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BornGinger

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Posts posted by BornGinger

  1. On 10/5/2020 at 8:29 PM, IanL said:

    The biggest difference is that we don't act like real commanders. We press far too much and don't withdraw when we take casualties.

    I think the reason to this behaviour is that the time frame is too short. Some, or many, large battles which historically took maybe around a whole day often has the limit of two to three hours in the game. This might push the player to send his pixeltruppen into something similar to suicide attacks.

  2. The worst thing is that your pixeltruppen aren't able to see even a tank which is a few meters away and suddenly appears in front of them. Although a dark night can be really dark, the moon and other sources of light cause it to still be quite easy to see what is around you. The only time I experienced a darkness which prevented me from seeimg my hand right in front of me was in a bedroom with really good blinds which blocked any light from coming in. I have never experienced that kind of darkness on the country side in any country I've visited.

  3. 1 hour ago, MikeyD said:

    My old eyeballs are having difficulty seeing what's happening in those screenshots. In the AI plans try inserting an intermediate waypoint order between the start point and final destination.

    It's possible to enlarge the picture by clicking on it.

    I did several waypoints from the start till the end line. If I remember correctly I painted movement areas for every five minutes or similar of game play.

  4. There have been quite a few people on this forum, me included, requesting more AI-groups than the 16 for each side in the scenario editor to be able to hopefully make the home made scenarios more interesting and more challenging for those who prefer not to play H2H battles.

     

    A few days ago when I began doing the AI-movements for the scenario I'm a bit busy with now, I got the idea to see how squads in the platoons are moving around on the battle scenario area when painting the same AI-movements and giving the same AI-orders in the editor for in one case two separate company groups of a battalion and in another case two companies in one battalion group.

     

    When I painted the movement orders I didn't paint two or three large yellow areas. Instead of that I decided to paint six different yellow areas and thus try to give each platoon its own area (two companies with three platoons each) just to see how the AI would behave when facing that challenge.

     

    In the first test I had a battalion consisting of two companies, where one company was group A1 and the other was group A2 and where each group (company) were given three painted areas each (three platoons). In the second test I had the same battalion with the same two companies where the whole battalion was group A2. The AI-orders were the same with the difference that this time the AI-movements which earlier belonged to group A1 had been copied and added to the larger group A2. So this time the battalion had six separate painted areas to use.

     

    When there were two company groups the squads in each platoon were sticking together quite well although they sometimes spread out a bit. When the whole battalion was one group the squads in each platoon spread out even more and didn't really stick together very much.

     

    The picture below shows an example of 1 Platoon, 1 Company in these tests. The left column shows 1 Platoon when each company was a separate group and the right column shows 1 Platoon, 1 Company when the two companies belonged to the same group.

     

    egrf242.jpg

     

    I think it would be great, and hopefully not too much work, if the game engine could keep track on each squad in the platoons so they are staying closer to each other when they are following the movement orders that are given in the editor. That way the platoon leader would stay closer to the squads he's supposed to influence and the whole AI-platoon would maybe fight better.

     

    If it was possible for the game engine to keep the squads closer to their leader it would maybe be easier to make an interesting scenario where one can paint more separate movement areas with the trust that a platoon would move there together. 

     

    Instead of having a battalion consisting of three companies with three platoons each divided into nine AI-groups in a large or huge scenario, one AI-group for each platoon, it would be possible to for example divide that battalion into three groups. And if we wanted to have eight tanks in that scenario moving separately we could make them into eight different groups and still have five AI-groups left. Those five groups could be used for whatever we'd find would make the scenario more fun to play.

  5. I read something written by a Latvian SS-soldier where he mentioned mortar fire hitting the squad he belonged to. To his own surprise a mortar shell landed close to him but he wasn't injured in any way although he was pushed over by the explosion. So although some of what is written in this thread seem that some pixeltruppen are undestructable by artillery fire similar things can probably happen.

  6. On 8/11/2020 at 10:41 PM, Bil Hardenberger said:

    It can be viewed at this link

    You can also find it on YouTube if you search for Combat Mission and filter the results for uploads this month. It's called Introduction to Combat Mission Shock Force II - Connecting Wargaming Confetence.

    I wonder why they played Black Sea on a conference about Shock Force II?

    During the problems with the screen in the beginning of the video Steve missed to talk about the second slide and during the demo session he never explained why the smoke from destroyed vehicles always go straight up even though the dust and smoke from granades and fosfor shells are affected by the direction of the wind.

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