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Glubokii Boy

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Posts posted by Glubokii Boy

  1. 24 minutes ago, DougPhresh said:

    I'm a little concerned reading some of the feedback here - I was looking forward to buying FR, having just read The Wehrmacht's Last Stand, The End, and Violence In Defeat: The Wehrmacht on German Soil. I would have really liked to see the Wehrmacht as a broken force fighting a lost war, with cobbled together groups of stragglers, depleted and disorganized units, and disheartened Volkstrum clinging to the field mostly out of fear of falling into Russian hands rather than anything else. That's a Wehrmacht we hardly ever get to see in wargaming, while we've all seen the force depicted at its apogee. 

    The module comes with far more content then that campaign and many of the already released and upcomming comunity made scenarios and campaigns will most liekly need the module to be able to play....

    If the basic subject intrest you...It's a no brainer to buy this module imo 😊

  2. 24 minutes ago, BornGinger said:

    We'll see what news and maybe surprises Steven and Co. will have planned for and we'll get information about in that "new years bones" we are waiting for.

    Yepp....i'm really hoping V.5 will include some scenario editor updates...Including more AI groups 😊...as that would be the fastest and easiest way to improve the AI in one player games....

    Looking forward to any new info on V.5

  3. I know this had been discussed before but hey...why not mention it again ?

    BCF can we please, please have the number of avaliable AI groups increased ? 
    Surely it will be a faily simple thing to add. The only thing needed will be some slight alteration to the editor UI. Increasing the number of AI groups will have no/very limited impact on FPS nor will it put any higher demand on the Tac AI. A simple UI change is all that is needed.

    A few things  i could not do in the last scenario i created...limited ONLY by the lack of AI-groups.

    - Setting different stances and engagementzones (hide, ambush XXX, ambush armour XXX, active etc.) for a number of units that remained in AI group 1. All those units revealed them self at will (not parfect)...Thereby lowering the quality of the AI.

    - Having the various units that remained in AI group 1 repossition from one possition to another as desired. For example it would have been nice if i could have had a number of teams with hand held AT weapons triggered to move forward to their fiering possition at a sutable time when 
    then player moved some armour into range. Before this move they could remaine 'hiden' in a hard to spot location and not nedlesly be spotted or engaged by player infantry from fairly long ranges. Also...It would have been nice if some of the regular rifle squads and perhaps HMG teams that 
    remained in AI group 1 could have been able to repossitioned sligtely after a short while at a certain possiton...To make it more difficult for the player to bring sutable firepower to kill them off. Not doable because of lack of  AI-groups. Unfortunatelly.

    - Keepeing all required AI groups to a decent size for their task. In a few AI groups i was forced to place more squads then desired into the same AI group with the all to predictable consequence of seeing zigg-zagging enemy counterattacks moving forward or...to avoid this being forced to bunch them upp
    on a very narrow path. This zigg-zagging on the part of the AI is completally riddicolous, frustrating, boring and unrealistic. Being able to avoid this noncence would be preferable.

    - Having multiple options for AI on-map mortar support using triggers. Not doable ! I could only afford to use ONE AI group as a mortar support team. This very much limited the possibility to asign multiple different target alternatives to the AI mortar battery. the simple reason for this is that
    if the player does not move into the zone and trigger the bombardedment for option ONE...None of the other options will be avaliable either since the AI group is waitning for the first trigger to spring...Wich it does not do...Unless the designer puts in a 'failsafe' with the gameclock but doing this may well
    look a bit silly if the player is nowhere near that area when the clock strikes. Having the option to afford to put more then ONE AI group into the mortar support would be preferable. In such a situation each AI group could be given its own triggerzone that would set off that barrage. Easier to program on
    the part of the designer and probably more fun to play if the AI seems to be able to react somewhat more intelligently to the evolving situation.

