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MOS:96B2P

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Everything posted by MOS:96B2P

  1. Below is the original thread where we discussed and tested some of the buildings and ideas we had at the time. http://community.battlefront.com/topic/123150-buildings-collapsing/ We all learn from each other around here. That's one of the things that make this forum and community so great. As an example I was able to locate the above long buried thread because of the below thread posted by Ian. http://community.battlefront.com/topic/127241-how-to-download/?do=findComment&comment=1755566
  2. +1. Nice first post. Welcome to the forum. I agree, this is a very cool game and 2019 should be a very good year for releases etc. Below is my take on how building work in the game. I also wish the building skin, (wood, concrete, etc) was more of an indication of what kind of protection the building provided. Maybe someday. Generally the bigger the building the stronger it is. The skin of the building does not matter. A combination of a buildings height and footprint (total square footage) determines the strength of the building, relative to collapsing, within the four building types listed below. I suspect the type of building has more to do with the protection provided to the troops from suppression & casualties than the size. As in the Church vs barn example. Very Strong: Three biggest church structures. Strong: Modular buildings and independent small church. Average: Independent houses, independent commercial, and independent other. (CMBN & CMFB have an "other" category for buildings.) Weak: Barns
  3. @IanL I have the below paraphrased in my notes which originally came from the provided link. http://community.battlefront.com/topic/124663-offmap-arty/?do=findComment&comment=1703842 The way off map artillery rounds are counted, the top-line number (listed as HE) is really the *total* number of rounds available, and the next number (listed as Smoke) is the number *of those* that can be fired as Smoke. But anything you fire, whether HE or Smoke, counts against the top-line number of total rounds available. So if it lists 140 HE and 40 Smoke, that doesn't mean you have 180 total rounds--it means you can fire 140 total, and of that, up to 40 can be Smoke.
  4. Ah, very good. Happy to see that. Cool screenshot also.
  5. There are actually two groups of police in the Police HQ. A RedFor Police unit and a BluFor police unit. The RedFor start in the HQ and have control of the perimeter to include the gates (so will shoot at rebel units that come in LOS). The BluFor police appear inside a section of the Police HQ as reinforcements early in the scenario (well before any possibility of the trigger being tripped). The HQ is constructed so that there is no LOS between RedFor & BluFor police. The BluFor police & their wheeled vehicles are locked into their section of the HQ due to the way the HQ is constructed and placement of barbwire. Although @sburke found a partial way to get out which has since been fixed . The BluFor police have no demo charges. When the trigger at the prison is tripped the RedFor Police, who have tracked vehicles, exit the HQ. During the exit their tracked vehicles crush the barbwire. I originally had the RedFor Police move into a RedFor exit zone on the other side of the wire. However, I have since removed the RedFor exit and added two AI plans. Now after exiting the RedFor police will move to one of two different locations in the city. This creates many opportunities for meeting engagements with rebels as they move across the city to their destination. With the RedFor police removed from the HQ, and the barbwire crushed, the BluFor police are now available for the player's rebel forces. I used the exit zone method with the US Marines at the US Consulate. At the beginning of the scenario the US Consulate has RedFor US Marines guarding it making the BluFor exit zone inside unreachable to rebel forces. At about 0600hrs the RedFor Marines move into a RedFor exit zone disappearing from the map. BluFor Marines then appear as reinforcements at the consulate making it possible for rebel forces to enter. The basics of this is in the briefing so no spoilers above.
  6. +1. Nice job, my friend. They look good to me but I'm not a UK uniform grog. I bet some professionals from across the pond may have an opinion. Paging @Combatintman and the rest of you.
  7. From the briefing: POLICE HQ: The Police HQ (Grid: 41152700) is in the western area of the city west of the Government Complex. The police commander is not sure who is going to prevail in the coup attempt but wants to be on the winning side. The police HQ is on high alert and any rebel forces that appear in line of sight will be shot. However, the police commander advised that if Fisbuk Prison (see prison section) is captured, and the city council aldermen freed, the police will join the rebels. The police will also join the rebels if the city council building, located in the Government Complex, is secured. The police are motivated by a desire to return the council aldermen (to whom many an officer are related and owe their current job) to power. The police have Canadian advisers embedded who will assist police patrol teams. (A touch objective is located in the two story Fisbuk Prison administration building which will trigger the city police to support the rebels. Another touch objective is located around the outside of the City Council building which will also trigger the city police to support the rebels.) If the Canadian advisers attempt to lead their patrol units out of police HQ prior to Fisbuk Prison being secured a battle will develop between rival police units at the police HQ. After the aldermen, confined at Fisbuk prison were liberated (see a few posts up above), a city police unit joins the rebellion. The city police and their Canadian advisers maneuver down a back alley towards an objective. From the briefing: CANADIAN CONSULATE: The Canadian Consulate is located in the northeast area of the city (Grid: 45182804). The Canadians have an advisory relationship with the Al Mout Police Force (see Police HQ section). As part of their police assistance program the Canadians provide the police with supplies. The supplies, loaded on trucks, are scheduled for pickup at the Canadian Consulate this morning at 0420hrs and 0445hrs. Supply trucks destined for the Al Mout Police Force exit the Canadian Consulate. View, looking southwest, from the rooftop of the Canadian Consulate the morning of the Coup d'etat.
