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puje

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Posts posted by puje

  1. 5 hours ago, MikeyD said:

    I do get a bit frustrated with big points terrain objectives at the far end of a huge map with barely enough time to properly recon the route of advance (not to mention stage an assault on a city center!) Often the scenario designer knows something I don't, that there's only one or two snipers between me and the objectives so he allots the time accordingly. But I don't know that. Every copse of trees and bend in the road needs to be reconnoitered for fear of being ambushed. That terrain objective looks VERY far off to me.

    Time is a very challenging thing to calculate when designing. When I made Valleys of Death I could blaze through some missions in 10-15 minutes because I knew where to be careful, and when not to. Players probably took 1 to 1.5 hours to do the same. 

  2. 19 minutes ago, Sgt.Squarehead said:

    Oh I remember now.....WTF was it called?

    'Tour of Duty'.....That's it, isn't it? 

    (He says doubtfully.  :unsure:)

    Tour of Duty is great. I'd never heard of it before I found the dvd box set in a raghead shop on base in Iraq. Watched it while doing my own tour of duty.

    For the record though, I don't remember hearing Fortunate Son in it, just in all other other Vietnam War related popular culture :)

  3. Just did some quick testing. I have only the base game, so not sure if things are maybe different in other versions.

    Conclusions:

    • It seems as only taxis and cargo pickups can carry US troops.
    • US troops can mount an empty taxi
    • US troops CANNOT mount and drive an empty pickup.
    • If US troops are set to spawn in a pickup, the original driver will be driving.
    • Pickup driver leaving area indeed seems to knock out pickup

    So basically everything I said before wasn't really true :D

  4. No you can't delete the crew directly. I have often wondered why they didn't include it in this game. But you can remove the driver and place him somewhere else. So in your example, unless you're okay with some friendly uncons on the map, I don't see how you could do it. But maybe you could say he is from a friendly militia or something...

    I believe the only vehicle that has a strictly removable crew are the humvees in the Supply Platoon.

  5. 6 hours ago, Zveroboy1 said:

    One problem with this idea could be that ideally you'd want to find someone who could make a 3d model of a Viet Cong rice hat and one of a NVA pith/safari helmet. And both Syrian mech infantry and reserves use the same helmet.

     

     

     

     

    I think a boonie would be a better choice for VC. I really don't see how wearing a half meter wide, yellow hat would be a good idea in a jungle combat situation. 

  6. So as far as I understand it, the difference types of troops are drawn from different slots in the game data? So while Syrian reserves and regulars might look alike in the game, their stats and looks come from different data? Am I getting this right? 

    I assume you are basing US troops on Syrian Airborne because their skills and equipment would the closest equal to Americans in the Nam era? 

  7. 12 minutes ago, 37mm said:

    I've thought about creating a "generic voice mod" which would allow me to give the Syrian Airborne America faces & enable US vs Combatants.

    Assuming I get that working, wouldn't LRRP units just be typical American forces with M16's, LAWS (I plan to model swap the RPG-16's with LAWs) & such like but with better soft factors (experience, motivation etc)?

     

    Well yeah, and tiger stripe camos ❤️ 😁

    I'm not sure how much modding you are actually able to in this game. I've ever only made a re-skinned US uniform. Would it be possible to, in one desired, to eg. remove the helmet and have the soldiers with no headgear? 

  8. 2 hours ago, Heinrich505 said:

    Puje, 

    There are certainly plenty of “Holy Crap!!!” moments to be had.  I’m having a great time trying to keep my guys alive.  When I start taking heavy machine gun fire in the compound from some freaking unknown location on the giant ridge way across the map, all Hell breaks loose, and I can hear my guys screaming “Where is it coming from?”  I’m yelling back at them, calling “Anybody got eyes on them?”

    There are some really tension-filled moments to this campaign. You’ve done a really great job. I’m working through the third mission and already uncovered some unpleasant surprises. You’ve crafted the missions so they have a very realistic feeling to them. I can almost imagine myself in a Hummvee trying to coordinate the movements of the guys and trying to anticipate where the next ugly surprise is going to come from. 

