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MOS:96B2P

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Everything posted by MOS:96B2P

  1. This sounds interesting. I have been following it on Facebook for several months. AATW!!! +1
  2. The below list is some of the things that have been added since the game you are familiar with, CMSF, was released. Also, CMSF2 is being worked on and will have many improvements. So if your not sure about CMBS and the demo didn't help I guess waiting for CMSF2 might be an option. Below are just some of the things CMBS has to offer in addition to what is already offered by CMSF. MULTIPLAYER * WeGo TCP/IP with the ability to save but not the ability to replay combat action. * Pausable RealTime TCP/IP option. A player can request a Pause and, if the other player agrees, the game is Paused until both players are ready to continue play. QUICK BATTLES * Redesigned Quick Battle Generator that includes the ability for players to purchase formations, units and support, for their own force and for the computer AI. By deleting subformations/units, setting experience, motivation, fitness, and leadership levels, and attaching Specialist Teams and individual vehicles, the player can custom-tailor their force for the mission. * Automatically purchased force options are still available for the player and opponent, as well as a "Suggestion" button in the unit purchase screen that will quickly buy a force that the player can then modify. * Players can now choose their own maps, and preview maps before playing. USER INTERFACE * Two new camera control modes have been introduced in addition to the traditional Combat Mission controls: First Person Shooter (FPS), and Real Time Strategy (RTS). These new camera controls allow a player the choice to control the in-game camera in a way that is more familiar to other game genres. * Hotkey Unit Groups. Select units and assign them to number keys for quick navigation during gameplay. * New Load New Game dialog screen. The list of scenarios can now be sorted by size, length, or alphabetically. * Improved Saved Game dialog screen. The list of scenarios can now be sorted by newest file, oldest file, or alphabetically, or filter between single player and PBEM saves. Save games can be deleted in the game. * Visual Hotkey binding. A new dialog in the Options menu allows you to specify and view key assignments. * KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game. * The Ammo Panel has been redesigned: Ammunition is now listed by name and in discrete quantities instead of with icons and depleting bars. * Option to disable music separate from other game sounds. UNITS * FoW floating icons. FoW floating icons. Instead of getting a general area "?" icon and then immediately progressing to an accurate 3D representation, now there is an inbetween stage where you get a icon that represents the general category of enemy unit and no 3D representation. This tells the player "you know roughly what the unit is, but nothing more specific than that." * Command lines are back! Command and Control (C3) links can now be shown on the battlefield, allowing you to quickly determine whether subordinate units are in contact with their headquarters. Use Alt-Z. * Expanded floating icon categories. New unique floating icons have been added for Ammo Bearer, Recon, Engineer, MANPADS, LMG, Light Truck (Antitank), SPAA. * Dismounted vehicles function as Ammo Dumps, allowing formations to have reserve ammo stored separately on map (automatically distributed for certain Skill Levels). * Player-placeable static defenses and fortifications such as trenches, barbed wire, and mines. * Active Protection Systems (APS) are now available for some vehicles. * Some vehicles can salvo fire two ATGMs simultaneously at the same target. * Vehicles with laser warning receivers will display hit text warning the player that they have been lased. The vehicle will then rotate towards the threat, deploy smoke launchers and back up to cover, unless it is immediately preoccupied with another task such as engaging an enemy vehicle or moving. COMBAT AND SIMULATION * Ground units are now able to fire at attacking aircraft using self-propelled anti-aircraft vehicles, emplaced anti-aircraft guns, or shoulder-launched MANPADS units. Aircraft that are fired upon may have their combat effectiveness diminished, be forced to abort the mission, or even be shot down. * Soldiers with assault rifles are more likely to use aimed semi-automatic fire at distant targets instead of burst fire. Soldiers fire weapons faster at short ranges. MGs fire longer, more accurate bursts. More realistic/varied RoF of automatic weapons. Ammo bearers and heavy weapon assistant soldiers generally use their weapons only at shorter ranges. * Soldiers can surrender to nearby enemy units and possibly be "rescued" by nearby friendly units. This replaces the "routing" behavior from CMSF. * Wide range of weather types and environmental effects, including rain, fog, heavy winds (with ballistic effects), different types of ground conditions, animated water effects, and more... * Vehicles and soldiers equipped with night vision and thermal vision have a significantly improved boost to spotting abilities in low visibility conditions such as night. * Buttoned-up armored vehicles spot enemies to their flanks less effectively. * Improved UI display for timing of preplanned artillery missions also indicates what