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quakerparrot67

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  1. Like
    quakerparrot67 reacted to Mord in Shock Force 2 Unofficial Screenshot And Video Thread   
    I am surprised the Syrian version of Slim Pickens wasn't riding that bad boy.
     
    Mord,
  2. Like
    quakerparrot67 reacted to 6plus1SMC in Ministry of Defense video   
    Great video .... Thank you for sharing.
    it seems that the map can be printed - that a feature I would like have in an easy way - bouth for set up  and during a game.
     
    best regards 
    Morten
    Copenhagen - Denmark
  3. Like
    quakerparrot67 reacted to Thewood1 in Ministry of Defense video   
    Why is the Matrix/Slitherine logo shown, but not BFC's?  I know the dstl have worked with the Command devs at Matrix for a while now.  Just seems weird they show all CM clips, but no mention of BFC.
  4. Like
    quakerparrot67 reacted to IICptMillerII in Bug with upgrade? What gives?   
    The bug is known and has been addressed. A fix will be released when the fix is tested thoroughly and is shown to work. Said testing is currently in progress. 
  5. Like
    quakerparrot67 reacted to Darknight (DC) in Darknight's CMBN Magnum Opus   
    The project is now LIVE at CMMODS IV.
    Darknight's CMBN Magnum Opus
  6. Like
    quakerparrot67 reacted to Freyberg in AI plans and a more responsive AI   
    I've been doing a lot of playing around with the AI recently, and I thought I'd bore you all, and insult the developers, by describing what aspects of the AI I think work well, and what could be done to improve it.
    A: Static defence
    Firstly, in certain respects, the AI works extremely well.
    For example, the simplest way to set up an AI plan in an attack/defend QB situation (Probe, Attack or Assault), which is the type of game I play the most (and therefore the type I am most interested in learning how to produce), is to set up several AI groups, and for each one paint the entire defender setup zone (or a big part of it), and then select a different behaviour for each group...
    For example:
    - group 1, ambush 1000m;
    - group 2, ambush 300m
    - group 3, cautious
    - group 4, normal ...and so on
    In an attack-defend scenario, this will give you a very good static defence, and with a suitable map, will give you a fun and challenging Quick Battle. The AI will allocate the groups very intelligently and will create an integrated network of defensive positions, there may be interlocked fields of fire, AT guns will be well sited, avenues of approach will be covered, and it may place units as bait. It seems to have an excellent 'understanding' of the relationship between terrain, objectives and setup zones.
    It's incredibly easy for the map designer and works very well. As a map designer, it will also surprise you. Since all you're doing is painting big swathes of the map and inputting the full range of behaviours, you can happily play QBs on your own maps without any foreknowledge of what the AI is likely to do. Marvellous.
    For years I avoided using the AI, because I thought the map designer had to think out all the strategies and (a) I wasn't confident in my strategic skills, and (b), what point would there have been when I wouldn't be able to enjoy the maps myself, knowing in advance what was going to happen?
    But I was quite mistaken about just how sophisticated the AI is, and how easy it is to use.
    If you do something as simple as this:

    ...you'll get a really good defence from the AI, but it will be a static defence.
     
    B: Responsiveness
    Planning an active defence, with displacement or counterattacks, or a realistic attack, is far harder. With QB maps, I've seldom seen either one work well. Occasionally they're quite fun and somewhat challenging, but most of the time - with QBs at least - an attack plan or active defence is a turkey shoot.
    The reason for this, and the area where I would like to see improvements is in the AI response, or lack of response, to the actions of its opponent.
    I have read comments over the years that programming a truly responsive AI is a Holy Grail that is more or less impossible, but (and this is the point at which I insult the developers), I wonder perhaps if that is true.
    I can see the reason why it is so hard...
    Imagine a map of 2000m2 - that's 62,500 action squares (250 x 250).

    To calculate, at the level of the action square, what was happening on such a map (lines of sight, lines of fires, enemy presence and so on) would involve around 62,0002 or nearly 4 billion combinations of action squares - once a minute or more often.
    But if the AI were to react in a more general way - say perhaps it 'observed' enemy movement on the level of 5 x 5 action squares...

