Jump to content

Glubokii Boy

Members
  • Posts

    1,984
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by Glubokii Boy

  1. 3 hours ago, chuckdyke said:

    I thought that AT-Guns are supposed to be camouflaged during the deploy phase of a scenario. 

    Yes  i belive they are but currently we only have ONE level of camoflage as far as i know. There ought to be some degree of difference between a hastely assembled possition and well prepared one that has seen some serious work...

    Having a few levels of stealth (camoflaging) to chose from would be nice imo...

  2. For a short period i worked with a guy that had a tendancy to exagerate somewhat...Me and a small group of guys were discussing memories from our basic military training that we had in our younger years and came upon the topic of cammoflage...

    True to his ususal ways this guys told us an episode from his military experience...Offcourse he was some top secret supersoldier that had been around the world participating in various special forces courses...Some of these were held by ninjas 😊...When it came to camoflage he described that he had been requested by one of our artillery regiments to assist them in the art of cammoflage..

    ." I showed the guys how to cammoflage their howitzers. After working all morning we vent back to the barracks for lunch.  When we returned after our meal we could not find the howitzers  again !!!! 

    I had cammoflaged them TO GOOD ! We had to leave without them...🤣

    This level of cammoflage might not be neccesary in CM 🙃 but i would not mind to have an option to 'buy' the AT-guns at an increased cost but with an added moddifier to the stealthyness. 

     

     

  3. 2 minutes ago, Battlefront.com said:

      You will not see anything new in terms of gameplay features.  Those will come with the Engine 5 Upgrade, which is focused on performance improvements.

    Steve

    Things like higher FPS, better- shadows and drawdistances will be nice (if those changes are included in V.5)...But can we expect to see any improvements/changes to the editor ? I see no mention if this....

     

  4. 1 hour ago, fireship4 said:

    I won't directly accuse this man of being a neo-nazi. 

    He seems to be entirely uncritical of the SS, even recanting his earlier view that they were 'just a bunch of murderers forced to fight' in another video: apparently 'things are not always as they seem', as he has learnt they were not forced to fight.  In apparently ignoring the political, idelogical, and genocidal side of the organisation and the war, instead of solemnly and soberly decrying it, or reflecting on what it means for whatever honour or virtue the members believed themselves to have, he does a disservice to their victims. 

    I am deeply suspicious of anyone who takes such an interest in roleplaying as a member of such an organisation, other than for precisely the length of time necessary for a documentary, film or reenactment, before taking the uniform off for fear of being sullied by it.  The live stream seems well attended by neo-nazis.  I wouldn't be inclined to give this channel time or views.

    You are offcourse free to have your oppinion on this...but for christ sake ! It's a historical documentary...We don't have to see nazism and racism in every little thing do we ?

    Today even a bridge or a coup of coffe is racist...It is taking it a bit to far.

    This guy has been around for some time  and if he did indeed promote nazism he would have been banned from youtube a long time ago....I have watched a few of the clips he has done and they don't really seem very nazi to me...

    This is only the first episode of a future series...Surely he will not fail to mention what these guys did or did not do in future episodes.

    If anyone take offence and considder promoting this video as being pro-nazi or racist...I appologise...That was not my intention...But really ?

    Fireship4 i will not respond to any further replies you might have on this topic on these forums...If we do discuss this the thread will certainly get locked right away...

    It might still...

    Regards/ Glubokii

     

  5. On 1/11/2022 at 8:17 PM, Sgt.Squarehead said:

    PS - Still can't get over the 2D editor image at the top of the screen.....Stuff of nightmares that is!  :o

    It's quite something...very cool !

    I wounder how the farmers felt about the layout of those fields ? It doesn't really look the most effective use of that peace of relastate 😉..

  6. 8 hours ago, Vacilllator said:

    Looks like a great bit of work, thanks 👍 and download works fine and loads up fine too.  

    Glad to hear it 😎...I was a bit worried about FPS performance but even on my low spec computer it actually works quite well...

    8 hours ago, Vacilllator said:

    Tomorrow if I can I'll try it, T34/85s looking good and SU-85s being teased - yes please.

    Best of luck !

    I have done a fair bit of testing and everything seems to be working as intended. Being guilty of knowing about how the AI will act it is a bit difficult to judge if things like the difficultylevel is at a sutable level. Any comments you might have about this would be much apprisated as well as any other comment you might have in general...Especially things you did NOT like 😖...Could be useful to know for future scenarios....

    3 hours ago, Combatintman said:

    That's a tasty briefing screen there - very immersive.

    Thanks, man 😎

    The look i'm going for is some simple instructions being put down on a scrap pice of paper...

  7. Maybe this is a somewhat simpler explanation of what i'm trying to say 😊

    What you can do easily...

    Have an AI group do ONE mission and using reinforcements to add additional units to that group as time goes by...

    what is far more difficult...

    Have ONE single AI group trying to do TWO different missions with TWO diffrerent sets of units. Independant of each other.

    It can be done at times...but it is tricky ! 

     

  8. 26 minutes ago, Sgt.Squarehead said:

    No.

    The order is executed at the initial timing.

    The newly arrived units will remain stationary until the AI Group receives a fresh order. 

    Any survivors from the initial AI Group will then attempt to folow the new orders along with the new units.

    Yes this is the problem i'm afraid...

    I agree with you that in the right surcomstances you can indeed share AI groups to get more out of them but this is limited to very specific cercomstances in my experience.

    I did manage to squize out a few multi mission AI groups in my - Odessa will be ours - scenario refrenced in my initial post.

    I just realiced that i missed a detail in the example i mentioned in my last post...That example would never work either...In order for it to work the first unit would be required to reach its intended final possition and then get KILLED ! The intention with the second part of that AI-order was to have a second move done by a second team completally independant on the first units mission. The first unit was not ment to take part in the second part of that AI-plan...but it would indeed do so unless it was killed off....A fail !

    See...Many, many cercumstances has to be right to be able to re-use an AI group for a second entirely different mission. Very complicated and very unneccesary imo...

    As i mention above though...I did manage to do it with a few AI groups in the Odessa scenario...3 out of 16 AI groups could be re-used.

    Having a bunch of entirely NEW, fresh AI groups to assign rather then having to tweaky, tweaky until your head spins would indeed be preferable. 😎

     

     

  9. 45 minutes ago, Sgt.Squarehead said:

    You can expand (snowball) and recycle AI Groups with a bit of forethought.....Exit Zones make this much easier, but they also complicate VP allocations.

    Yes i know 😊 

    In an ideal situation you can...But do you have a solution for this problem ?

     

    If you intend to use a 'moving' AI group (one with multiple waypoints) a second time to perform a different task with a different unit (comming in as a reinforcement later) you better make sure that the original (first) unit of this shared AI group reaches its intended target or else
    the second unit (reinforcement) that was intended to start its move using the first waypoint in the second mission will instead head for the next remaining waypoint that the first unit failed to reach in its mission...NO ?

    I hope you can understand what i'm trying to explain here 😉

    Can a waypoint in an AI plan be skipped using the gameclock even if the corresponding unit has not reached that intended location...? that would perhaps be a solution but  i don't know if that works...Other then that i don't know how to solve this problem...

     

×
×
  • Create New...