    This is great stuff!!  Thanks so much. 

    Heinrich505 

    Thank you very much my man!

  9. On 5/11/2019 at 4:43 PM, Heinrich505 said:

    Puje,

      I'm just starting out with your campaign and this is a keeper!  Managed to survive the first mission.  The chaos of that action felt very realistic.  New officer relieving a previous unit, no real clue of terrain, and attacked in the dark.  If it weren't for the steep escarpments and deep valleys, you could get the feeling you were defending a firebase near Khe Sanh against NVA regulars.  Well, not with Hummvees, of course, but it's not that much of a stretch.

      This is going to be quite a challenge.  Thanks for your hard work on this.

    Heinrich505

    Thank you very much. I hope you'll like it as you play on. 

  10. 20 hours ago, domfluff said:

    Righty, picked this up again and powered through to the end.

    Enjoyed this a lot, well worth playing, thank you.

    I do think the missions where you are attacking urban areas gave you too much artillery/air support - there didn't seem to be any reason not to just flatten the area. In the first of these, I refrained, and had a great little compound to compound fight. In the second, I ended up just flattening everything until they surrendered. I do think Preserve objectives would work well here. That's a bit of a shame, since the second was building up to something really interesting.

    The mountain clearing mission was a grind, and perhaps not a terribly interesting one. The basic tactical situation was good, but the ratio of size to thought was a little off I think. That's where I had to take a break.

    Thank you for playing! I plan on making a few minor changes and then upload it where appropriate. Where do people actually go to find CM content? 

    Do you have any ideas for changing in mountain mission? As I see it, it becomes a grind because movement is incredibly slow. I think it's the ground texture that slows them down so much. Not sure if the terrain elevations have effects also. I do quite like that this is a walking mission, but it is very very slow. 

    About the arty. I think you are right. However the issue is that I don't know what kind of force you are walking into the last mission with. There could be anything from a full company to somewhere between 1- 2 platoons left in your force. What size force did you have on your playthrough?

    But yeah, when I have played that mission myself, there always was a pocket I never got to clear on foot because red always surrendered before I fought my way to it. 

  11. 26 minutes ago, RepsolCBR said:

    In many scenarios i think the inflexibility of the AI might also be a limiting factor when it comes to  the players freedom to choose how, where and  what to attack or defend.

    I have a feeling that the designers often needs to 'guide' the player forward (using objectives, timings and such) in order for the AI plans to function properly. The AI is very limited to what degree they may react to events taking place on the battle field and to allow the AI to provide the best possible challange the player freedom may at times need to be restricted.

    Yeah definitely. I've worked with the AI when I made Valleys of Death. I really don't like the fact that the AI is linear. As far as I can tell, you can trigger the AI to go defend X if you get near it, and then Z when you move further on. But if you skip X and go straight to Z (or go to Y in stead), those same AI troops can't react accordingly. 

  12. When playing pre-made scenarios or campaigns, do you prefer the mission to have a detailed battle plan or do you like to plan everything yourself? 

    It seems that a lot of scenarios tell the player to move troops to hill X to support other troops advancement towards town Y.

    What if I don't think hill X is the best choice to provide cover from? I might miss point only because I don't agree with the scenario creator. 

    I'm a bit divided about this. On one hand, it can help the narrative of a mission if you are told exactly how to do it, but on the other, it takes the initiative from the commander (player). 

  13. On 4/26/2019 at 10:42 PM, domfluff said:

    I enjoyed the town clearing a lot. Compound to compound fighting. There didn't seem to be any reason not to just level the place with indirect fire though, which might have been the sensible option.

    The relief mission that followed was probably too straightforward - I stayed mounted and just rolled into it, relying on firepower to win.

    Currently on the mountain clearing.

    I'll admit the relief mission wasn't my greatest work. I just wanted to throw a completely different mission in there. Towards the end of development I started to become a bit... Impatient. So making a new map from scratch was kind of a slog. 

    Speaking of a slog, that mountain mission is one. Uphill :D

    Not sure if I made the right decision with the distances you need to cover in that mission. 

