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Glubokii Boy

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Everything posted by Glubokii Boy

  1. Yes, you 're right... My initial idea may not work very well but there has to be some sort of function in the game-engine already that keeps track of incomming fire that controlls the suppresionlevel going up or down. Maybe this funtion already in could be used to decide when a unit is taking 'real time fire'...
  2. My thinking was... Whenever the suppresion indicator in the UI goes from zero to showing the first step of suppresion for a unit...That would trigger the 'taking fire' flashing incon. Could be done in other ways i'm sure... I agree that the incons could be used for additional information... Maybe some way of showing that the unit is out of C2 for example...
  3. Flashing incons... - taking fire (flashing orange) - taking casualties (flashing red) Currently we have the floating incons flash when a unit is taking casualties wich helps alot in locateing troublespots when zomed out. Maybe we could also have the incons flash (in a different colour) when a unit is taking fire to help us locate wich units is being fired upon before they are taking casulties. This could be a toggable option in the setup menu (maybe not all players will like the incons flashing all over the place).
  4. I agree... This has to be the biggest problem stopping the idea 'what you see is what you get'... primarally in city fighting Besides the situations you have mentioned it also makes the overall planning more difficult in my opinion...It sure would be a huge improvment if you could scan the map for good fireing possitions for the supporting weapons and actually be able to shoot at areas that you can clearly see from those locations. Currently that is not the case (i know i can place a waypoint anywhere i like and check line of sight from that location). I would guess that the main reason for this is the requirement to be able to se the groundtile at that location... edit... When i say "be able to see"... I mean be able to see that pice of terrain using the number 1 hight level and not... being able to see according to the blue line of sight line...
  5. I'm really looking forward to the easternfront-games and the new features mentioned sounds very good but i can't help but to feel a little pessemistic about the future for the singleplayers unless one of the new features with 3.0 not yet mentioned is TRIGGERS...hopefully, hopefully !!
  6. Kohlenklau, and the gang...Good luck with this project ! nice initiativ...
  7. I don't currently have the Market garden module but one new feature with that module that i really like is the addition of the mastermaps...Well done BF ! hopefully maps like these will help increase the output of usermade scenarios...
  8. I'm sorry...This all sounds very good but it's just not happening... That's the main reason why i, Mr X and some others have mentioned the idea that we think it would be a good idea if BF could consider to set aside a little time to create adittional scenariopacks and campaigns for existing modules. Like Mr X mentioned...a number of campaigns have been started by some comunity member but very few have ever been completed. Maybe our fear for the lack of scenrios is a bit premature...There's really not that many basegames and modules in CM2 to choose from and the normandy series seems to have quite a number of scenarios and campaigns made.... CMFI does not however ! That might very well be because of the lack of intrest in that theatre. I'm quite surtain that the eastern front modules will attract atleast as much attention as the normandy series has and maybe we will se an increase in user made content with future releases.
  9. I agree with this. A number of months ago i decided to put an effort in to try and learn the editor and start making scenarios. I made a few and posted them in the repository. They may not be as good as the ones that ship with the modules but going by the comments in the repository atleast some people enjoyed playing them. Those scenarios were not 'impossibly hard' to make... I'm working on an other one now... From my limited experince with the editor i would guess that the lack of a good triggersystem is the number one reason why many people are reluctant to start making scenarios. This 'first turn WEGO' requirement of setting up the AI defences and planing the entire AI defence for maybe and hour long battle 'in one turn' is not very user friendly. I know it has been discussed many times before but i'm sure that once we get a working triggersystem scenario design from the community will explode.
  10. Ok...I understand your point now... and i would have to agree that complaining about that is nothing else then 'bitching'. I'm in no way a high-income guy but to me 10 dollars is close to nothing. Not many things in life are free and if you like something you usually have to pay for it. When BF sold us CMBN they never promised us a lifetime of upgrades for free. They sold us CMBN (with continues support regarding bug-fixes). This upgrade option is a bonus and they are perfectly in their rights to charge us a small fee for it (if we want it). In a simular way i'm sure the game editor was never really meant for a few people to spend hundreds of hours to make campaigns for other people to play and then 'give them away'.. Thoose people that are willing to spend that amount of time to make something for others to enjoy should get paid...that being BF or some member of the comunity does not matter. Making a scenario or two and posting them in the repository for free is one thing but making a hole campaign or a large set of scenarios should be rewarded by some sort of salery.