    A 2000 m2 map would comprise of 2,500 such 'AI action acres', which would mean around 6 million combinations to calculate approximate LOS and LOF.
    Given that the AI does such a fabulous job on static defence with the under-the-hood algorithms it has, if the AI were just to react in a general way to the presence of enemy troops on an 'action acre', in a similar fashion to the way it incorporates objective zones and terrain in a static defence (seeking to mass fire on the enemy for units designated 'active', or backing away from massed enemy for troops designated 'cautious, perhaps), you would get a fantastic responsive AI.
    The AI already has the capability to produce interlocking fire, keyholes and so on, but it would then be orienting these towards the player's units. Major movements would still be provided as an AI plan by the designer, but the AI would no longer be operating blindly or by clockwork.
    In fact, seeing how well the AI produces an integrated static defence with the simplest of designer plans, it only needs to respond fairly generally to the presence of enemy units - anything more would be too much. If the AI were to continuously respond to enemy movements down to the level of the action square with the sophistication it uses to produce static defence, the game would become too difficult to play.
     
  7. Like
    quakerparrot67 reacted to Bud Backer in Fire and Rubble Update   
    Good thing about these is they can get wet and still work, and they never suffer from bad batteries. 
  8. Like
    quakerparrot67 reacted to Ithikial_AU in Fire and Rubble Update   
    What you get when you set your equipment quality to Poor.    (Because this is the internet -> That was a joke).
  9. Like
    quakerparrot67 reacted to Hapless in Fire and Rubble Update   
    In all likelihood it is a radio, yes. I just got overexcited about the possibility of a secret flamethrower.

    That said... the box looks suspiciously similar to this:

  10. Like
    quakerparrot67 reacted to Warts 'n' all in Fire and Rubble Update   
    Elvis has previous when it comes to big radios ... 
     
  11. Like
    quakerparrot67 reacted to mjkerner in Fire and Rubble Update   
    Good catch, 556. Sure looks curved to me.
  12. Like
    quakerparrot67 reacted to fivefivesix in Fire and Rubble Update   
    Either it's an optical illusion or those railroad tracks appear to be gently curving as they head over the hill? I was under the impression this wasn't possible in the editor, is this a new editor feature or did I miss something? 
  13. Like
    quakerparrot67 reacted to Darknight (DC) in Darknight's CMBN Magnum Opus   
    Okay, I've finally finished this mod project...it's been going on in some form or another for years but the present vision was started last July or August, then I took a winter hiatus and being stuck at home has given me time to finally finish.
    This mod started, as most of my mod work has, with my beloved CW troops.  I have nearly driven myself to madness in the past with my completionist obsession for modding the entire 21st Army Group but I deliberately avoided that problem this time by only focusing on the CW units actually represented in CMBN scenarios and campaigns.  I have modded the uniforms and vehicles for each CW unit that appears in CMBN (no small feat but better than my original obsession 😉), which led me to an exhaustive examination of all of the scenarios and campaigns I could find (reading notes, briefings and digging through the OOBs).  At this point, I decided that I wanted to make it easy to use the mod, so that meant looking into ModTags.  All of the unit graphics have had ModTags applied to them.
    I identified 175 scenarios and 22 campaigns that would lend themselves to specific units being represented (CW, US & German); then, I extensively ModTagged all 175 of these scenarios.  For the 22 campaigns, since I couldn't add ModTags to the individual missions, I created campaign-specific mod .BRZ files, which will accomplish the same goal.  Along the way I have made a few changes to the CW armour models in a few of the scenarios and campaigns for greater unit historical accuracy but they are mostly unchanged by me.
    Not being an SME on American or German vehicles/uniforms, I have personally ModTagged many of the community mods that I use and I have also included them in a couple of separate .BRZ files that can be used or not, depending on your preference (the beauty of this system is that if you prefer other mods, just tag them yourself using the ModTags I've added to the scenarios and you can get whatever mix you like).
    Anyway, its all ready to go, I just need to put it up somewhere if people are interested.
     
    Darknight
    PS - If any scenario or campaign authors would like a particular CW formation that I haven't included (because they don't appear in CMBN yet), then drop me a line and I should be able to easily provide it, and I can advise on the ModTag structure and layering too, if needed.
  14. Like
    quakerparrot67 reacted to 37mm in Shall try to start an unofficial screenshots thread?   
    I just can't seem to stop playing CMFI...
     
