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Glubokii Boy

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Everything posted by Glubokii Boy

  1. Thanks for you comments, Chudacabra... Glad to hear your advance is making good progress .Please let me know how things end for you... I agree that the map is a good one. This is however nothing i personally can take credit for...This is one of the stock QB maps (with very slight modifications). I think we have Marc Ezra to thank for this map as well as most other QB-maps.... I have tried to balance the placement of the enemy troops...Some are located as 'good' as i can think of and some other may not be quite as 'perfectly' placed...This is sort of a compromize to get the difficulty level you like... Hopefully i have gotten it somewhat right but as of yet judging by the comments it might be a bit to tricky...Therefore i'm glad you seems to be fairing a bit better... Good luck with the rest of the fight !
  2. Hello, Capt. Toleran Thanks for you comments...Sorry things did not go to well for you. Maybe the difficulty level is to high...I would be intrested to hear what other people think..? I tested this scenario a couple of times...2 full playthoughs with resulting enemy surrenders and i think 4 times to try different ways to get across the river. I tried my best to NOT use my knowledge of the enemy in these playthroughs.... I managed to win (whitout the reserv platoon) but i indeed took quiet heavy casulties...My last full attempt resulted in 20 dead and 40 something wounded...Both tanks remained... -----SPOILER ------ I agree that trying to route the enemy out of their possitions (especially those in buildings) with massive firepower is VERY difficult...Despite the fact that thoose troops are not beefed up with super great stats (moral, experience, leadership). I think that one key to victory will be to not try to route the enemy out of their possitions with long/medium range fire (i tried that also and failed)...Especially on the south side of the river you should be able to suppress (not route) the enemy possitions from a distance and move other troops forward to close assult the enemy... this has proven effective in my playtesting atleast...Even TARGET LIGHT (to save RPGs and such) from multiple possitions have been enough to sufficiently suppress the enemies to allow an assult. With regards to the 'ton of blue' on the other side of the river...Yes... It might look a bit impossible when rewiewing the map in the AAR screen but many of thoose troops are triggered to make counterattacks and repossition during the battle to allow you to catch them in the open (atleast that is my intention...) They should be a bit easier to deal with then stationary defenders remaining in some buildings... ----- end of SPOILER ------- I hope this scenario did not ruin your day Feedback like this is good for future work....thanks !! /RepsolCBR
  3. Hello... I have been trying a few things in the editor but have not been able to get this to work... I have an idea for a scenario in wich one of the objectives will be for some engineers to demolish a building (using the DESTROY option with the TERRAIN OBJECTIVES). I cant get this to work... According to the manual you should be able to set buildings as DESTROY OBJECTIVES and be able to get points for them if you DESTROY or DAMAGE them. - I have tried with a single story building and having my engineers blow out all 4 walls...No points...Despite severe damage ! - I have tried with a single TALL WALL and completally leveled it to the ground with the use of 2 blast commands...No points ! Do you guys have any tips on how to get this to work ? Thanks/ RepsolCBR
  4. Thanks, TAKODA Yes, snipers are suprisingly difficult to route out (in a good way) and usually requires close assulting the building to finish them of...Unless you use some heavy hitters to deal with them . Looking forward to hear how this end for you...
  5. Hello... My first CMBS scenario - Debaltseve Devils - is a infantry heavy, small/medium scenario using one of the stock QB-maps. The scenario is uploaded to the repository but this function seem a bit slow right now so i have decided to also upload it to drop box...(first time...I hope this works) https://www.dropbox.com/s/v84khwshvl9s64r/DEBALTSEVE%20DEVILS.btt?dl=0 You can download it here if you are in the mod for some infantry fighting... This scenario will have... 16 AI-groups 15 AI terrain objectives (triggers) Seperatists attack ukranian defenders, 120 minutes. Player commands 2 infantry companies, one recon platoon and 2 russian T72 tanks... The scenario briefing:- SITUATION - For over a week seperatist forces with the help of regular russian troops have tried to capature the town of Debaltseve. This town is important because of its possition right between the seperatist two main axes of advance at Donetsk and Luhansk. As long as the Ukranians are able to hold this town they will be able to prevent the enemy from using the railroad and and also the main road conecting the seperatist possitions around Donetsk and Luhansk. Capturing Debaltseve would give the seperatist a continues line and would greatly simplyfy logistics all over the frontline. Although the town of Debaltseve itself is still being held by the ukranians the defenders are in a very exposed possition. Seperatist forces have managed to penetrate the ukranian defences both to the north and to the south of the town and are about to surround the ukranian forces defending Debaltseve. Time is running out however. Negotiations for another ceasefire is well on the way and are expected to be finalized later today. The seperatists goal is to have Debaltseve secured before this ceasefire will take effect. - MISSION - As the commanding officer of battlegroup Konev you have been given the task to spearhead our new attempt to capture the town. Having recently arrived in this area your battlegroup is at full strenth and much is expected of you. During the last couple of days friendly casualties have been high and your unit is one