  11. I'm sorry ! but i don't understand what you mean with this ? Wait what 10 years ? Who said anything about paying FULL PRICE ? The suggestions have been to be able to buy scenariopacks at a far lower price than the price of a full module or a new basegame. Hopefully this could be achived in less then 10 years...
  12. With a steady release of new modules i'm sure there will be no big shortage of new scenarios to play if we buy them all. The problem as i see it is for people who are intrested in a specific theatre and time period and therefore would prefer to play a specific CM-game. I understand and mostly agree when many says that the additional scenarios will have to come from the comunity but sadly that does not seem to be happening to any great extent. I feel its a shame if the modules more or less "dies" after some months because of the lack of scenarios. I would be more than happy to PAY for an additional scenario pack to the modules i like. I don't understand why somebody would complain about having to pay for that...I would be like buying A NEW MODULE (only cheaper) with the only difference that it is set in the same theatre and time period as a previous module...
  13. I don't know if this is an old issue but... While playing the first mission in Mr X new campaign in CMFI the italians, occupying the bunkers, are able to fire through the walls on the sides of the bunkers (wooden bunker) time and time again...
  14. Mr X...Big thanks for this campaign ! I'm playing the first mission (nice looking map). At first it seemed pretty hard to be able to fight through the first italian line (bunkers) with the limited firepower at hand...but i found an opening that i have been able to exploit ...First reinforcements have just arrived...Time to clear this beach... Again...Thanks for your work...looking GOOD !
  15. If i have not missunderstod something completelly I would like to se a major remake of the mission editors SUPPORT TARGET function...(i hope i have this wrong othervise i truely don't understand this design decision) This is how i understand how it works - You could set up 20 AI targetzones (VERY GOOD !) but... - These only work as preplanned bombardments during the start of the scenario. The designer have no ability to set an AI artillery target to start for example 5 minutes into the battle. - Currently the scenariodesigner have no influence of wich targetzone the AI will target in this preplanned bombbarment. Lets say you have placed 4 targetzones on the map. Sometimes the AI will taget zone 2 and 3, sometimes only zone 1 and next time maybe all 4. I don't like this ! it makes it very difficult to get the AI to do what you intend them to do. According to the manual the targetzones should be targeted in numerical order but that does not seem to work...wich zone gets targeted seems more or less random. - The scenariodesigner have no influence over what support assets that will target a specific targetzone. Sometimes all AI guns will target one of the zones and sometimes different guns will target different zones What i would like to see is for the scenaridesigner to have more controll over the AI artillery. - Asign startime to each targetzone - the ability to pick what asset that will partisipate in wich targetzone (maybe asigning supportassets to a targetzone in a simular way that units are asigned to AI-groups and reinforcements now). - Maybe these ideas will require some of the assets to be LOCKED to scripted targetzones and some that will be avaliable for the AI to use as it sees fit. If these suggestions are 'over-used' in scenariodesign they might produce some strange reults if the designer guess wrong about the players movements but i'm sure that most designers would soon find a good balance. If i have missunderrstood the current support target funtion i would be greatful for any corrections...