  15. Like
    quakerparrot67 reacted to Bud Backer in Fire and Rubble Update   
  16. Like
  17. Like
    quakerparrot67 reacted to Warts 'n' all in Sikhs and a Semo   
    I was nice of you guys to pitch in. I wouldn't have even noticed myself.I'm one of those people who either have tank crews hide, or I send them to the rear then forget about them.
    In the meantime I think that my suggestion for the Semovente mod might be easier said than done. The actual vehicle would be OK for our modders, but then they'd have to mod the crew's uniform and voices. I don't even know how many of them the Germans pressed into service, although I expect John Kettler knows the exact amount and what the panzer crews had for their breakfast.
  18. Like
    quakerparrot67 reacted to mjkerner in Sikhs and a Semo   
    Yup, that's the one I was thinking of, Ithikial.  Warts and quakerparrot67, I think there's a way to get the sheen, but it probably will make the whole bmp texture shine. 
  19. Like
    quakerparrot67 reacted to MOS:96B2P in RT Unofficial Screenshot Thread   
    Street fight.



  20. Like
  21. Like
    quakerparrot67 reacted to DougPhresh in "That's one vast valley!" - hard-edged, realistically scaled map   
    Whatever gets us better maps (across titles, please!) is okay with me.
    Something that @Battlefront.com might consider is a map showing where scenarios and QB are. http://www.combatmission.fr/fortress-italy/scenaroutai-fortress-italy/
    My thinking is that not everyone knows the typical terrain of Sicily, Central Italy, the Po Valley and so on. Having a map might also help players when they are brainstorming "what forces and missions might exist at this point in the war?". A map to connect all the dots may help explain where an American mech battalion would be fighting in August of '43 for instance.
  22. Like
    quakerparrot67 reacted to John Kettler in How to fight from the Universal Carrier   
    This is part of a five part series on the UC. This illustrates everything from Bren handling to grenade throwing from inside the carrier. Of particular note is the material on the 2" mortar, which has a specially drilled set of mounting holes to firmly attach it to the UC. No standard 2" mortar will work. When so fitted, the UC has twelve rounds for it, and the ammo split's given. The procedure for conducting observed fire by the VC with the mortar in full defilade is shown, as is use of the mortar in DF role. The first video in the series is the get acquainted one, and it shows the dazzling agility of this vehicle. For large radius turns, the track on the turning side is actually pulled in a bit. For short, sharp turns, one track is braked. So nimble is the UC it can reverse course near instantly. Short of having an autocannon or HMG, I'd think it would be a nightmare to hit if evading.
     
    Regards,

    John Kettler
  23. Like
    quakerparrot67 reacted to Heinrich505 in North Africa Mini Mod   
    Phil,
      Now if you really want to do this up right, you will pull together some jeeps with 50 cal on them, and a bunch of M7 (Priest) Howitzer motor carriages with German crosses painted on their sides, along with US halftracks painted desert yellow.  Call it the Rat Patrol Mod and let them have at it on a map covered with sand dunes.
      Remember to name the German commander Dietrich...
     