of only two in this area that are at close to full strenth. Your command consist of two infantry companies and for this battle your forces have been strenthened by a recon platoon consisting of veterans from the previous fighting in Debaltseve as well as 2 of the remaining russian T72 tanks. Your objectives are to secure the 2 bridges and then to push forward and clear the town up to atleast phaseline Tango one. Once this is achived you are to hold in place to allow follow-on forces to advance trough you and push further forward towards the trainstation. - FRIENDLY FORCES - Besides the recon platoon each platoon in this battlegroup have been allocated some demo charges (brech teams) to allow some more flexibility when moving through the streets. In addition to the three platoons your two companies will have 2 machinegun-teams each. The two russian T72 tanks will be assigned to 2nd company. These forces should be enough to accomplish your mission but if things goes badly and your attack stalls you may request assistance from the second battlegroup tasked with continuing the attack towards the trainstation. This will not go down well with your comanding officer though. This battlegroup is ment to be held back until you have completed your task and secured the bridges and phaseline Tango one. Their objective is NOT to assist you with your attack... If you decides to commit these reserves or not will be up to you but be prepared for the consequences... These reserves consist of one additional infantry platoon traveling in trucks supported by a russian BMP 3. - ENEMY FORCES - Debaltseve is defended by regular ukranian army units. These forces have been very well led up until now and have been able to resist all previous attempts to capture the town. Friendly casualties in this area have been high and the defenders of this place have been given the nickname 'Debaltseve Devils'. Things are starting to look better however. Friendly forces have been able to bypass the town to the north and to the south and they are about to surround the stubborn defenders. This has resulted in the ukranians having a hard time reinforcing and resupplying their possitions in Debaltseve itself. It's our best guess that the Ukranian defencive possition in this area will be of about company size. These troops will most likely be supported by some armoured veichles of different kinds but all enemy tanks in this area have already been destroyed. Atleast we hope so...during the last couple of days a number of enemy T64s have been knocked out. What forces the enemy have north of the trainstation is a bit unclear however. They may be able to send some reinforcements to this area. Better be prepared. We have also heard some rumors of the Ukranians starting to get american equipment. This is however very unlikely. We don't belive that the americans or EU dare to do anything other then to talk tough...Threatening with sanctions and such But yet again...Be prepared ! - PLAN - Your recon platoon and 1st company will lead the attack. Their primary objective will be to clear the area south of the river and to try to secure atleast one crossing point. In this area there are two bridges crossing the river and the river itself is fordable at several locations. The T72 tanks though will need a bridge to be able to cross. The enemy is not believed to have any significant forces on the south side of the river but some forward observation posts can be expected. Your advance will be more difficult once you approach the river. Here you will most likely come under fire from enemy supportweapons deployed on the other side. This will most likely make progress difficult but remember time is limited ! We need Debaltseve in our hands before noon... Do you best to try and secure the bridges or some other crossing point with 1st company to allow 2nd company a smooth crossing once they arrive. Wich should be in 20 minutes. 2nd company will be supported by two russian T72 tanks. Unless you have been able to secure a crossingpoint already these tanks will give you the firepower you need to get that done. While 1st company is tasked with securing the bridges 2nd company should push on towards phaseline Tango One and clear the town up to that point. Don't leave the bridges entirely undefended but if you feel that you have some troops from 1st company to spare...By all means..Have them assist 2nd company in their push towards phaseline Tango One. As a last option if your attack fails you may call on your reserv platoon to join the battle. This platoon will become avaliable sometimes later today. Hopefully within the hour... I hope it will provide a nice battle and any feedback will be very welcome to improve future work...Good luck with the battle ! RepsolCBR...
  6. This has been discussed in a number of threads and i agree...this is starting to become one of my number one wishes for improvments... We need some kind of kneeling option or some changes to the AI behavior...
  7. I just tried these guys out...They look very good ! Splendid work
  8. Thanks, IanL You idea with NEGATIV POINTS is a very intresting one and like you mentioned it would simplyfy things greatly and also make something like this possible for H2H-play. I will try and see if it works right now...If i does not maybe adding such a feature could be something for BFC to considder...It does not sound like it ought to be a very massive task to implement (hopefully )...
  9. Thanks Kieme ! Hopefully this will work atleast in some circumstances (scenarios without AI UAVs and CAS)... I have playtested this first scenario and with this one it works fine
  10. I had a feeling something like this had already been tested Your concern about the UAV and CAS makes sence... About the AI loosing the points if it surrenders...I don't Think that will happen (or will it ?) The AI repsons to the player comitting his reserves is pretty instant (1 turn ). And the objective at the REACTION LOCATION is a TOUCH one.... Once TOUCHED the AI will not loose the points (i Think )...Whatever it does next...