  16. two other features i would like to se thats probably not to difficult to implement is... The ability in the editor to set a SPECIFIC TIME for completion for each individual objectives (terrain, unit). Or The completion of an objective to be LINKED TO A SPECIFIC UNIT This could be used to emphatize direct instructions from higher HQ...For example... from the briefing "2nd platoons initial objective will be to secure the church in the center of the village" Or "To allow follow-up forces to advance past the river we will need the bridge secured NO LATER THAN 17.00" Something like this... The only thing that would be needed is the ability to set a CHECK TIME or CHECK UNIT condition for the objectives in the editor
  17. Hello, Kari Thanks for your feedback Glad you liked it... Much of the credit will have to go to the original mapdesigner though... This map is truely well made...Many oppertunities
  18. These suggestions are very high on my wishlist also. Today i set about to try and make a scenario about the fighting in the bombed out ruins of the town of Monte Cassion. Newzeland infantry Vs german paratroopers and i found a very good map among the QB-maps (might even be intended to be Monte Cassino). I thought i would increase the destructionlevel a bit and add some troops but this soon turned out to be a big NO-NO. The Tac-AI cant handle this map...The troops run around all over the place when you isue them a movement task and therefore become more or less uncontrollable in a firefight. NO-GO ! The isue with the actionspots also ruin any gameplay on this map. The need to see the groundtile in order to target a multi story building becomes truely ridiculous on this map. Therefore a NO-GO ! I guess that having seperate actionspots at each level when a building is placed on the map will seriously influence the FPS but something obviosly needs to be done regarding this problem. No easy solution i'm sure..but one could alway wish... And like i think most of us would like to se...A greater varaity in fortrifications and cammoflage is also high on my wishlist. The implementation of a good triggersystem is still at the top of my list though...But these comes close.
  19. Hello, StieliAlpha I personally have never played any of thoose boardgames but i'm sure some good ideas can come from them. My first experience with tactical wargames was the CLOSE COMBAT series of PC games. You can get the basic idea for a scenario from many different sources. I have watched a number of YOUTUBE documentaries to get some ideas. Your suggestion will most certanly work. Books, other computergames, googeling are others...
  20. Hi I have uploaded my third QBS-scenario to the repository. This one is called: QBS COUNTERATTACK AT BATTIPAGLIA It is based on the QB-map ASSULT LARGE TOWN 002 that came with CMFI. I have made some small changes to the map (primarily added destruction to the buildings to simulate previous fighting in the area). This scenario will include a number of AI-groups. From the briefing... "19.00, september 12, 1943 Commander, Since the allied landing at Salerno a few days ago the enemy progress must be a dissapointment to the allied leadership. With the help of the luftwaffe our 16th panzer division have more or less single-handedly been able to halt the enemy advance. Controlling the highground have enabeled us to bring accurate artilleryfire down on the advancing enemy troops. Inflicting heavy casualties. During the last two days the the panzers from our 2nd battalion/2nd panzer regiment and grenadiers from 1 st battalion/64th Pz.grenadier regiment have been involved in heavy fighting in and around Battipaglia. According to prissoners taken. We are facing the brittish 137th infantry brigade/46th infantry division. Enemy armour from an unknown unit is also present in the area. These prissoners have informed us that the primary objective of this brigade have been met. Namely to secure Battipaglia and the important crossroad at that location. This is not good ! This will allow the enemy follow-up forces to advance further north and also threaten Montecorvino airfield. Our failure to defend Battipaglia is a setback. However, earlier today the 29th panzergrenadier-division arrived from the south. The arrival of the 29th not only strenthened our defences but also meant that we could go on the offensive and launch a counterattack to try and retake possitions lost. The first attempt, earlier today, to retake Battipaglia failed. After pulling back to regroup and resupply your troops are now ready for a second attack. Let's make this one a succes ! TO ACCOMPLISH THIS TASK YOU HAVE BEEN ASSIGNED THE FOLLOWING UNITS FROM THE 16TH PANZER DIVISION: ------------------------------------------------------ 2nd pz.battalion/ 2nd Panzer Regiment. - 5th company (3 pz IVG, 7 Pz IVH). - 6th company (1 pz IVG, 5 Pz IVH). - Supportcompany (2 StuH42) 1st Pz.Gren.Battalion/ 64th Panzergrenadier Regiment. - 1st company - 2nd company - Pioneers AVALIABLE AT MISSIONSTART: ------------------------------------------------------ - 5th company/ 2nd pz.battalion (3 pz IVG, 7 Pz IVH) - Recon detachment from 1st company/ 1st Pz.Gren.battalion - Recon detachment from 2nd company/ 1st Pz.Gren.battalion - 1 section Self Propelled Howitzers (Wespe) - 1 FO-team REINFORCEMENTS: ------------------------------------------------------ 5 minutes - 1st platoon/ 1st company (64th Pz.grenadiers) - Company mortars/ 1st company (64th Pz.grenadiers) - 1st platoon/ 2nd company (64th Pz.grenadiers) - Company mortars/ 2nd company (64th