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Glubokii Boy

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  1. Upvote
    Glubokii Boy got a reaction from E5K in Scenario Troubles   
    The AI areafire option might be somewhat tricky to use in this particular situation i think...With this command they will do as told...areafire 😎...at whatever possition you specify...But what if the player decides to place his troops in a slightely different possition ? If you make the AI areafire location 'to big' with 'to few' troops doing the shooting it will not be very effective.
    It might be better to have your german AI trops on HIDE until the player advances close enough for the AI germans to actually see them and then have them switch to ACTIVE using a  triggerzone placed accordingly.
     
     
  2. Like
    Glubokii Boy got a reaction from Aquila-SmartWargames in The Bad Boys - AI lead US troops tries a snatch/rescue mission against local ISIS forces in Syria (new scenario).   
    Hello...
    I have finished my udated version of the scenario. Changes made:

    - Increased the scenario lenth to 50 min.
    - Changed the scenario description text to more clearly state that the scenario is playable as RED vs BLUE AI only.
    - Added a notification on the BLUE briefing screen to state that the scenario is only playable as the RED side.
    - Added some clarifications to the briefing with regards to how Abu Bel Air is supposed to be treated...
    "As for Abu Bel Air unless he actually manages to escape you are NOT to touch him. Our plans to publically execute him at noon still stand. If this plan gets interupted it will be a significant propaganda failure on our part as the information about his execution has already been spread all over the internet."
     
    - Some changes to the map to make the WHOLE map more intersting and force the americans to advance further in certain areas.
    - Added some more reasons to fight for the secondary objectives.
    - Changed Abu Bel Air from initially a spy to a HQ unit (1 man).
    - Added more AI-order triggers, terrain triggers and 'clocktime safeguards' to the AI-plan to make the whole AI plan more resiliant to enemy fire.
    - Some changes to the scoring.
    - A few more units on both side.
    - Changed the gametime to early morning.
    - Increased the chans to actually catch/kill Abu Bel Air.
    - I made the american evac-zones visible to the player.
    - Added designer notes.
     
    Link to updated version:
    https://www.dropbox.com/s/nv7ig16e4ttbeys/The Bad Boys Updated.btt?dl=0
     
    I will also try to upload it to the scenario depot
    Enjoy !  😎
     
  3. Like
    Glubokii Boy got a reaction from LutzP in Engine 5 Wishlist   
    No it wouldn't 😉
  4. Upvote
    Glubokii Boy got a reaction from grungar in High casualty rates in CM games   
    A few reasons i can think of that might contribute to higher casulties...
    - time...in many scenarios the time limit might be shorter then what it would have been IRL.
    - lack of micro management...especially in larger scenarios we might not split the squads up as much as desirable to avoid micromanagment.
    - carelesness...we might not take the time to make sure we have base of fire/suppresion and otherwise security in place to a simular degree as we would have done IRL.
    - WEGO...the AI might not react to unfortuness events during the one minute turns as well as a RL human would.
    - Abstractions....things like fighting in and around buildings does not really give the playrer quite the same level of control as IRL.
    - IRL a squadleader would handle the squad...a platoonleader would handle the platoon etc...in CM you as for example a battalion commander is forced to handle every little detail yourself of your reinforced battalion...every turn. The finer detailes might be missed every now and then 😊...
  5. Upvote
    Glubokii Boy reacted to akd in 5,300 German East Front aerial recce photos now online at NARA   
    https://catalog.archives.gov/search?q=*:*&f.oldScope=online&f.recordGroupNoCollectionId=373&SearchType=advanced&f.locationIds=29&rows=100
  6. Upvote
    Glubokii Boy got a reaction from Lethaface in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  7. Upvote
    Glubokii Boy got a reaction from LongLeftFlank in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  8. Upvote
    Glubokii Boy got a reaction from umlaut in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  9. Like
    Glubokii Boy got a reaction from quakerparrot67 in Rebels on Odessa   
    Hello...I have finished the map...I will provide a link down below if anyone would like to download it and use it in their own scenarios or in H2H games...
    The map in the editor

     
    As mentioned at the start of this thread one of the main features of this map will be a number of 'blocks' that consist of multiple single tile
    buildings combined together to build up the towns main housing complexes...These combinations of buildings will form nice fighting possitions that will allow
    for full freedom of movement inside the buildings as all of them have fully funtioning internal door on every floor and in every direction. My goal here is to
    try and make these buildings somewhat harder to suppres from the outside as there are so many different locations in them...with the ability to repossition within them quickly..
    Some of these blocks seen from the editor...