    I'm aware of the fact the a scenario designer might be able to squize a few more AI-groups out of the game by using some clever tricks but this is unneccesarely complicated imo. What i managed to do in this last scenario was to subsequently use the mortar AI group as an infantry AI-group to do a counter attack once the mortar team
    had done its bomardment (having put the mortars inside an area surrounded by high wall without any doors and put the infantry as a reinforcement.) I was able to use ONE of the armour AI-groups as an infantry counter attack using simular technics. The infantry arrived as reinforcements after the armour had
    finished its last waypoint (i had to be sure the tank would actually do that in order to be able to use this group). When i restricted this AI-groups infantry counter attack to only use waypoints inside buildings the initial armour would not be able to move there and subsequently neglect those movements. leaving the
    infantry of the same group to do their thing...Using some other tweaks i managed to squeeze out 19 AI groups for this scenario...Had i had 10-15 more that would have been awesome...but sadely no.

    Well...What the hell did you do with all those AI-groups you might ask...The majority of those where used to allow the AI forces to show some sign of life/movement...repossitioning, various small counterattacking groups. I realice that you don't have to do that in a scenario...A large part of the AI may in many
    situations remain stationary and simply wait to be routed out of place or outright killed off. However. I really feel that it increases the imersion of a scenario if you as the player sees the enemy moving around on the battlefield and for this reason among others i really wish we could have the number of AI groups
    increased. To allow for both manuvering AI, Stance changing AI as well as mortar supported AI in the same scenario....That would be nice ! And really it is not that difficult to do if only you have the tools you need avaliable...That is increased number of AI groups and preferably also an increased number of
    terrainobjectives (triggers)...

  4. Hello...

    I have finished my first scenario using the Rebels in Odessa map that i previously created.

    From the briefing:

    Odessa, april 10, 1944
    Time: 12.00
    Weather: Thick haze, cold, medieum wind from the north.
    Ground: dry

    The 79 GD division is currently engaged in the fighting for the third, and final, axis defensive line established to delay the russian liberation of Odessa. The enemy has realized that the battle is lost and is desperatelly trying to escape from the pocket that the russian
    encirclement of the city has created. The last retreat route over land has been cut and the only one still remaining is by sea. while the bulk of the axis forces are trying to board any avaliable ship to escape this trapp some remaining rearguard units are still providing 
    opposition to the russian advance. While the russian airforce is reecing havoc amongst the desperate german and romanian troops trying to escape the soldiers from the 3rd ukranian front are tasked with ridding the final parts of the city from the last enemy troops. As part of this effort
    the 79 GD division is fighting in the northern part of the city. the 216th regiment has been tasked with securing an old aircraft factory located north of the main harbour area. This is where you as the player comes in. Taking the part of the company commander of the 7th company, 3rd battalion.

    MISSION:

    The failed attempt earlier this morning by second battalion to secure the factory district has resultet in the need for a second push to try and achive this objective. 7th company, with attached support, has been ordered to lead this attack.

    You are in command.

    This will be a perfect oppertunity for you personally to prove that you are the right man to be promoted to battalion commander ones 'the old man' leaves 3rd battalion for his new assigment.
    At your disposal will be the entire 7th company. The men are fairly well rested and their moral is good. The rest the men recieved this morning while 3rd battalion where held in reserv did them good. Earlier losses has been made good for by recent replacements. 
    The company is at full strenth and well supplied with ammunition. 
    To support this attack the 216 regiment HQ have assigned the better part of the 93rd recon company, some engineer units equiped with breach charges and some light mortars to assist you in the succesful conclution of this mission.
    In addition to this some of our brand new, upgraded, T34 tanks armed with the 85mm gun have been assigned to you from the 160th GD tank brigade. 
    Further, 3rd battalion, will keep parts of the 8th company and a small number of SU-85 tankdestroyers in reserv. If your attack boggs down these units may be released to you by the battalion HQ to strenthen your attack.
    Remember though ! Any request made for the release of these battalion assets will most likely reflect badely on you at higher HQ...It would be preferable if you manage to complete your assigned task without bothering the battalion Hq.

