Jump to content

Freyberg

Members
  • Posts

    1,048
  • Joined

  • Last visited

  • Days Won

    10

Posts posted by Freyberg

  1. 5 minutes ago, Sgt.Squarehead said:

    That was a truly memorable day.

    It was the day of a regimental reunion, if I recall correctly, so many of the staff were having a quiet beer or two, and the usual rule about not climbing on or in the vehicles was somewhat 'relaxed' - my buddy and I had a super time (I particularly remember peering through the optics of the Centurion) while the wives and kids sat in the sun and ate snacks... :D

  2. 3 hours ago, MikeyD said:

    If you want to simulate nuclear you can always pull the plug on your computer halfway into a battle, watch the screen abruptly go blank, and say to yourself 'And then they all died'.

    Lol...

    I'm not complaining if nuclear conditions are not included, because this period is gonna be exciting anyway, but for me simulating nuclear warfare would mean battles including radiation suits, blasted landscapes, and weather settings for extreme overcast 'nuclear winter' and black rain...

    It sounds fanciful, but at the time I really believed that would happen.

  3. 3 hours ago, Stardekk said:

    Also, I would like to have a "Rules of Engagement" folder for each Platoon commander and above, that will determent what the Platoon will do in ana event of a fight, fo example, dont fire that thing  unti that thing happens, move at a speed of X, dont fire until the range of Y, etc etc...

    I fully and totally understand this point of view, but I don't agree with it.

    I would like the AI to do these things without being told - and in fairness, the AI has been getting better over recent upgrades.

    I love making maps, especially QB maps, but I don't want to spend hours micromanaging and testing AI plans. I would prefer improvements and extensions to the way it works already.

    In fact, my ideal would be that you could give the AI a single order, like 'attack aggressively', and it would work out everything else for itself. That's unrealistic for now, but the way it functions already is kind of based on that sort of thinking, which I think is the best way to go.

  4. 11 hours ago, Bulletpoint said:

    The times I did try it though, I did not notice units setting off at different times, or finding cover in any sensible locations along the way. What I did see was teams on assault orders running right past low walls or shell craters to stop their movement in open field. It seemed completely random where they would set up overwatch. I tried varioius combinations of movement orders and stances (cautious/active), but did not notice any difference about finding cover.

    I've been getting much better results very recently than I ever used to, by making liberal use of the 'Max Assault' order.

    Quite counterintuitively, as I only recently learned on this forum*, this order allows AI-controlled units to stop during their advance or assault and respond to the player's units - it should be called 'max response'.

    [* it's probably in the manual, perhaps some time in the last decade I should have read it...]

  5. 1 hour ago, chuckdyke said:

    Recon by fire was the job of the .50 Cal machine gun not the main gun. Infantry will pass on their intel to nearby tanks if you unbutton the tank. Infantry HQ can do a horizontal C2 with HQ of an Armored unit. If you do a proper recon with your C2 in place your armor receives the contact icons two or three turns later. 

    I love .50 cal against buildings.

    In the WWII titles, my favourite is the White Scout car - it has 1200 rounds.

    If .50 cal can't deal with occupants of a building, 75mm won't do much better.

  6. 12 minutes ago, purpheart23 said:

    The game has stagnated features wise and is far from a complete battlefield simulation.

    Hey please don't get offended - I'm not having a go at you :)

    I just picked your message because you were commenting along the lines of what a group of really hard-core users have asked for, which is totally cool and that's your right.

    I'd just like to make the point that for some of us, the gamesters, more micro-managing is not a feature we would like. I think the balance is good, and I like the level of clicking about where it is now.

  7. 7 hours ago, purpheart23 said:

    Wish list revision 1:  I wish they would improve their 15+ year old game engine to allow for the stuff the community wishes for.

    In fairness, I don't believe some of you here speak for the whole community.

    I for one don't want the game to become fiddlier with unnecessary extra added detail; I don't want house-to-house combat to become more complicated (it is a slow enough process as it is); and I don't want extreme contact and command rules imposed.

    In short, I like that CM is a fun, realistic game - I don't want it to become a complex and tedious technical simulation.

  8. I look forward to improvements in the AI, which I have no doubt are on the drawing board.

    I also look forward to additions to the map editor (some of these have been discussed, especially relating to modern warfare maps).

    And of course, whatever setting and belligerents BF chooses will almost certainly be better than anything I can imagine.

    Apart from these, I would like to be able to import battles, either the battle-scarred maps, the troops, or both, similar to what we used to be able to do in the original CM series - which would be a fun way to play your own DIY mini-campaigns.

  9. 13 hours ago, chuckdyke said:

    You can't pick up the spare ammo if you buddy aid a fallen ammo bearer? 

    My non-scientific experience seems to suggest that troops will pick up ammo up to their normal load - i.e., if they are low they will pick up some - but they will not pick up huge amounts of ammo that might slow them down.

  10. 2 hours ago, Vacilllator said:

    Okay, perhaps I'll check.  Last night I also dismounted two Sdkfz 251/2 drivers who weren't busy 😁 and got them both to mount an abandoned Sdkfz 251/1 - one as driver and the other as machine gunner.  Is that different to what you describe?

    If a vehicle can take passengers, you can swap crews. Otherwise, you can't.

  11. 39 minutes ago, Sgt.Squarehead said:

    ...if a few more people tried making and testing a few AI plans, there would be an awful lot less moaning on this forum (and a lot more creativity).

     

    I won't say my AI plans are excellent, but I'm enjoying making them.

    I have been practising getting the defender AI to displace, scoot around, fall back slowly, make little counter-attacks, and so on, without it turning into a Turkey Shoot.

    It's taken a little bit of trial and error, but some of them are working pretty well :)

  12. 1 hour ago, mjkerner said:

    QBs by default need to have AI plans, or they won’t show up in the selection screen. (Well, they’re not supposed to, anyway.) Maybe you didn’t choose the right type (Attack, Probe, Meeting Engagement, etc.) so that the QBs that weren’t working actually had an AI plan for a different type? 

    Nope - they will show up in the list whether they have a plan or not.

    I did mention they weren't finished, but it was a long way up the thread (testing out AI plans has taken a long time - I needed a lot of practice) - sorry if it caused of you guys some inconvenience 😮 

  13. On 2/2/2021 at 9:09 AM, Anonymous_Jonze said:

    l' attaque! 1st FFD push German forces out of an unnamed town in Central Italy. This QB honestly feels like a scenario. Not a single German outside a building rendering my artillery advantage next to useless. Almost every turn I've lost a pixeltruppen here and there. Painstaking and methodical. Bust most importantly fun!

    Screenshot (60).png

     

    Thanks, Man :)

    That's cool - and I'm glad you're having fun.

     

    1 hour ago, Anonymous_Jonze said:

    One last thing does every QB have plans for the AI? I tried a couple and the AI didn't leave their deployment zone. A couple of maps didn't have deployment zones. Is there a clue in the title?

    As I mentioned in the original post:

    • these are a work in progress, to which I gave a Dropbox link to those who wanted to play around with them;
    • almost all of them have a defender AI plan (mostly only one), but very few have an attacker AI plan - you'll need to check;
    • I'm still working on them and when they're finished, I'll upload them to the Repository. I'm testing different AI plans now - so that when completed, each one will have multiple defender plans and at least one attacker plan but in the meantime, I provided a link (on request) to anyone who wanted to play around with them on the understanding they were not finished.

    Sorry if there was any confusion guys :)

    They're not a completed map pack - I did mention that you should check them for an AI plan before using.

     

     

     

     

×
×
  • Create New...