  8. I would start here. https://battlefront.mojohelpdesk.com/
  9. No he has not. However, he apparently discovered a word processing program with a robust thesaurus.
  10. If fully updated to the latest. CMFB: v2.0 Engine 4 CMBN: v4.0 Engine 4 CMRT: v2.0 Engine 4 AIRBORNE!!!! Brother
  11. That's interesting. Target Arcs only work at & after the waypoint they are assigned so I did not expect this behavior from the Hide command.
  12. That's a nice way of putting it. It should be a very interesting read but it seems the author is in some type of competition to see how many modern catch words & phrases he can pack into every sentence. Maybe it was time for his Officer Evaluation Report and he his trying to impress his rater with how articulate he is. After awhile I started to laugh and just read it for comedy sake. There are entire paragraphs of impressive, flowery, prose that might have one sentence of substance. Below is one example. This network encouraged vertical and lateral coordination and information-sharing, which produced disciplined initiative, improved the situational awareness of every member of the team and allowed JIIM stakeholders to federate information and collaborate efforts. Well...........I got to go collaborate the efforts of my young ones (stakeholders) and federate information (in a transparent way) to encourage vertical and lateral information-sharing (for disciplined initiative) so we get the day's chores done around here with an increased situational awareness.
  13. +1 Cool story. I remember making additional unit types using the blank counters as a kid also. I bet you could take your skills and design scenarios ................ Securing a bridge across a river or something...............
  14. I think this happens, or happens more often, with full squads. I almost always split squads into fire teams and can't remember the last time I saw this behavior. Other players, a few weeks ago IIRC, mentioned this running around to the backdoor behavior. So you are not alone. My work around is split squads into fire teams. That is frustrating and I experience it occasionally. @c3k posted the below explanation in October 2014 which I am paraphrasing: Area fire is needed for suppression. If you aim at the sniper, he'll duck. Then, with him out of LOS, your men will stop shooting, his morale will recover, he'll pop up and shoot your guys, in turn they will shoot at him, he'll duck, recover, repeat. Area target will keep the incoming fire at his location even when he is out of LOS.
  15. +1 THIS. @benpark. The community needs scenario designers and you are one of the best, most knowledgeable designers. The occasional negative comment when not backed up by thoughtful, constructive criticism should be kept in perspective. Thank you for your hundreds (maybe thousands?) of hours of great scenario design.
  16. First, thank you both for having this interesting, informative conversation and keeping it civil while disagreeing. +1 up vote to you both. I also thought the duration a unit remained suppressed depended on the Experience & Leadership of the unit. However, the dynamics and effects of soft factors (unit attributes) in combination with other factors and the resulting overall effect on unit behavior can be a little confusing. @Josey Wales is IMO the resident expert on soft factors so I tagged him to get his opinion on the soft factor / suppression part of this conversation.
  17. From the briefing: FISBUK PRISON: Fisbuk Prison is in the southeast area of the city (Grid: 45012500). Ten of the remaining twenty aldermen (political prisoners) are confined in the prison. The prison is guarded by conventional forces. Demolition charges can Blast the aldermen free after regime troops guarding the prison are driven off. The ten aldermen are regime unit objectives worth 10VPs each and must be safely brought to the City Council Building and restored to power. The aldermen must use the exit, inside the City Council building, prior to the end of the scenario. Freeing the aldermen and temporarily occupying the administration building of the prison will persuade the city police (See Police HQ section) to join the rebels. Note: If the rebels make their broadcast from WTF radio station while the 10 aldermen are still confined at the prison regime forces will execute them. The regime would earn 100VPs for the 10 aldermen confined at Fisbuk Prison. SF team provides overwatch as rebel hired mercenaries enter the front gate of Fisbuk Prison. After a sharp firefight the political prisoners are freed from their cells. The freed prisoners walk among their liberators on the way to board trucks that will transport them to the City Council building located within the Government Complex.
  18. From the briefing: ANNEX: The Annex is located on the south edge of the Area of Operations (Grid: 44032501). A British Special Forces (SF) unit operates from the Annex. The outer perimeter of the Annex is guarded by local Abbudinian militia. The militia is notorious for misidentifying and shooting both friends and foes during the hours of darkness. Both the SF unit and rebels should stay out of the militia's line of site. The SF unit has a mission to locate Weapons of Mass Destruction (WMDs). Biological & chemical weapons are believed to have been possessed by the Abbudinian National Army prior to the civil war. Western powers want to ensure these weapons do not fall into the hands of terrorists or Waleed’s regime. If the rebels locate evidence of WMDs, linked to the current regime, the SF unit will be given permission to leave the Annex and intervene on behalf of the rebels. HUMINT sources may provide multiple reports of WMD evidence. The location of credible evidence, linking Waleed’s regime to WMDs, will cause the militia to remove the barbwire barricades at the entrance to the Annex. The militia will then leave the area. The SF unit will then be able to support the rebels. An SF team on patrol, with their interpreter, after leaving the Annex. SF unit with a scout. SF sniper team. CONTACT!!!
  19. @Bootie you are a workaholic!! It makes me wonder, do you ever sleep? If so probably only a few hours a night. Another great contribution to the community. Also, a big thank you to @Erwin for saving 300GB of content. Some of this content would have been forever lost if it were not for Erwin. +1 up vote for Erwin! Bootie does a lot of work for the community. CMMODS is just one of several sites that he runs and maintains in addition to his RL commitments. Below is a link to a site that helps to support his efforts. http://www.thefewgoodmen.com/thefgmforum/threads/want-to-become-a-patron.28932/#post-266645
  20. In theory with ditch lock its possible. But I didn't try that here. The gatehouse has no basement...... Maybe next time......
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