a great deal with the imersion i get when playing a scenario...It truely makes a diffrence imo...
  10. Looks sweet ! Getting an attacking AI to maintain its cohesion when it comes under player fire is a tricky thing imo... If the player plays the way you 'want' him to it is quite uncomplicated but if he throws in the odd suprise things become somewhat more difficult for the AI to cope with the situation. Particulary the timings have a tendance to get screewed up by player fire i have found... What options do you prefer to try and mitigate this 'complication' ? Do you use all tools avaliable (game-clock, triggerzones, AI-order triggers) or have you found that you can solve the problems with perhaps one or two of the avaliable options ? I tend to use all three but doing so requires A LOT ! of bookkeeping in order to keep track of all the AI-order - Exit before Aftter combinations and Triggerzones - Exit before after combinations... Its ,tricky imo...but kind of satisfying when you get it to work fairly well Imo that is what you usually are able to do...Looking forward to this one.
  11. This might be very true. The problem though is that the majority of CM players are SINGLEPLAYERS only... according to BFC themselfs (IIRC).
  12. Unfortunatelly...the release of a battle-pack or two will do...very little... in the way of bringing some life back into the CM community. Not even the release of full modules (CMFI, CMRT) has done much to raise the activity around here...Possibly with the exception of CMCW... Nothing short of the release-...or atleast... the announcement of CM3 will get things rolling again it seems...
  13. I had the same problem...fixed it a long time ago... I'm using N'vidia and to fix the problem back then if you had an n'vidia graphics card was to DISABLE MSAA in the N'vidia controll panel if i recall correctly... If you have any simular setting options with your graphics card you might try the same...
  14. look here... Fix For Blurry Text and Incorrect Render Resolution | The Few Good Men
  15. Considdering that these 'packs' takes quite a long time to design...I'm pretty sure that most of us would accept loosing a few hours of developing time in orders to get a nice bone or two every now and then...
  16. Biggest thing CM needs is a major update to...the AI !
  17. Beautiful pics ! What can i say.... Oohh, goitch ! Something like a 100 vehicles and i'm guessing a sizable infantry force...The ai programing will be quite challenging i'm sure ...This being a russian attack...AI human wave tactics might work quite well though... Will be intresting to see the final result...Looking forward to playing this, thanks !
  18. Yepp...That will work for HE but being able to get the AI to drop a smokescreen at the right location a few minutes into the scenario seems to be...not doable unfortunatelly. Thanks for the reply and the upcomming scenario...Will be a BLAST i'm sure
  19. Sorry for being unclear here....what i ment to say was that they need... AI-ORDERS. As programmed by the guy who designed the map. So normally...Yes...All you need to do to play a QB battle is to pick the forces and the AI should move and fight as programmed by the designer...No need for you to give orders to the AI. If you however designs a QB map you need to make sure that the AI side indeed have orders (programed into the map by the designer)...If those are not included the AI units will not move. It seems something got mixed up when you changed the setting for the map. An assult and a meeting engagment are two very different things. maybe the QB maps cant be changed in this way without screwing the AI programing up.
  20. I do the same....using some simple 'AI-kind of' orders for the intended AI side. Saving the game frequently will allow for testing different approaches at the various stages in the battle quite easily. When doing initial testing I usually also keep some 'extra' units on the map (hidden out of the way) that i can quite quickly bring into the fight if i see that one side or the other needs them. If i do use these extras in my hotseat test run i will add them to the OOB before starting work on my AI plans. Will this be a turn one AI smokescreen ? or do you have some clever way of getting the AI to deliver a sufficient (on time, on target) smokescreen after turn 1. Will perhaps a delayed reinforcement artillery work for a later smokescreen set for turn 1 ?
  21. A 6-8 months delay is nothing strange around here...better get used to it
  22. Hello, Artkin I'm glad you like the map and have found some use for it ...Have you been able to port it over to CMCW ? If so thats cool... I have been working on a scenario using a major part of the map. Hopefully i will have that finished in a not to distant future. This time it will not be set in Odessa but rahter a fictional battle covering the russian attack on Königsberg. I'm trying something a little bit different (atleast for me) with regrards to the AI troops ...Initial testing seems quite promising. I belive this will be my last 'major' designing effort until next winter... Many other RL things takes priority over computer gaming for me during the spring, summer so i will not really have time for any major design work during this period. I may possibly do some more work on this map or a new simular one during the summer...but nothing major and i do not want to commit to a joint effort right now because of my limited computer time. Many thanks for your offer to help out though Best regards/ Glubokii Boy
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