delay would be after the battle begins. * Small arms fire causes more suppression than before. MAPS AND ENVIRONMENT * Game performance for large maps has been increased while load times for large maps have been improved. * Maps can now be up to 8 kilometers long or wide (up from 4 kilometers). However, total map size is still restricted to 16 square kilometers. This means that you can make a 2 kilometer wide map that is 8 kilometers long! * Conduct combat operations in lush rural landscapes, dense urban settings, or anywhere in between. * Heavy Rocks, Heavy Forest, Marsh, and Deep Marsh block all vehicle movement, while Deep Marsh additionally blocks infantry movement. * Water terrain types added: Water, Reeds, Deep Ford, and Shallow Ford. Infantry can cross Deep Ford and Shallow Ford, while non-amphibious vehicles can only cross Shallow Ford. * Bridges are now available as a terrain type. Bridges come in multiple varieties, including wooden foot bridges, small rural stone bridges, large concrete traffic bridges, and even railroad bridges. Bridge lengths vary from 16 meters to 600 meters long. * New and improved tree and bush models added, representing a variety of European species ranging in size from small shrubs to towering evergreens. Forest ground tiles can accompany them for proper forest terrain. * Generic buildings can now be up to 14 stories high, and have sloped roofs available in addition to flat roofs. SOLDIERS * Dynamic, context sensitive equipment loadouts for individual soldiers depending on what weapon and equipment are carried. * Expanded Soldier details. A completely new way of assigning models and textures allows greater flexibility and variety of how Soldiers look in the game. It also allows for more flexible Modding possibilities. * When available, pre-made soldier appearance options can be toggled in the editor or QB Purchase screen by using the Appearance button. For example, this allows the player to choose between Ukrainian troops equipped with either new digital camouflage uniforms or older TTSKO uniforms. * Night vision equipment, such as goggles and weapon sights, will be automatically and visually equipped in scenarios with low-light conditions. * Many new soldier animations, stances and positions, including kneeling and sitting positions for crew served weapons, pistol firing animations, hand grenade throwing, crew functions, first aid, and much more... * Automatic ammo sharing between nearby soldier Units. FIRE SUPPORT * On-map mortars, both dismounted and vehicle-mounted, are now available. On-map assets such as mortars are able to fire in both direct and indirect modes, using their own spotters or separate forward observers. * Spotters are now restricted to directing only one Artillery or Air Support Mission at a time. Assets can now be group fired by shift-left-clicking them, allowing more than one Asset to be assigned to the same Mission. EXCEPTION: Spotters directing one UAV Observation Mission can also simultaneously direct one Artillery or Air Support Mission. * Player-placeable Target Reference Points (TRPs) allow simulating prepared support strikes and ambushes. Support missions aimed at TRPs do not require LOS from the spotter, or any spotting phase. * Precision artillery missions are available for Point targets. These missions are only available for certain artillery assets and 120mm mortars. * UAV Support Missions are now available. These missions use UAV support assets which can share spotting information with the player and ground units. * Helicopter and UAV Support Assets no longer require Line of Sight (LOS) for the spotter to call in a mission. In other words, the mission can be called anywhere on the map. COMMANDS * Scout Team Command splits off 2 men to act as scouts. * Target Armor Arc Command. Instructs units to engage only armored units within the specified arc. As with nearly every Command, outcome varies greatly depending on unit quality and battlefield conditions. * Target Briefly Command. Tells a unit to fire all its guns on a designated spot for 15 seconds, then cease fire. Issuing the command repeatedly increases the duration in increments of 15 seconds. * Mark Mines Command for Engineer teams and squads. * Waypoint dragging. A waypoint can be clicked on and moved by dragging it to a new location. * Grouped Spacebar Command system. Instead of getting all of the commands in a big list when the Spacebar is used, instead you get four groups of commands: Movement, Combat, Special, and Administrative. Selecting one of these presents the Commands specific to that Commands Group. * For vehicles with more than two weapons systems, such as an IFV armed with ATGMs, cannon, and MGs, the Target Light Command will fire only MGs on the target, while the Target Command will allow all weapon systems to be fired. GRAPHICS AND PERFORMANCE * Shaders. * Faster graphics, including FPS improvements, especially for infantry-heavy maps and faster video cards. * Possible speed improvements depending on video card hardware and drivers. * Movie Mode. * Bright Night Mode. * Hit impacts to vehicles and bunkers now shown graphically ("hit decals"). * Improved rendering. Normal and Bump mapping allows for more texture detail while using less system resources and improving the pressure on framerates. EDITOR * Independent Vehicles and Specialist Teams can be purchased and attached to any formation, allowing players to tailor their formations. * Exit