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Heirloom_Tomato

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Everything posted by Heirloom_Tomato

  1. I just tried this and got the same results. So I switched it up and changed the objective to a preserve for the Russians. The American breach teams blew out all four walls but the building did not come down. The breach teams would not set off any more demo charges to bring the building down the rest of the way. After a quick ceasefire and still no points were awarded. So unfortunately this will not be a simple work around. Hopefully a patch can solve this.
  2. I had posted this to the repository at the start of the week and so far it has not come up. I am not sure what is going on but thought I would post a link for anyone who is interested. This is a small scenario, Ukrainian Special Forces vs Russians. Playable as UKR vs AI only. There are two AI plans for the Russians. I have not tested the scenario for H2H play. It might work and it might be terrible. Here is the link: https://www.dropbox.com/sh/ct81paat2vii58c/AACX3IZ0Rv5dyr9W1v0ibJnNa?dl=0 If you have any feedback please PM me. Enjoy
  3. Thanks to Pete Wenman for explaining it to me in a pm where I was wrong. The mistake I was making was thinking the trigger would be tripped once the "tripping" group had completed the trigger order. This is wrong. The trigger will be tripped and the both groups will begin to move at the start of the triggering order. Is it possible astano that, like me, you have unintentionally chosen the wrong order to be the trigger and need to choose one order later to achieve the desired result?
  4. Pete, I took a look and am more confused now than before. I sent you a pm as I do not want to post as much spoiler info as will be needed to explain why I am confused.
  5. I updated the file in the link I sent via pm. I hope this works. If not please let me know and I will resend the link. Along with the changes listed above I have made a few ai changes and adjusted down the soft factors for several of the Russian groups. Hopefully this will make the battle a little more balanced.
  6. Thanks for you replies. I had originally given the Ukrainian forces two mmg's and two lmgs but found this gave overwhelming fire superiority to the Ukrainian troops and the Russians did not stand a chance. So I went with 6 lmgs and found this gives a tough but manageable fight for the Ukrainian forces. I will change the setup zones so they are one zone type so the player can choose either side to start from. As for the reinforcements, they are a problem with a very small map. I have tried several different arrival locations for them and have run into AI path finding problems. In different locations the Russians follow each other around one corner and create a pathway of death. The locations the reinforcements arrive in now create the best path finding for the ai and create less pathways of death. I will mark the reinforcement locations on the map so the player has a heads up as to where the counterattacks will be coming from. Thanks again for your testing. If you would be interested in trying out the revised mission please let me know.
  7. I believe I have figured out the problem. I think the problem was all in the timing of the orders you had issued to the various groups. Some of the timing for the orders were set to end before the reinforcements were on the map. For example groups 2 was to wait for group 3, order 2 before they advanced. The order timeframe for group 3 order 2 was set to end before they actually arrived on the map. So group 2 then moved ahead to follow their next order as the timer for group 3 had run out. The variable arrival time for each reinforcement group made it even harder to figure out the exact timing. I have sent the modified file back to you and I hope it works the way you had intended.
  8. Try and make an elevation change anywhere on the extreme left of the map, one tile even by as little as 1 and see if the problem goes away. I have the same problem and this seems to be a temporary fix for me.
  9. I have the problem as well. On my machine if I use the editor and set the elevations, the "non direct" elevation numbers stay on screen and change very rapidly. In 3d preview mode I end up with an image the same as the OP. HOWEVER, if I change an elevation anywhere on the extreme left edge of the map, the "non direct" elevation numbers disappear and all the elevation corrects itself so the map appears normal. Changing any tile on the extreme left edge of the map corrects the problem for the whole map but only the extreme left. I can change the all elevations around on the whole map and they will be all bumpy and spikey but if I change one tile on the left the whole map is fixed. My system specs are: Windows 7 64 bit AMD 7770
  10. I have sent a link by pm to Chudacabra and Pelican Pal. Anyone else interested?
  11. I have a small scenario to be tested in which an elite Ukrainian force takes on a newly formed Russian company. Battle is 45 minutes long, urban combat, at dusk.
  12. I think from my limited experience that setting the order to can trigger without actually having a "painted" trigger on the map nothing will happen. If I understand you correctly, you want group two to start their move once group three arrives on map. Since the reinforcements always arrive in the same location all you will need to do is paint a friendly trigger objective on the map right where Group 3 will arrive. Once they show up, they will trip the trigger releasing group 2 to move forward.
  13. Hey, you are pretty much straight south of my old place: 30°41'34.18"N, 98°16'11.67"W Even though I have moved a little closer, I would still be a few days late for breakfast. I believe cowboy coffee is coffee grounds tossed straight into a cup of hot water. Let sit for a few minutes to allow the grounds to settle and then enjoy. If the water was not boiled over a fire it is not cowboy coffee.
  14. I am only allowed to have multiple cm partners any more....
  15. One of the problems I ran into with the editor is scope. I was trying to make large battles and they did not really turn out so well. I kind of had fun playing them but not so much. Over the last little while I have dropped my scope down considerably and I find I can make a small battle that is much more fun and I can seem to get the AI to do what I want it to do. I made a UKR special forces vs Russians on a QB map I chopped up to suit my needs. The battle is 250*208 in size and features about 30 UKR elite troops taking on about 3 times as many lower quality Russians. I have sent kohlenklau a request for help with the graphics and after he has checked them out/ helped me improve them I will need a play tester or two. Any takers?
  16. I have tried to recreate missions from the game "Sniper Elite" in Red Thunder with disastrous results. One man army style missions always end with the one man dead and the mission failed. While the specific OOB's for the special forces might not be present in the game, it is possible to create a special forces type battle in the editor. Select as small of a formation as you can and then remove everything but the HQ unit. Then add in the specialist teams you want for your battle. If you are hoping for a hit an run mission on a compound, add a breach team and couple of scout teams. Use elite, fanatic, +2 leadership troops and you will come close to a special forces unit. If the enemy is set to green or conscript, poor motivation and -2 leadership, your special forces guys will perform even better. A compound raid with small hand full of elite soldiers against 30 or 40 conscripts can be a real challenge. Try and make one in the editor and see for yourself if you think it works.
  17. Also not "in the know" but I believe it has to do with the motivation level of the troops in question. If they have been set to have motivation above "high" you can expect to see this kind of behaviour. Squad leaders seem to me to be the ones most likely to take on the role of super soldier. The most clear cut example of this for me was when a I had given orders for a squad to move from one building to another across an open square. Halfway to the other building the squad came under fire. All the squad but one man ran into the assigned building. The lone soldier cowered behind the only tree in the square. His squad leader came back out of the building and stood beside him for a few seconds. He proceeded to fire off a few bursts in the direction of the incoming fire. Still the lone solider was cowering. He stood over him for a few more seconds and then let off another burst. The whole time he was standing over his squad mate bullets were flying all around the squad leader but nothing hit him. Finally the cowering soldier got up and ran into the building followed by his squad leader. They were a "regular" squad with high motivation and +1 for leadership.
  18. I recognized a few forum member names in this battle. Made me not want to get them killed. Sorry Lt S Burke!
  19. I am still waiting for you to send me a turn back.
  20. Is there a chance the thunderstorm rolls in mid battle?
  21. I would add dynamic weather. These week we had snow squalls bring us a good shot of snow and over the course of an hour, the view out my window went from a couple of km to a few meters, and back again several times. While it might be frustrating to have the perfect line of sight blocked for a while by the blowing snow it would add a level of realism currently missing in game.
  22. I am in for play testing and learning more about the editor.
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