Pz.grenadiers) 10 minutes - 2nd platoon/ 1st company (64th Pz.grenadiers) - 2nd platoon/ 2nd company (64th Pz.grenadiers) - 2 StuH42 assult howitzers from 2nd Pz.battalion 20 minutes - 1st platoon (2 Pz IVH) from the 6th company/ 2nd Pz.bat - 2nd platoon (1 Pz IVG,1 Pz IVH) from the 6th company/ 2nd Pz.bat - Pioneers 30 minutes - 3rd platoon/ 1st company (64th Pz.grenadiers) - 3rd platoon/ 2nd company (64th Pz.grenadiers) - 3rd platoon (2 Pz IVH) from the 6th company/ 2nd Pz.bat - 1 section medium mortars. These troops have been in almost constant contact with the enemy since the allied landing started on the 9th. Considering this they are in good condition and their moral is high. Losses have been significant however. Our panzers have been hit the hardest and have lost about 50 % of their tanks. The brittish seems to have fielded a new and improved version of the Sherman tank. One on one our panzer IV have been at a disadvantage against this new machine. The grenadiers from the 64th are a little better off. They currently retain about 80 % of their combat strenth. After a slow start the enemy have been able to establish airsupperiority in this area. Earlier today they attacked our artillery possition. Inflicting heavy casualties. Besides our battalion mortars the only fire support we will have avaliable will be 1 section of 105mm self propelled howitzers. The enemy aircrafts have also been attacking our supplylines. This has had the effect that only limited supplys have reach our location. Make a note of this. especially armour and fire support will be low on ammo. On the plus side. We have been able to pre-register a number of enemy locations (TRPs) for our artillery. ENEMY FORCES: -------------------------------------------------------- From the intellegence gathered during our first attack our best estimate of the enemy possition is this: - We are facing approximatelly a reinforced company force. - The enemy MLR are deployed in revers slope possitions. - The enemy have had some time to dig-in. No trenchlines were discovered but most enemies are entrenched in foxholes. - No mines or other obstacles were encountered during our previous attack. - The enemy have a number of AT-guns and mortars at their disposal. - Some Sherman tanks (new version) are also assigned to support the infantry. - These men are reasonabelly well lead and of acceptable quality. TERRAIN: --------------------------------------------------------- The terrain around Battipaglia is primarely farmland with many fruitfields of different kind. There are a number of ridgelines crossing the terrain. Running north to south. These ridgelines permits the enemy to deploy their forces in good reverse slope possitions. This will make it difficult for our armour to support the infantry with long range fire. The ridgelines also provide the enemy armour with good ambush possitions. In the center of the ridgeline east of Battipaglia there is a small hamlet. The enemy uses this location as an observation post. This possition gives the enemy excellent observation of our approaches and will need to be taken before any assult on Battipaglia can be mounted. There is a small stream running north to south just east of Battipaglia. This stream is very shallow and is fordable at any location. Armour trying to cross will however run the risk of getting stuck. There is also a dryedout part of this stream running south-east. This dryed-out part might provide us with an avenue of approach but be aware that the ground is soft and muddy. This will slow movement and risking armour to get bogged down. The fighting during the last few days has been intense. The only buildings in this area that are more or less intact are the forward fieldhospital. These buildings have so far not been targeted by artillery. The rubbled buildings in Battipaglia and at the observationpost, factory and the 137th infantry brigade HQ will limit the abillity of armour to move. OBJECTIVES: (all should be occupyed) ------------------------------------------------------------ - OBSERVATIONPOST: (15 points) Any enemy troops at this location will have excellent observation of our approaches and will be able to direct accurate artillerfire. - FACTORY: (15 points) The sturdy buildings at this location can be turned into a good strongpoint should we ever need to defend this area again. - CROSSINGPOINT: (25 points) This dryed-up part of the stream will provide us with a good crossingpoint when our advance continues further west. - BATTIPAGLIA: (120 points) The two main roads in this area meet at this location. Both sides will benefit from controlling it. - 137TH INFANTRY BRIGADE HQ: (25 points) The goal here will be to kill or capture any high ranking officers and aslo to retrieve any documents detailing the enemy plans. - FORWARD FIELDHOSPITAL: (20 points) The goal here is the same as with the HQ. To capture or kill high ranking officers and to retrieve important documents. Commander, your orders are to have Battipaglia secured no later then 20.00 hours. Let's get this attack on the way. Good luck !" This scenario will probably be avaliable in a few days in the GUSTAV LINE section of FORTESS ITALY at the repository
  21. And maybe colorcode the targetingline for guns and veichles to show... Light blue = line of sight of the MAIN GUNNER Dark blue = line of sight of other members of that unit
  22. I seem to recall that with CMBB you could set additional reinforcements (reservs) to arrive if the player suffered heavy casualties. I think this would be a nice feature for CM2 also...