objectives. * Improved Scenario briefing format, including a new Designer Notes subsection. * "Reduced headcount" option to simulate previously depleted formations. * "Ditch Contours" feature. Map editor elevation changes can be "sharp" by holding the control key when clicking tile elevations. This allows the creation of realistic ditch contours. * Ability to create AI Triggers that execute actions based on other units or interaction with Objectives. * Improved responsiveness of 2D editing, especially for large maps. * Improved load time for 3D Preview, especially large maps. * Customized "Mod Tags" for most graphics. This allows for multiple mods for the same item without the need to move items in/out of Data folder. * Ability to specify specific mods be used for a specific Scenario. If CM fails to find the specified mod it will use the default graphics. * Auto-Assemble linear terrain tool. Roads, walls, fences, and hedges can now be automagically drawn across the map instead of placing them one tile at a time. The old manual selection interface still exists to allow tweaking specific Action Spots. * BMP map overlay. Instead of having to create game maps by freehand you can now trace over a real world map within the Editor. Four different levels of transparency make the process easier by adjusting for different needs as work progresses. * More AI Groups. The number of AI Groups available has been increased from 8 to 16. This allows for greater fidelity of AI Plans and their assigned units. * Copy and paste AI Plans. Create a solid AI Plan, copy it, and paste it into an unused AI Plan slot. Once done the copied Plan can be modified to make a unique variant without having to build the Plan up from scratch. * Combat Victories (Kill Stats) for individual units showing how many and what types of units the soldier or vehicle has eliminated in the mission (totals tracked for campaigns).
  3. Yes this. Or add a lot more terrain objectives than we currently have.
  4. @Erwin this looks interesting. Think I might have to watch this. Thanks for the post +1. Below is the trailer.
  5. CMSF1 has ambush however the AI will sometimes ambush with their assault rifle instead of with the trigger device, take return fire and become KIA with the device never getting detonated. But yes with experimenting around you can get a good result. I'm kind of leaning towards the 4.0 AI area target order and let him unload what he has of the Severe supply into the dirt. Then get on with the mission. Really looking forward to Engine 4.0 CMSF2.
  6. That's a good idea. I didn't even think to look in the Mosul scenario. Also VBIEDs are interesting and reinforcements for other more conventional AI groups. I was just thinking about the suicide bomber use.
  7. +1 I remember that one and copied it to my scenario design notes. Your post also revealed a triggerman can set off IEDs that are not part of his purchase screen group (IEDs that came with a different triggerman). I had no idea until I read that post. I'm still trying to work out the mechanics of the snowballing idea (reuse an AI slot). Think I understand it in theory.
  8. +1. This. The editor can be very rewarding and the more scenario designers that will release their scenarios the better. On the positive side this thread has encouraged some designers to talk about various problems and solutions when working with the TAC AI. If this could be a thread about tips, tricks and advice when designing scenarios it could be a useful conversation. Like a military AAR you want to be honest about problems and learn lessons but you also want to find ways to improve things going forward.
  9. +1 This. It would be very cool to have late war US, Commonwealth and Soviets in the same game title. Maybe as a battle pack just porting the CMRT Soviet TOE into CMFB or into CMFI. Charge whatever a fair price is to make that work. Think of all the early cold war conflicts and brush wars that could be created / modded by the community. Fulda Gap, Korea, Suez Crisis, French in Vietnam, 1948 Arab Israeli war, Cuban Revolution, numerous Coup d'etats..................
  10. I've been experimenting around with this for some scenarios. I have found it helps to set the supply of a spotter or trigger-man to Severe. I think the AI is less likely to shoot if they have less ammo. And if they do decide to shoot they can't shoot for multiple turns. I just had a trigger-man for an IED open up with his AK but burned through his Severe ammo supply in a one minute turn. luckily no return fire and he set off the IED a few turns later as planned. Also with engine 4.0 you can give an AI Target order to a Severe supply spotter (hopefully CMSF2 trigger-man also) and have him burn up his Severe supply in a relatively safe location and then move to his observation post. Playing around in the editor is sometimes more fun than playing the game. I've gotten hooked on it again. Hopefully it will result in a scenario or two that are good enough to be released.
  11. Whatever Battlefront adds to get CMFB to the end of the war. Currently CMFB ends in January 1945 so there are about four more months to fill out. Maybe one module for the four months of time and then one or two battle packs? I'm sure however they complete the CMFB family it will be very cool and I will buy it. I was just wondering where they would go next and if they would go with a new engine. Your CM3 Stalingrad idea is very interesting. I would buy that too .
