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ncc1701e

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  1. Like
    ncc1701e reacted to A Canadian Cat in Pathfinder mission + areal photos of Sicily   
    All done - the map that is. I will be posting the map to the repository later today or tomorrow morning.

    The bridge over the creak looking down the creek...


    real life.


    The barn at the intersection between the high way and the side road...


    real life (I kept a few randomish trees but not necessarily where the real ones are).

  2. Like
    ncc1701e reacted to A Canadian Cat in Pathfinder mission + areal photos of Sicily   
    I am getting close to finishing my map. Before I start playing with AI plans I will release just the map. However this evening I decided to do a bit of virtual ground truthing and looked a a few views from Google Street View. Ooops I wish I had done that earlier. I miss interpreted the size of the vegetation from the aerial shots. What I took as trees were just bushes and marsh.

    The bridge over the creak looking down the creek you can see I put trees growing along its banks...


    but the tallest thing there is tall grass and a few shrubs.


    The house at the intersection between the high way and the side road...


    was not a house at all but a very run down barn.

  3. Like
    ncc1701e reacted to A Canadian Cat in Pathfinder mission + areal photos of Sicily   
    I have three overlay bmp files I am using. One for details, one for the contour lines from 53m to 85m and one for the contour lines from 90m-120m. I had to split up the contour lines because the higher elevation layers pretty much whited out the lower elevation layers.



    The detail overlay:


    If you want to see my bounding box and overlay polygons here is the Google earth file that holds it all. It contains a folder called Sicily DZ with the places, lines and polygons I used to create my overlay images.
    http://www.lesliesoftware.com/forforumposts/2012/SicilyDZ.kmz
  4. Like
    ncc1701e reacted to A Canadian Cat in Pathfinder mission + areal photos of Sicily   
    I have to start by saying I love the map making enhancements in 2.0!!!

    I am actually enjoying creating the contours and the farms. Having the overlay is a god send. I have been able to work for hours at a time and just beaver away without the context switching that I could not deal with. So far I have created the basic elevation and the road network. I have detailed two farms and the stream that runs through the map. I am working with a 1km by 1km map just to be sure that I have enough to tweak it later once I start playing with the actual units.

    Here are a couple of screen shots:

    The view from the stream up towards one of the farms.


    This is the view down the sloping open ground that will be the DZ. The only detail that has been done are the two farms and the stream you see still lots of work to do.


    Hummm I think that orchard and vineyard need a little something more...

    I am having fun creating this map - thanks BFC.

    The road and wall drawing tool is also very helpful but it is no silver bullet. I used it to layout some of the segments of the road network but I still needed to learn how to create roads because it made a few odd decisions and short hops were pretty much never the way I wanted them.
  5. Upvote
    ncc1701e got a reaction from Heirloom_Tomato in New DAR: ncc1701e vs JoMc67   
    MINUTE 29
    My Sherman is back online.

    While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective.

    My tank arrives in position.

    On my left flank, Germans are counter attacking.

    But, my halftrack once again saves the day.

    Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality.

    Here are the various stats:




    The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot.

    The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  6. Upvote
    ncc1701e got a reaction from Heirloom_Tomato in New DAR: ncc1701e vs JoMc67   
    MINUTE 28
    Looks like the last objective is hot. Several enemy moves were spotted.

    Seems they are retreating.

    But no, others are fighting hard...

    I am advancing more squads under fire protection of the others. I am missing a smoke screen here but my halftrack offsets that.

    The tank crew is finally back. Tank will move but I am worried about those optics. At least, the machine gun works and it does not need optics, right?

    Progression came to a halt.

    A panicking guy just found a mine I think. Ouch!

    This is not over yet clearly.

    But, I have a little surprise for next turn.

  7. Upvote
    ncc1701e got a reaction from A Canadian Cat in AI triggers small tutorial   
    Yes you are completely right. Group one can completely be used. This is just that, since group one is the default when adding new units, I have taken the habit to not use it right away. When play testing my scenario, I am adding new units for scenario balance. These units goes in group one. So, to not screw up my existing AI plans, I am not using the default group right away. But, anybody is free to use group one.
  8. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups.
    AI group number 2
    This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2.

    AI group number 3
    This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3.

    AI group number 4
    This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4.

    As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  9. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    The 2D map view is below.

    First thing to do is to paint terrain objectives that will be used to activate the triggers. You can have up to 15 objectives. Some of them to be used for victory
    points, ... some will be used for triggers. I am using Terrain Objectives (Blue) since I am acting on the Blue AI.

    Objective number 1
    Objective number 1 will be used for activating a first trigger to change the on map mortar fire from Target 1 to Target 2. Remember, I want to avoid friendly casualties. I am declaring Objective number 1 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 1".

    Objective number 2
    Objective number 2 is basically the same but it will be used to change the on map mortar fire from Target 2 to Target 3. Again, I am declaring Objective number 2 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 2".

    Objective number 3
    I want my 3rd platoon to react to an enemy move. So, to show how it works, I have created Objective number 3. I am declaring Objective number 3 as AI Trigger (enemy) because it is triggered by enemy forces reaching this terrain location. I am calling it "Trigger Red 1".

    Here is the 3D view in Scenario Author Test mode. The triggers are invisible playing in normal modes.

  10. Like
    ncc1701e got a reaction from chuckdyke in AI triggers small tutorial   
    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after.
    Here is my small force.

    They are facing those enemy positions.

    And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial.