     
    And in game...

     
    appart from these 'blocks' the map contains a large number of other rubbled buildings as well as a complete factory district with two decent sized factories
    that also will allow for some form of movement inside them.
    The map is by no means huge but it is very detailed and i contains a lot of 'stuff'...
    some more pictures...

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Given the high level of detail and the many rubbled buildings and flavoured objects etc...The map will be somewhat demanding on your computer i belive.
    If you do decide to download this map and give it a try...Please make a short comment in this thread and tell me if your FPS performance is acceptable of if it is to demanding for your ,machine.
    If the majority of people are seeing acceptable FPS i may very well decide to expand the map a fair bit...perhaps makining it usable for a static campaign or somewhat larger scenarios that would provide more room for manouver.
    Also...What do you think about these kinds of buildings ? Do they provide some nice oppertunities and tactical challanges or do you considder them to be more of an waisted effort and not something that i should include in future maps...
    A link to the map:
    https://www.dropbox.com/s/55n385af4jloslg/Rebels in Odessa MAP.btt?dl=0

    Any feedback will be apprisiated (good or bad), thanks...
    Hopefully the map will work fine for you and be cool to play on...If FPS are low try to toggle shadows off and see if that helps...
  10. Like
    Glubokii Boy got a reaction from Sgt.Squarehead in Rebels on Odessa   
    Hello...I have finished the map...I will provide a link down below if anyone would like to download it and use it in their own scenarios or in H2H games...
    The map in the editor

     
    As mentioned at the start of this thread one of the main features of this map will be a number of 'blocks' that consist of multiple single tile
    buildings combined together to build up the towns main housing complexes...These combinations of buildings will form nice fighting possitions that will allow
    for full freedom of movement inside the buildings as all of them have fully funtioning internal door on every floor and in every direction. My goal here is to
    try and make these buildings somewhat harder to suppres from the outside as there are so many different locations in them...with the ability to repossition within them quickly..
    Some of these blocks seen from the editor...

     
    And in game...

     
    appart from these 'blocks' the map contains a large number of other rubbled buildings as well as a complete factory district with two decent sized factories
    that also will allow for some form of movement inside them.
    The map is by no means huge but it is very detailed and i contains a lot of 'stuff'...
    some more pictures...

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Given the high level of detail and the many rubbled buildings and flavoured objects etc...The map will be somewhat demanding on your computer i belive.
    If you do decide to download this map and give it a try...Please make a short comment in this thread and tell me if your FPS performance is acceptable of if it is to demanding for your ,machine.
    If the majority of people are seeing acceptable FPS i may very well decide to expand the map a fair bit...perhaps makining it usable for a static campaign or somewhat larger scenarios that would provide more room for manouver.
    Also...What do you think about these kinds of buildings ? Do they provide some nice oppertunities and tactical challanges or do you considder them to be more of an waisted effort and not something that i should include in future maps...
    A link to the map:
    https://www.dropbox.com/s/55n385af4jloslg/Rebels in Odessa MAP.btt?dl=0

    Any feedback will be apprisiated (good or bad), thanks...
    Hopefully the map will work fine for you and be cool to play on...If FPS are low try to toggle shadows off and see if that helps...
  11. Like
    Glubokii Boy got a reaction from Canuck21 in AI & Smoke?   
    I wounder what the exact requirements for this is...I have not really messed with AI artillery for quite some time but the last time i tried it a had a simular set-up as you describe above. 4 or 5 target locations ( i don't recall exactelly now) and a simular amount of firering assets (off-map) . All of the same caliber and all with the same targeting orders. 
    I did NOT however see a consistant AI behavior in my playtestings...Sometimes it worked as intended with one asset targeting one location but the next time two assets targeted the same location and one or two locations did not see any bombardment at all...I ran many test and these things changed back and forth pretty much each time.
     