  12. Okay. I didn't understand it was just the Eastern front. Hmmmmm, makes me wonder what game titles they will produce down the road? It takes awhile to get game titles out the door but after the Western front is done and CMSF2 is out the door........... They will have some modules/packs for CMBS & CMFB for awhile. But the only new titles would seem to be Eastern front going backwards in time. I wonder what else they would want to create to pay the bills and all? Maybe North Africa but I don't remember them ever even hinting at that.............. I'm a little concerned that if they don't produce titles in new areas they will have to start over again. Probably with a new engine, similar to CM1 going to CM2. Next it could be CM3 and back to the beaches and hedgerows of Normandy? I like the potential that a new engine would bring but I'm not sure how I feel about going back to Normandy again. Maybe CM3 North Africa? That would be cool but then what? Battlefront seems very cautious about straying to far away from historical WWII. I guess as some of these current titles wrap up in the next two years we'll find out................
  13. I think, the first spotter that spots a target and is able to call for fire does so. If the spotter sees more than one target at the same time I don't know if the AI is able to pick the most appropriate target for the available artillery or not. That is a good question but not something I have tested. Or if two AI spotters see two different targets at the same time but only one artillery asset is currently available. Who gets priority of fire in the AI's army? Interesting. Besides those two above examples, that I don't know the answers to, I think it is basically first to spot and request, first to get a fire mission on the way. Maybe somebody else knows......... @Bulletpoint you're always testing stuff.
  14. @Combatintman do you have any adult guidance you could provide on this topic?
  15. I wonder if something is "off" with the reinforcement time on the artillery? As I understand it, after the initial bombardment the AI needs both LOS (spotter) and of course the asset to shoot. If the arty does not arrive until 15 minutes into the mission it should not fire before 15 minutes into the game. I have a scenario I am working on now where this works multiple times.
  16. I have had off map artillery become available as reinforcements, spaced out during the mission, so the red AI does not expend all their rounds in the early battle. This worked well and kept the AI artillery active, on and off, during most of the mission. However, I did not use support target (where you paint the map area) for this. I let the AI use opportunity fire. The AI used it pretty well. I also read that the AI will use TRPs. I suspect TRPs may be more useful than the painted support target mechanism after the initial bombardment. The AI needs LOS to target areas except for the opening bombardment. I also thought I read on the forum that the painted support target was just good for an opening bombardment? The AI's version of pre-planned fires. I've looked back through my notes but can't find additional information about this. So, in practice, I used the painted support target for the initial bombardment and then let the AI have opportunity fire using off map reinforcement mortars/artillery spaced out to last as long as I thought appropriate. @Sgt.Squarehead with all the out of the box thinking you do with scenario design you should probably take notes on it!!!
  17. Battlefront kind of started in the middle of the end. CMFI July 1943. They are working their way to the end of WWII with mostly modules but also one game, CMFB (it follows CMBN). Once they reach the end my understanding is that they will work their way backwards through the early years (how far and in how much detail I don't think they have said). When working there way forward modules progress time forward. It will be interesting to see in what direction modules will progress time when working backwards through history......
  18. Good job!!! As a reward you get to continue the attack into the next area of the city at 0400hrs tomorrow. Good luck.
  19. Yes!!! +1 CMSF made lots of very cool interesting tactical scenarios possible. CMSF 2 scenarios will be even more dynamic and interesting. Can't wait for moders to take a fresh look at Shock Force. 2018 should be a great year for Combat Missions. Exciting time to be alive.
  20. There was the below in a different thread. Link is below. @Oleksandr if your looking for a little CMBS information. 6. CMBS jumped ahead of others with its own Battle Pack, but is owed a Module. We've been doing them in order of release and that means CMBS is theoretically next after CMRT. Marines are an obvious selection for the first Module and the work being done for CMSF2 is going to pave the way for that to happen. http://community.battlefront.com/topic/125797-another-reason-for-a-centralized-forum/?do=findComment&comment=1724848
  21. This is interesting. I don't know how it would work in a campaign either. A different option is to have a more or less secure area near the players map edge that is not in LOS of the OpFor. Basically a setup zone. It would be the players choice to leave them there or commit them. I do like the idea of an exit zone. It may be more useful if the player was on defense. Hold with part of the force while the remainder withdraws. Of course with campaigns the player is generally on the attack against the AI........... Still interesting.
  22. Then in the Editor / Mission / Data / Red vs Red the Blue side would be able to purchase. I hope it stays in. Thanks +1
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