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Heirloom_Tomato

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Heirloom_Tomato last won the day on May 18 2020

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  1. Just came across this and thought maybe everyone could use a chuckle.
  2. Your aren't wrong, the reinforcements never arrived so they can't be destroyed/trapped on the map so they don't count for points.
  3. @Butschi lets say for example each side will have a point total of 1000 points. I would suggest you pick a certain number or types of units for side A to have them exit before the end of the scenario. Say all their tanks, or all their trucks, "A" and "B" Company, but "C" company could stay behind as the rear guard. In the editor, you would only assign the exit points to these units. In the briefing, be very specific to the side A player, what units need to leave, and what units can stay behind. They would then need to be careful to minimize casualties on those units, while attempting to clear them off the map. These units will have a combined total of 900 points for exiting. The remaining 100 points are given either to causing more than a set threshold of casualties to the enemy or by setting the entire enemy force as a 100 point total. Then they would either get them all for going over say 25% or would need to really smash the enemy force to achieve the extra 100 points. Side B gets their points from keeping friendly casualties below your desired threshold, and preventing the enemy from exiting the map. They won't know what units they need to prevent from leaving so they will need to make the decision of how when and where to push hard for maximum benefit. You could give side B an exit point as well, so they can withdraw off the map to help preserve their force. Once you determine which is more important, causing enemy casualties or preserving your own forces, award points accordingly. You could opt to set the thresholds at 25% own casualties for 300 points, 30% enemy casualties for 300 points and a further 400 points assigned to all the enemy units as a destroy objective. Each unit they take out will award them points and potentially deny the enemy extra exit points.
  4. 1. Load the tutorial mission into the editor and go to the purchase units screen. Once there, look for the "codes" behind the purchased units. These will indicate which AI plan they belong to, if they are reinforcements or belong to a unit objective. Next purchase the units you wish to be in the mission and assign them the same codes as you see fit. Now go to deploy units. You should see all the "old" units already deployed and the "new" units in a big lump at one end of the screen. Using your best judgement, swap out the old with the new. Once you are done, head back to the purchase screen and delete all the old units. Double check the deploy screen, to confirm everyone is still where you want them. Save the scenario with a new name and you are good to go. 2. Make your purchases in the unit screen and then delete out whatever you can. Then set all other remaining units you don't want to appear as reinforcements. Set their incoming time to be after the end of the battle and they will never show up. While the units will be there on the "deploy" screen in the editor, they will not appear in your actual scenario. 3. Ask questions. Seriously, there are no dumb questions. Pick your favorite scenario of all time and the person who built it was once like you trying to figure things out. The "pros" at scenario building got good through information sharing and trial and error work. Soon you will find yourself sharing your tips with the community as well. 4. Share your work, please. There are far to many scenarios out there on hard drives never to played because their creator felt they were "not good enough". If you take or modify an existing scenario or map, give credit where it is due, but share your work. The feedback from those willing to offer constructive advice will help you to build even better scenarios.
  5. This is tool I use to unpack all the game files. It hasn't let me down yet. https://download.cnet.com/free-rar-extract-frog/3000-2250_4-10804840.html
  6. Or the tow vehicle also gets stuck and now you have two vehicles out of the fight. This is one possibility you have to be open to if towing is introduced.
  7. Hopefully the world can someday make them do the same for every house and vehicle in Ukraine. https://www.ctvnews.ca/world/russia-accidentally-bombs-own-village-vows-to-rebuild-homes-1.6708978
  8. If this is the vehicle carrying the Forward Observer, then it is not a bug. The warrior in question is the artillery observation variant which features a dummy cannon. The real cannon has been removed to make space for the observation equipment and a dummy cannon left in place to appear to be a regular vehicle. I hope you gave the mission a play through anyways and are enjoying the campaign!
  9. https://www.reddit.com/r/CombatFootage/s/ZUZg8PVtg7 A compilation of drone drops and strikes. Viewer discretion is advised.
  10. Please don't write another love interest fan fic like your Putin Prig love story. I don't know if we can handle it.
  11. https://www.ctvnews.ca/world/north-korean-train-presumably-carrying-leader-kim-jong-un-departed-for-russia-south-korea-media-say-1.6555939 If a Russia-North Korea arms deal is "the" red line for Ukraine to recieve ATACMS, we just got one step closer.
  12. https://www.cpubenchmark.net/singleThread.html CM uses a single core cpu, so while multi cores might be good for other games, high single core performance matters the most for CM. Find the processors you are looking at in the pre-built rigs in the list above and choose the one with the best performance.
  13. https://imgur.com/gallery/WcprcQ5 A good joke for this thread.
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