    The attack earlier this morning by 2nd battalion managed to push into the factory compound and secure a few of the main buildings but a subsequent german counterattack forced them out again.
    According to a report by 2nd battalion the initial opposition consisted of a mix of german and romanian infantry units of fairly low quality and rather badely equiped. These troops where supported by a few assultguns and a number of dug-in AT guns. The only indirect firesupport our men encountered came from medium mortars and
    even this fire was light and badely directed. 
    What eventually forced the 2nd battalion to retreat was the counter attack launched by german reinforcements. This attack seems to have been conducted by some scattered SS-units supported by a handful of Panther tanks. It was this attack that routed the second battalion.
    As for the current situation...We can expect that the enemy have re-manned their previous possitions and that these SS-units as well a mix of other german and romanian units of lower quality remain in the area. If the enemy still has the strenth to launch an additional counterattack we can expect
    them to do so. The most likely enemy approaches will be from across the railroad bridge or from the area around Glubokii hotel.

    The second battalion may have been force out of the factory compound but they did manage to hold onto this possition, Glubokii Hotel. This hotel provides you with an exellent defensive possition to fortify your right flank on. 
    The troops from the 2nd battalion are currently in the act of withdrawning from this possition as they have been ordered into the regimental reserves. You are advised to re-occupy these building as they will be most useful in preventing any enemy reinforcements making their way towards the factory district from the south.

    The approaches to this hotel as well as the area around the trainstation have been cleared of enemy forces. The area south of Molotov road is out of bounds for you and your men. This section of the city has been assigned to the 220th regiment attacking next to you. Their objective is
    to defeat the enemy forces that still occupies the area east of the commersial buildings. To avoid any mix-up of forces you are to not advance any of your troops south of the Molotov road (EXIT terrain-objective).Battalion HQ will come down on you hard if you do. We realize that you will be commanding a somewhat larger force then what you are
    used to as a company comander but we expect nothing less then complete success. 

    Good luck, Comrade !


    Briefingscreen:

    CM_Red_Thunder_2022-01-06_00-02-35-20.bm

    Download link:

    https://www.dropbox.com/s/jotoy7ebxfn0sky/Odessa will be ours !!.zip?dl=0

  5. Hello...

    I'm putting the final touches on a scenario i made for this map...It will be a fictional scenario depicting the final russian push into Odessa in april 44...I will be using partisans to simulate rumanian stragglers left in the city...These desperate guys will be supported by a handfull of german rearguard units...I'm having some trouble finding any information about what german and rumanian units that might have been in the area in these final days...If anybody knows i would be greatful...Division and preferably also regiments would be nice...

    The briefing and final naming of the units is all that is left to do...

    Being a purely fictional scenario getting this somewhat correct is obviously not neccesary but if anybody knows...?

    Why not 😊...

     

  6. 11 minutes ago, danfrodo said:

    I put off getting the modern games for a while, since I am a WW2 guy -- though I am also a cold war guy from back in the day.  All I can say is that you are missing out on a ton of fun.  The modern stuff is so different from WW2, such a different kind of challenge.  Just get one of the three modern games and you'll see. 

    I share this experience...I didn't think i would like the more modern stuff...But i do 😊

    WW2 is still my favorit though...A few reasons for this...

    - CMSF2...I like it but it would be even better if it could be brought up to current day also...

    - CMBS...Nice game but the setting really does not do it for me...realistic and current as it might be.

    - CMCW...I have fairly limited experience with this as of yet but my initial feeling is that it needs some expansions to get some more variaty into the game...

    If we where to get things like current day Iran Vs Western, Current day Korea or current day China Vs Western then the fully modern stuff might very well become my favorit games...😎

  7. lcm...

    Just a quick note...If you are looking for 'different' then perhaps CMFB will give you the least of that compared to other games if you already own CMBN with all the modules.

    CMBN and CMFB are fairly simular when it comes to equipment...But as Ultradave  mentined...If the Bulge is of great intrest to you then by all means go ahead and get it...

    If 'different' compared to CMBN is of higher priority then i say go for the CMFI bundle or CMRT as far as WW2 goes...

    CMFI will give you mid 1943 to end of the war and a new country (Italians) to play with....CMRT with the latest module will give you mid 44 to end of war and a new country (russians)

    But...offcourse...It's your choise 😊

  8. 1 hour ago, chanceisbest said:

    Thanks do much but why us that option in the editor then?