     
  12. Upvote
    Glubokii Boy reacted to RockinHarry in AI & Smoke?   
    I believe in my case it all worked reliably cause my single FO had clear LOS to all support target zones. Might be I stumble into new issues when dealing with new scenario projects. But I take theses as guidelines: FO = LOS to all Support Targets. Guns/Batteries matching amount of Support targets. Guns having matching ammo types (Smoke or HE) and amount of them. Working C2 between all units involved might be another thing, but think I never run into issues for preplanned strikes. I also tend to keep support target zones small or even single action spot. I´ll see if this still all works out well next time.
  13. Like
    Glubokii Boy got a reaction from Canuck21 in AI & Smoke?   
    Improved AI artillery programing in one of the areas that is VERY high on my wish list. Appart from learning how to program the on-map mortars to be triggered to do area fire (HE) on desired locations and possibly VERY SIMPLE initial bombardments with other (offboard) assets...Forgett about the AI artillery. It's truely a MESS ! and a source for frustration.
    It's difficult to program because of the randomness involved in targtet selection/ asset selection and giving the AI free controll of its artillery often prove to be more dangerous to the AIs own troops then to any player units.
    If you do decide to try and get some AI artillery into your scenarios....Keep it VERY simple....or you will go mad 😉
  14. Upvote
    Glubokii Boy got a reaction from MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    Instant download ! ☺️
    Thanks for making these cool things...
     
  15. Upvote
    Glubokii Boy got a reaction from zmoney in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  16. Like
    Glubokii Boy got a reaction from Sgt.Squarehead in Rebels on Odessa   
    Things are moving forward 😎....The 'block houses' are in place and functioning as intended...Some more work needed on the smaller buildings but given the current progress...The map WILL be released next week for anyone that would like to take it for a spin....A few final prewiew pic of those blocks...
     


     
     

     

     


     
     
     
     

     
  17. Upvote
    Glubokii Boy got a reaction from MOS:96B2P in Rebels on Odessa   
    I tried to get that to work previously but failed. After your suggestion here i decided to give this another go...and vioala

    Thanks ! 😎
  18. Upvote
    Glubokii Boy got a reaction from AlexUK in Rebels on Odessa   
    Things are moving forward 😎....The 'block houses' are in place and functioning as intended...Some more work needed on the smaller buildings but given the current progress...The map WILL be released next week for anyone that would like to take it for a spin....A few final prewiew pic of those blocks...
     


     
     

     

     


     
     
     
     

     
  19. Upvote
    Glubokii Boy got a reaction from Artkin in Rebels on Odessa   
    No horizon....Everything seen in the pictures are playable locations....😎
    Heavy hazy weather...
     
  20. Like
    Glubokii Boy got a reaction from sburke in Rebels on Odessa   
    Let's try to not get into politics here, please...You are offcourse free to have your  oppinion on history and politics but this is not the place...
    Sorry if my comment upset you 🙃...
     
  21. Like
    Glubokii Boy got a reaction from benpark in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  22. Like
    Glubokii Boy got a reaction from Lets_All_Fight in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  23. Like
    Glubokii Boy got a reaction from Suchy in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  24. Like
    Glubokii Boy got a reaction from Artkin in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
  25. Like
    Glubokii Boy got a reaction from Commanderski in Rebels on Odessa   
    Hello...
    I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
    One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and  damage combined together will full acess to each 'room' via more or less  a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
    Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
    Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
    The map will also make liberal use of flavoured objects to include 'some flavour'.
    A scenario is in the making but i will released the map first as it becomes finished...probably next week.
    The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
     The scenario will take somewhat longer to complete...
    Some WIP pictures...
    Moving in to town



     
    Wiewing the factory district in the far.

    Factory district up closer




    more pics..

     

    looking down town

    More suburbs

    Rebels

    and russians

     
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