     
  24. Like
    quakerparrot67 reacted to Haiduk in Soviet assault engineers - elite infantry in bodyarmor   
    Brief history of assault-engineer units forming and order of using.
    The first attempt of using special equipped sapper units of Red Army for assault actions against heavy fortified positions took place during Soviet-Finnish war, when Red Army broke through Mannerheim Line. Assault teams also were equiped with steel cuirasses SN-38 and used special tactic, but in time of many different changes in Red Army structure, their experience was forgotten.  Only when Red Army went to offensive actions in 1943, suddenly turned out that Soviet infantry assault capabilities and training was much worth than German. Losses were too much for troops could consolidate experience and there wasn't much time for proper training of conscripted. Experience of fighting in Stalingrad already sketched a tactic of assault actions by specially established combined assault groups, but due to fast substitution of infantry personnel because of losses, infantry couldn't gain quality skill of assault.  
    Thus, there was decided to establish special brigades of High Command Reserve (RGK in Russian) , which could be breakthrough force during large offensive operations on major directions. All combat units of these brigades was planned to arm with SMGs and equipped partially with new SN-42 cuirasses. New troops had to provide recon, engineer-recon, minecleaning/wirecleaning, demolition and assault tasks. But where to get such universal soldiers in quick time? Then their eyes fell on existed engineer-sapper brigades of RGK and on tactic and organizatoin of German division pionner battalions. These brigades maintained large-scale operations, but weren't used like usual infantry, so weren't suffer big losses, had proper experience and cohesion inside units and units usually had compenetnt commanders. The directive was issued on 21st of May 1943 and in whole up to the July first 15 assault engineer-sapper brigades (rus. ShISBR) were established. From old brigades were removed all personnel older then 40 years and personnel with illness and with poor phisycal conditions. Remained personnel got enchanced trainings in recon and assult actions, hand-to-hand combat. Some commanders used real bullets to shell personnel during trainings in order to they became stable under fire. 
    First baptism of fire ShISBR got in the mid of August 1943. Up to the end of August five ShISBR more were established and their number became 20. According of High Command intention, SHiSBRs had to attach from RGK to Front Commands on the period of active offensive operations. Front Command in own part attached ShISBR under subordination of  the Army, which operated on major direction, where enemy had most strong positions. Army Command divided assault battalions of the ShISBR among rifle divisions. Division commanders in own turn divided assault battalion on companies and attached its to rifle regiments of first echelon. Regimental commanders formed assault groups on the base of rifle companies, to which assault-engineer platoons or squads attached. Also, when there was need to take large heavy fortified object and this was too hard for infantry, then assault-engineer battaliions or companies opearted on they own and infantry and their artillery only supported. Though, initially were happns that rifle division commanders, who seen well-trained, equipped with body armor soldiers used them like usual infantry in order to save own personnel and this caused to big losses among assault-engineer battalions. They were very tough in breaking though of enemy defense, but weak in defense of seized positions. When Germans were counter attacking with armor, assault-engineers could hope only on own skill and bravery - they hadn't heavy weapon to repell tank attacks and could only set minefields if had time to that.  To the December of 1943 the tactic and order of use of ShISBR was developed and these units was prohibited to use for infantry tasks. After sucessfull breakthrough of enemy lines or seizing objects, they had to susbstitute on infantry units and moved to closde rear for preparing new attack. 
    Since May of 1944 each ShISBRs were reinforced with flamethrower battalion, several ShISBR got engineer-tank regiment and flamethrower-tank regiment. All captured Panzerfausts and Panzerschreks were going to armament of ShISBR. Also new five assault engineer units were formed - motorized assault engineer brigades (rus. MShISBR). They had less personnel, but were equipped with trucks, that made its more mobile. Unlike ShISBRs, belonged to High Command Reserve, MShiSBRs were subordinated to Front Command. Almost each front got one MShISBR.
    ShISBRs and MShISBRs actively participated in operations in Poland, East Prussia and Germany
    Next time I will tell about TO&E of these brigades.
    On the photo assault engineers crawling with HE on their backs

    ShISBR trooper fires with Panzerfaust
     

    Also another assault-engineer with Panzerfaust. But this guy used this weapon in non-standard way. During hand-to-hand combat he took Panzerfaust like a cudgel or mace and killed 10 German soldiers with it. Such pointed in awarding list.

     
     
     
  25. Like
    quakerparrot67 reacted to DougPhresh in Fire and Rubble   
    You know this has generally been a pretty good community over the years, albeit one with a fair bit of Clean Wehrmacht apologia.
    Sure, I can see the value Sicherungs units add, and while I disagree, I can see why some may want to see Feldgendarmerie. That inclusion has never extended to entertaining the idea that they were "just like" Commonwealth Provost Wing troops or American MPs. They weren't, and anyone who can open a book can see why.
    I do not have a single kind word to say about the Waffen SS historically, but this is a wargame and they were unmistakably a major combat force. I can play Battle For Normandy and see why they were such ferocious opponents in the fight for the Carpiquet Airfield. Their massacre of Canadian prisoners there and elsewhere, to say nothing of the countless crimes of the Waffen SS as a whole are outside the scope of the game, and reasonably outside of discussion.

    The idea of the Dirlewanger Brigade as "soldiers like any other" is absolutely sickening and reprehensible. There may not have been humanitarians on the Eastern Front, but one side waged an unprovoked genocidal war of extermination - and the other did not.

    I don't want to see this thread locked, but I also don't want to read excuses for the war the Germans waged, only to see how BF is choosing to model it. To their credit, they have done a fantastic job balancing sensitivity with historicity and I expect they will do the same here. They are not in the business of morally exculpating mass murderers, just getting the colour of their tanks right, and they do it well.
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