    If you are refering to the LOAD-button then that is avaliable to allow scenario designers to reload work-in-progress scenarios that they are currently doing design work on. It is not intended to load actual saved 'game files'...

     

     

     

  9. 3 hours ago, Sgt.Squarehead said:

    Very cool indeed.  B)

    I'm really impresed by this map.

    Thanks, Sgt.

    I'm quite happy with how the map turned out...You could always do more i guess but at some point enough has to be enough...😎 Hopefully it will be a decent compromice between detail and performance...

    2 hours ago, Artkin said:

    I already made a scenario for it but I gotta tone it down for real time :(

    Way to to 😊...You are offcourse free to tweak and adjust the map as you see fit.

    I'm myself currently working on my first scenario on this map also...

     

  10. Hello, JM

    I'm sorry to hear that you are considdering to not continue with the wrecked mods...They will indeed add a lot of flavour to the right scenarios...

    As for the entusiams for the mod...imo the entusiams/activity over all is at a pretty low level right now and has been for quite some time...Many people are more or less just waiting for CM3 i belive.

    Many scenario designers face simular issiues...lack of feedback on their work...This can indeed be entusiasm lowering when it comes to creating content for CM.

    That is unfortunate...but the simple fact seems to be that the number of people currently playing CM or atleast that are currently active on this forum is very limited...

    I fear progress may have been to slow during the last few years...people lose intrest...

    We badly need CM3 to spring some real life back into the CM-series...

    As for DRUM8 (Pz III) the vision blocks on the front of the tanks seems to dissapear at some angles when rotating the tank...it simply shows that front plate without any features at all at times...simply a solid plate.

    It might just be my graphics card...it is pretty low spec...

     

  11. 17 minutes ago, Lucky_Strike said:

    Yes I thought you must have worked out some wrinkles already, great stuff.

    Disappearing models up close ... are they disappearing? Or jumping somewhere else on the map, like into the distance off the map area?

    In my test the models simply dissapeared...They did not displace, change facing or apperance...I would say about 5-8 actions squares out the models simply got MIA...

     

  12. 44 minutes ago, George MC said:

    The urban sprawl of Tluszcz has err... sprawled! Well the outskirts at least. Interestingly there are significant differences between the period Polish 1;25,000 map and the aerial images of the buildings from May 1944.

    First overview of the map. Its 4km wide by 3km deep.

    MVxR2Ec.jpg

     

    I don't think i have ever seen anything simular in CM before...Holy smokes ! 😊

  13. I previously made some comments on these mods in another thread and JM asked me to also post them here...so here goes...

     

    Hello, JM

    I have downloaded you mod and had an initial look at it...Overall...things looks VERY PROMISING imo...a few little thing here and there though 🙃...list below...

    Bin 1 - Gaz NM - looks good, rotates well

    Bin 2 - T34-85 - looks very good, rotates well

    Bin 3 - T34, 1942 - looks very good, rotates well

    Bin 4 - Gaz 67 - looks very good, rotates well

    Bin 5 - US truck + jeep - Can't rotate it and the model dissapears completally when wiew from the rear at a somewhat close distance.

    Bin 6 - T34-85 + AT gun - looks good, rotates well

    Bin 7 - lend lease halftrack - looks good, rotates well

    Bin 8 - lend lease Sherman - look very good, rotates well

    Bin 9 - Gaz MN - look good, rotates well...a very small detail...right headlight sort of dissapears at some angles...no big deal though imo...

    Drum 2 - Panther - look very good, rotates well

    Drum 3 - Kubelwagen - look good, rotates well

    Drum 4 - T34 + Opel Blitz - Can't rotate or remove

    Drum 5 - JagdPanzer - look very good, rotate well

    Drum 6 - Opel b3 - look very good, rotate well

    Drum 7 - PAK - look very good, rotate well

    Drum 8 - Pz IIIG - look good, rotates OK...the front visionblocks dissapear at some rotating angles.

    Drum 9 - Skdfz 250 - look good, rotates well

    Barrel 2 - Mercedes - looks somewhat to shiney, a bit tricky to rotate

    Barrel 3 - Audi - look OK (maybe to shiney), Can't rotate or delete.