  23. Hi... Having finally started doing some work with the editor here are some improvements i like to se (these might have been mentioned before). - already mentioned by ian.leslie. The veichles have some trouble using the roads when moving. Maybe there could be an option in the AI-orders "follow road" that would tell the AI to only move forward on the closest 'road tile'. - An other option i would like to se in the AI-orders regarding veichles would be a REVERSE order. Allowing the scenariodesigner to create some AI 'shoot and scoot' moves...Cresting a hill and reversing back after 30 seconds for example. - A "move through" option in the AI-orders. Meaning the the AI unit will not stop at the order-location and wait for a set time before continuing to the next one but rather move along to the next one as soon as they arrive there. - Ability to set the exact time for AI support-targets (artillery).
  24. Hi ! I have completed my second attempt to build a Quick Battle scenario. This one is called...QBS SON OF A SENATOR. In this one you will play as the company commander of A-company (82:nd airborne) during the first morning of Operation Husky. From the briefing... ------------------------------------------------------------------- SON OF A SENATOR July 10, 0.600, 1943 Scicily Operation Husky (the invasion of Scicily) is in full swing. The main landingforces have been able to secure the beaches and are starting to advance inland. As part of the initial airborne landing (dropped 6 hours ago) your situation is however not as good. As the company commander of A-company (82:nd airborne) you are faced with a number of problems. To start with...strong winds and heavy anti-aircraft fire ment that the airborne units got terribly scattered and also missed their intended landinzones by several miles. Your current location is not quite clear...Somewhere east of Gela. To make things worse... The company XO, first lieutenant Bradford, has been captured by italian troops...Earlier this morning while trying to find the rest of our company lieutenant Bradford and a number of men from his aircraft got ambushed by patroling italians. To allow his men to escape lieutenant Bradford remained behind and engaged the enemy while his men where able to withdraw. During this firefight the Lieutenant got wounded and later captured by the italians. This is not good ! Besides being a good friend and a very capable leader...Lieutenant Bradford is also the only son of an important senator in Washington. You have been given special intructions to make sure that no harm comes to this man. Having him captured or even killed is not a good start to this operation. Your primary objective at this time will be to find him and bring him back to safety. According to some local farmers, who don't approve of the axis leadership, the italians that captured him have brought him to one of the farms up ahead for questioning. Time is short. We will have no more time for a stealthy approach. We will need to capture these farms by force. Up until now we have been able to sneak past some of the enemy patrols but once the first shot is fired the enemy will know somethings up and act accordingly. On the good side. - You company is at almost full strenth having suffered only limited casualties during the drop. The men previously led by lieutenant Bradford have also been able to rejoin the company. - The troops aposing you are not well trained- and equiped germans but rather second-line italian troops. We have seen no signs of enemy armour. We estimate the enemy strenth in this area to be about company-size. Some units will most likely be patroling in the area and others will be deployed at the farms themself. If we hit this area hard and fast the enemy will hopefully not have time to react. Any enemy reinforcements that might arrive will most likely show up along to road to Gela. Thats it...Now let's go find Bradford ! ----------------------------------------------------------------- The scenario will hopefully be avaliable at the REPOSITORY in the GUSTAV LINE section of COMBATMISSION ITALY sometimes next week. In this scenario i have tried to add a few more AI-orders to get a more 'alive' enemy... This scenario has also taken something like 10-15 hours to complete. Hope you like it ! I thought i would try to do atlest 3 scenarios (to start with) to try and show what i meant with my original idea. In the next one i will include some ARMOUR to both sides...
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