    I would like to teach the AI to do several things.
    Phase 1:
    The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move.
    Phase 2:
    While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch.
    So how I can do this using the editor and AI triggers?
    To be continued...
  11. Like
    ncc1701e got a reaction from A Canadian Cat in New DAR: ncc1701e vs JoMc67   
    Thanks guys! 🙂
     
  12. Like
    ncc1701e got a reaction from Wicky in New DAR: ncc1701e vs JoMc67   
    MINUTE 29
    My Sherman is back online.

    While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective.

    My tank arrives in position.

    On my left flank, Germans are counter attacking.

    But, my halftrack once again saves the day.

    Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality.

    Here are the various stats:




    The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot.

    The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  13. Like
    ncc1701e reacted to AlexUK in New DAR: ncc1701e vs JoMc67   
    I've really enjoyed it, it was interesting to read about your thought process behind your orders. Well done on the victory!
  14. Like
    ncc1701e reacted to A Canadian Cat in New DAR: ncc1701e vs JoMc67   
    You won - take the victory. Down play the casualties talk up your bravery and brilliant tactical decision to the upper brass.  That's how you get ahead!

  15. Like
    ncc1701e got a reaction from zinzan in New DAR: ncc1701e vs JoMc67   
    Thanks guys! 🙂
     
  16. Like
    ncc1701e got a reaction from zinzan in New DAR: ncc1701e vs JoMc67   
    MINUTE 29
    My Sherman is back online.

    While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective.

    My tank arrives in position.

    On my left flank, Germans are counter attacking.

    But, my halftrack once again saves the day.

    Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality.

    Here are the various stats:




    The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot.

    The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  17. Upvote
    ncc1701e got a reaction from JSj in New DAR: ncc1701e vs JoMc67   
    MINUTE 29
    My Sherman is back online.

    While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective.

    My tank arrives in position.

    On my left flank, Germans are counter attacking.

    But, my halftrack once again saves the day.

    Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality.

    Here are the various stats:




    The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot.

    The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  18. Like
    ncc1701e got a reaction from Falaise in AI triggers small tutorial   
    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups.
    AI group number 2
    This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2.

    AI group number 3
    This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3.

    AI group number 4
    This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4.

    As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  19. Upvote
    ncc1701e got a reaction from A Canadian Cat in New DAR: ncc1701e vs JoMc67   
    MINUTE 29
    My Sherman is back online.

    While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective.

    My tank arrives in position.

    On my left flank, Germans are counter attacking.

    But, my halftrack once again saves the day.

    Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality.

    Here are the various stats:




    The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot.

    The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  20. Upvote
    ncc1701e got a reaction from A Canadian Cat in New DAR: ncc1701e vs JoMc67   
    MINUTE 28
    Looks like the last objective is hot. Several enemy moves were spotted.

    Seems they are retreating.

    But no, others are fighting hard...

    I am advancing more squads under fire protection of the others. I am missing a smoke screen here but my halftrack offsets that.

    The tank crew is finally back. Tank will move but I am worried about those optics. At least, the machine gun works and it does not need optics, right?

    Progression came to a halt.

    A panicking guy just found a mine I think. Ouch!

    This is not over yet clearly.

    But, I have a little surprise for next turn.

  21. Upvote
    ncc1701e got a reaction from Bil Hardenberger in AI triggers small tutorial   
    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups.
    AI group number 2
    This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2.

    AI group number 3
    This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3.

    AI group number 4
    This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4.

    As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  22. Like
    ncc1701e got a reaction from Bil Hardenberger in AI triggers small tutorial   
    The 2D map view is below.

    First thing to do is to paint terrain objectives that will be used to activate the triggers. You can have up to 15 objectives. Some of them to be used for victory
    points, ... some will be used for triggers. I am using Terrain Objectives (Blue) since I am acting on the Blue AI.

    Objective number 1
    Objective number 1 will be used for activating a first trigger to change the on map mortar fire from Target 1 to Target 2. Remember, I want to avoid friendly casualties. I am declaring Objective number 1 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 1".

    Objective number 2
    Objective number 2 is basically the same but it will be used to change the on map mortar fire from Target 2 to Target 3. Again, I am declaring Objective number 2 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 2".

    Objective number 3
    I want my 3rd platoon to react to an enemy move. So, to show how it works, I have created Objective number 3. I am declaring Objective number 3 as AI Trigger (enemy) because it is triggered by enemy forces reaching this terrain location. I am calling it "Trigger Red 1".

    Here is the 3D view in Scenario Author Test mode. The triggers are invisible playing in normal modes.

  23. Like
    ncc1701e got a reaction from Bil Hardenberger in AI triggers small tutorial   
    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after.
    Here is my small force.

    They are facing those enemy positions.

    And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial.

    I would like to teach the AI to do several things.
    Phase 1:
    The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move.
    Phase 2:
    While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch.
    So how I can do this using the editor and AI triggers?
    To be continued...
  24. Like
    ncc1701e reacted to Sgt.Squarehead in New Afghanistan inspired campaign: Valleys of Death   
    We really need persistent map damage to make this concept properly immersive.....It's exactly what I wanted to do with Mosul, but as the eminently wise @Combatintman pointed out, there's nothing that wrecks immersion more than large numbers of buildings suddenly undestroying themselves between missions. 
    In some ways CM2 was a step backward from CM1.....IMHO the absence of 'static campaigns' (followed by fire) would be top of the list. 
  25. Like
    ncc1701e got a reaction from Falaise in AI triggers small tutorial   
    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after.
    Here is my small force.

    They are facing those enemy positions.

    And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial.

    I would like to teach the AI to do several things.
    Phase 1:
    The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move.
    Phase 2:
    While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch.
    So how I can do this using the editor and AI triggers?
    To be continued...
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