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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Units on Citywide 3 north be advised, multiple reports of shots fired, 605 North 14th Street in the alley. Units responding advise. Unit 2203 enroute from 500 North Utica. Unit 2205 in the area. Unit 2205 we can hear gunshots but don't see anyone, show us out on foot 600 block of 14th in the alley. UNIT 2202 SUBJECT WITH A GUN RUNNING WESTBOUND ACROSS 14TH STREET! WE'RE OUT ON FOOT! Air 11 is on scene. We've got the eyeball. Subject running westbound through the backyards 600 block of 14th Street. Ground units, be advised he is about to come out on 13th Street four or five houses south of Lake Avenue. He's got on a camouflaged jacket. Air 11 to ground units take a slow down, shots fired suspect down. We're going to need EMS and a supervisor 600 block of 13th Street.
  2. Marines load up in the well deck of the Assault Ship USS Wasp. AAV-7s and LAV-25s exit the well deck and head for the beach. Marines gather gear on the flight deck of the USS Wasp as the first assault wave passes between the Wasp and the USS Oak Hill. Marines on the starboard hangar of the USS Wasp look on as the USS Ticonderoga engages attacking aircraft.
  3. @ncc1701e thanks for taking the time and effort to make this +3 .
  4. Hey, what are you doing with @ASL Veteran's avatar???
  5. Very cool. A bet the chaos from that is massive.
  6. You can do that (if I understand what you're saying) it's just called a scenario. Which is much better with more options. The QB is for the computer to be able to select and deploy units etc. So this is probably why it is limited. A scenario can be Human vs AI or Human vs Human. However you want to build it.
  7. Quick Battles work a little different and I suspect this is the core of the problem. 4.0 Engine Manual Page 27 - Only two types of Victory conditions are available. Terrain objectives and unit casualties. If you change it to a scenario more can be done. If you are leaving it a QB and attempting to play it as a QB I think the above restrictions would apply.
  8. +1 Very interesting. Looking forward to this.
  9. This does look kind of cool. It reminds me of the U-505 on display in Chicago. There were some U-tube videos at the Few Good Men that caught my attention. I won't buy on the 30th but I'll continue to follow developments. If it seems like they produced a good game I'll probably pick it up before the end of the year.
  10. The scenario Coup D'etat has been uploaded and is available at the Scenario Depot III. Link below. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/coup-detat/ rocketman created a very cool PDF map and reference document available at the below link. https://www.dropbox.com/s/n8weqdobt7pidc8/Coup d Etat Reference and Map Document.pdf?dl=0 Enjoy the scenario and if there are any questions feel free to ask here or send me a PM. Have a safe taxi ride. And, as @Sgt.Squareheadsaid, don't get in the red taxis. The player leads a small under equipped rebel force in an early morning (0400hrs) coup attempt to overthrow the governing regime. It is set in the fictional third world country of Abbudin and takes place in heavy urban terrain. The scenario is Red vs Red AI only, heavy urban terrain, all modules required, variable end time (extra hour, 45 minutes for 200VPs). The scenario provides in game intelligence to help guide the decision-making process along with a modified military grid system and an intelligence code. The player can use IEDs, VBIEDs, assassinations, bribery, mercenary units, radio propaganda, extra scenario time and foreign assistance. As the Coup d’etat progresses the player must decide which methods to use and when. All the methods have advantages and disadvantages. Some methods cost Victory Points (VPs). Four VPs for each mercenary, 25 VPs per IED explosion, 50 VPs per VBIED explosion, 100VPs to bribe a regime commander to withdraw his unit, 200 VPs to fight until 0800hrs etc. After 0600 hours the player can choose to use a USMC amphibious force. This force includes the USS Wasp, USS Ticonderoga and USS Oak Hill. This overt outside military intervention will trigger a backlash in the streets of the city………
  11. I will make a release thread and attempt to edit the scenario depot post. Thanks for hosting the document.
  12. The upload limit is 20MB. I'm hopeful @Bootie can work some magic to add it to the post. If not then I guess the only choice would be to cut it down. It is a very cool, useful document in its present state.
  13. The scenario Coup D'etat has been uploaded and is available at the Scenario Depot III. Link below. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/coup-detat/ Some sound files were to big to load. @rocketman created a very cool PDF map and reference document that was also to big to load. I have a message sent to @Bootie at the FGM site about rocketman's PDF file. Hopefully the PDF can be added to the Coup scenario post in the next week or so. I clicked on all the links that did upload and everything is working as far as I know. Enjoy the scenario and if there are any questions feel free to ask here or send me a PM. Have a safe taxi ride. And, as @Sgt.Squareheadsaid, don't get in the red taxis.
  14. +1 Nice. Another urban area that can be accessed from the sea...............
  15. By "objective zones" do you mean terrain objectives? I don't think terrain objectives can change with different AI plans (I hope I'm wrong). Only the AI orders change with different AI plans. Example: The "West Crossroads" is a 200 Victory Point occupy terrain objective. My understanding is that no matter the AI plan the "West Crossroads" will always be a 200 VP occupy terrain objective.
  16. Yes. As long as the tank is not damaged to badly to drive. IIRC a three man crew on a Sherman will no longer unbutton the tank. However they will drive and fight it as best they can.
  17. Agreed. Or maybe a large portion of the population has different spending priorities for reasons that more directly effect the bottom line of their personal situation and finances. Will a government invest in a squadron of advanced fighter jets for a war that may never come or use that same money to buy votes in the next round of elections? It is one thing to have a modern military and a different thing to equip, train and maintain it. No, the US would not spend less. At least I hope not. I'm not sure if you are serious about speaking English or making a joke. Why would a EU military speak English? If there are no native English speaking military organizations that are part of the EU military wouldn't the EU pick one of their own languages? French or German or something?
  18. Hmmm, are you sure? Maybe I'm not understanding the above result / conclusion. I just did a quick test in CMSF2 to double check. Below are my results. A 2 floor, 2 action spot building is a 100 VP Preserve Objective for Blue. Type Ending Damaged Occupied Result Cease Fire No No Blue 100 VPs Blue surrender No No Blue 0 VPs Cease Fire No Red Blue 100 VPs Blue Surrender No Red Blue 0 VPs Cease Fire No Blue Blue 100 VPs Blue Surrender No Blue Blue 0 VPs Cease Fire Yes No Blue 0 VPs Blue Surrender Yes No Blue 0 VPs Cease Fire Yes Blue Blue 0 VPs Red Surrender Yes Blue Blue 0 VPs From my scenario design notes: VPs or partial VPs are earned for preserving or partially preserving an objective (you do not lose points for failing to preserve an objective. Partial VPs can be earned for preserve objectives. Only one blown out wall on a large preserve objective and the player may be awarded ½ the preserve VPs. I think the VP choices with destroy and preserve objectives are 0, ½ and all. I have never seen any other choice. While it is possible to make a building a destroy objective for one side and a preserve objective for the other side it is probably not necessary. By making the building just one or the other you will save a terrain objective to use somewhere else. When creating a scenario the best way to determine how preserve & destroy objective VPs will be handled is through testing. When used as a preserve objective the independent building ½ action spot barns will never go below ½ VPs even when all barns are destroyed. (CMSF2 does not have independent buildings.)
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