  11. - This will result in... - The AI sniper starts to move into the other room to TOUCH the terrainobjective at that location. - - As can be seen here the player looses 1000 points for commiting his reserves... - - NO MORE TOTAL VICTORY AVALIABLE !! (The points in this last picture are not the ones that will be used in the scenario...The picture was taken during a test...) - This might not be a perfect solution for the lack of a RESERVES function but i think it works pretty well... If they designer wants to and have one additional AI-group and two more terrainobjectives to spare he could take this a step further... Allowing the player to request (commit) either some more infantry or perhaps some armour support...giving different penalties to the player dependeant on what choises he makes...
  12. - To be able to tell if the player decides to commit his reseves or not the RESERV LOCATION will be 'surrounded' by an additional AI TERRAIN OBJECTIVE with a TRIGGER ENEMY set... - - - As can be seen...They player will not be able to move these troops anywhere without crossing the yellow squares (setting off the trigger). - The IMPORTANT thing here will be to make sure that the player has no reason at all to move any of his other troops to this location as these will also activate the trigger. An option could be to mention in the briefing that the player should not do that... - Reserves COMMITED !! -
  13. In the same way as the RESERV LOCATION needs to be hidden from the AI the REACTION LOCATION also needs to be in a place where no PLAYER troops are likely to 'GO' or be able to 'FIRE AT'... In this scenario i place this location in the far back of the AIs side of the map. This REACTION LOCATION could be 'constructed' in many different ways dependant on the overall scenario details. The IMPORTANT thing is that NO 'player' troops will be able fire at or see the 'inhabitants' of this location and likevise the 'inhabitants shouldn't be able to influence the battle in any way either...And this location should preferably look like it fits into the terran...nothing strange looking... - Inhabitants ? What Inhabitants ?... I'll show you... - The REACTION LOCATION works like this... - It is some hidden location that will not see any combat - It contains 1 AI unit (in this scenario a sniperteam) that is asigned to an AI-group (This is what 'cost' one AI-group). - This location contains 1 AI TERRAIN OBJECTIVE (touch objective)....COST = 1 AI terrain objective. This is my REACTION LOCATION in this scenario... - - It is 2 conected modular buildings without any external windows or doors lowered into the ground with the help of DITCH LOOK...Surrounded by a tall stone wall (no one will see these guys and they will in turn se nobody either...) - - It does not look terribly out of place.... - - ...and will not impact gameplay in any way... - Here is a picture of the REACTION LOCATION in this scenario... The idea is that the sniperteam will move into the next room once the player commits his reserv platoon to battle. The second room contains an AI TERRAIN OBJECTIVE (touch) - OK...how does this work ?
  14. Hello... - One thing that i have missed for a long time when designing scenarios is the ability to let the player COMMIT RESERVES if he needs to. I have come up with an idea that i think works OK (it might not be a new one...). This idea will 'cost' you as the designer 1 AI-group and 2 AI terrainobjectives (if you have some to spare...) - - You will need a reserve location that is shielded from the enemy LOS/LOF - You will need a 'reaction location' that preferably is somewhere that will see no combat. - I am about to finish my work on my first scenario for CMBS - Debaltseve Devils - and will upload this to the repository during the weekend (it should be avaliable early next week i hope). In this scenario i have used this RESERV idea. The reserves in this scenario will not be avaliable right away but will arrive some time into the scenario and will then be ready to be commited by the player. If the player chooses to commit those reserves to the battle he will LOSE POINTS and a TOTAL VICTORY will no longer be possible...A victory will still be very doable but not a TOTAL ONE... If the players advance stalls he will have the OPTION to commit those reserves and instead of a failed mission might be able to achive atleast a minor victory with the primary missiongoals achived... - In this mission my reserves will arrive to the rear of my side of the map and the 'reaction location' is located at the very back of the enemies side... - - - - My reserves when they arrive... - - - I think it will be important to make sure that the AI will not be able to see or target the PLAYER RESERVES. This can obvoiusly be done in a number of ways...In this scenario THIS works.
  15. My oh my...talk about brain freeze ! This is offcourse the reason for my recent trouble....THANKS ! I completally forgott about that and tried o use - target smoke - with my infantry. Back to do some smoking...
  16. Yes. I Think this would be very useful... If we at each waypoint (order) could have the option to either use the default EXIT BEFORE /AFTER parameters or a TIMER function like this... It would make AI-planing alot easier...
  17. Very strange...And you are able to use the target smoke command ? I can't...It's dimmed out and nothing happens when i click it
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