  14. On 4/26/2019 at 9:19 PM, slysniper said:

    I just wanted to confirm that you did  good in this design. I made it to the mission where you have to clear the town across the river, I somewhat have lost interest at this point but really enjoyed it til now and saw no real issues with any of your design.

    I am not one that enjoys campaigns much, but this is at least a 8 out of 10 if not more.

    so many things I want to play and so little time to do it is maybe the reason I have stopped. Was in progress of clearing the town and no real issues so far, just bored and moved on, maybe I will finish it at some point. hard to tell, there is many a campaign not finished in my files.

     

    I'm glad you made it that far. I can understand this campaign might become a bit too un-varried :)

  15. On 4/26/2019 at 3:59 PM, HunterGathers said:

    I found the mission begins before your men leave the COP. Getting your men outside the COP and on mission can be an ordeal in of itself. You have to watch for snipers and MG's firing into the COP. Establishing security around the COP and coming up with a concise plan for your platoon that includes how to get your units out of and into the COP quickly and efficiently with minimal exposure to fire is paramount to success.

    My only issue so far is mostly to do with the mechanics of the game - getting the vehicles out can be something of a chore sometimes. But you're obviously limited in what you can do in terms of mapmaking

    True, I admit the vehicles are not the greatest. They are a bit clunky to handle with room for so few passengers. And unfortunately the only hold 500x 5.56. Wierd since a box usually is 800-900 rounds.

  16. 56 minutes ago, Heirloom_Tomato said:

    I just ran a quick test, flat ground, open desert, 400 meters in 8 minutes or a pace of 3 km an hour.

    Do you have a training manual or some other official source stating walking pace for troops, in the desert, in an anticipated combat zone? If you can find something official, it could be brought forward for a potential change. 

    But this does not come down to what a manual says. It's about how much pace difference there can be in a human walking. 

    Just as I am able to order the pixeltruppen to go "fast" straight into an active enemy fighting position, so too would it be nice to have the possibility to order them to walk at a lively pace, whether tactically fitting the situation or not. 

    It not really any different to the leader ordering the squad to pick up the pace. 

  17. 2 hours ago, Bud Backer said:

    As I understand it, Marching pace is not what is represented in the game, however. In game Normal movement is men who know they may be fired on at any time are walking somewhere. They are not intently peering for the enemy like Hunt and moving slowly, but they are also not merely moving at best speed to a destination while a hundred miles from the front. 

    I guess, but a marching pace would still be very helpfull. If a rear unit needs to move through a secured area to the front, the choice is either painfully slow, or to show up already tired. 

  18. Does anyone else feel that "normal" walking pace for infantry is excruciatingly slow?? 

    I don't remember the exact time, but I think walking over 400m flat desert terrain took more than 5 minutes. Such a slow pace can be useful in certain cases, but I really think we need a quicker marching tempo. 

    I seem to remember from the military that, kitted up, marching pace as 5 km pr 50-55 minutes.

  19. 8 hours ago, HunterGathers said:

    I'm enjoying this campaign immensely. This needs to become a standard. I love the concept your running with here with a small unit on a single AO, and I'd love to see more these sorts of campaigns, perhaps with one of the other modules next?

    9/10 (because nothing deserves a 10) Well done!


    Edit: About 1/4 through mission 3.... Just took my first casualty. I'm really feeling some frustrations with the tactical situation, and I'm finding I have to radically rethink where the mission "begins" for my units. This is truly outstanding.

    I'm glad you're liking it so far! What do you mean by "begin" ? 

  20. 19 hours ago, domfluff said:

    Also, I do think this campaign is a great advert for the Stryker - having just one of those knocking around would be tremendously helpful here, and you really feel it's absence.

    I think the British Jackal might also make a lot more sense that usual in this kind of scenario - certainly an upgrade from the humvees, anyway.

    The first version of the campaign had Strykers in stead of humvees, actually. But I did end up thinking they were a bit too powerful. However, they were easier to manage, especially with extra ammo for the infantry. 

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