    Barrel 4 - Opel 1 - look good, rotate well...front hood dissapears at some angles.

    Barrel 5 - Opel 2 + 3 - greenish car to shiney, rotate Ok

    Barrel 6 - Opel 4 - look good (left rear rim is missing), rotates well

    Barrel 7 - Opel rusted - looks to shiney, rotates well

    Barrel 8 - Opel Blitz - look OK ( Maybe tone down the brown rear somewhat), rotates well

    Barrel 9 - Opel Merce - looks Ok (maybe tone down the green rear somewhat), rotates well

     

    These mods will be a great addition to the game ! 👍 😊...most of the looks very good and function fine...

    They will add some nice flavour to the scenarios...I certainly hope you make more of them...Great work so far !

     

  14. 9 hours ago, JM Stuff said:

    I would like to have some opinions, in case I have to change something, before I put via @Bootie on the Mods place, for the final vers., this is why you cannot find it by CMMODs for the time.

    Hello, JM

    I have downloaded you mod and had an initial look at it...Overall...things looks VERY PROMISING imo...a few little thing here and there though 🙃...list below...

    Bin 1 - Gaz NM - looks good, rotates well

    Bin 2 - T34-85 - looks very good, rotates well

    Bin 3 - T34, 1942 - looks very good, rotates well

    Bin 4 - Gaz 67 - looks very good, rotates well

    Bin 5 - US truck + jeep - Can't rotate it and the model dissapears completally when wiew from the rear at a somewhat close distance.

    Bin 6 - T34-85 + AT gun - looks good, rotates well

    Bin 7 - lend lease halftrack - looks good, rotates well

    Bin 8 - lend lease Sherman - look very good, rotates well

    Bin 9 - Gaz MN - look good, rotates well...a very small detail...right headlight sort of dissapears at some angles...no big deal though imo...

    Drum 2 - Panther - look very good, rotates well

    Drum 3 - Kubelwagen - look good, rotates well

    Drum 4 - T34 + Opel Blitz - Can't rotate or remove

    Drum 5 - JagdPanzer - look very good, rotate well

    Drum 6 - Opel b3 - look very good, rotate well

    Drum 7 - PAK - look very good, rotate well

    Drum 8 - Pz IIIG - look good, rotates OK...the front visionblocks dissapear at some rotating angles.

    Drum 9 - Skdfz 250 - look good, rotates well

    Barrel 2 - Mercedes - looks somewhat to shiney, a bit tricky to rotate

    Barrel 3 - Audi - look OK (maybe to shiney), Can't rotate or delete.

    Barrel 4 - Opel 1 - look good, rotate well...front hood dissapears at some angles.

    Barrel 5 - Opel 2 + 3 - greenish car to shiney, rotate Ok

    Barrel 6 - Opel 4 - look good (left rear rim is missing), rotates well

    Barrel 7 - Opel rusted - looks to shiney, rotates well

    Barrel 8 - Opel Blitz - look OK ( Maybe tone down the brown rear somewhat), rotates well

    Barrel 9 - Opel Merce - looks Ok (maybe tone down the green rear somewhat), rotates well

     

    These mods will be a great addition to the game ! 👍 😊...most of the looks very good and function fine...

    They will add some nice flavour to the scenarios...I certainly hope you make more of them...Great work so far !

     

    I will make an additional version of the map with some of these included as well as perhaps some other mods..

    It should be finished within the week i'm guessing...

    Thanks for your outstanding work !!!

     

     

  15. 8 hours ago, JM Stuff said:

    Very nice job @Glubokii Boy good atmosphere, could you pls added some wrecks vehicles that I did for CMRT, I would like to see if they are working correctly and also the opinion from the forum members...

    I cannot added myself I am on trip for couples of days.

    Thanks in advance.

     

    JM

    Thanks, JM

    Some wrecked vehicles would be nice. I have to confess though that due to somewhat less computer time in the past few years i have not been following most of the thread/projects on this forum as well as i might have...

    I had a look at CM-mods but could not find any wrecked vehicle mod...Could you please point my in the right direction ? 😉

     

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