Jump to content

evilman222

Members
  • Posts

    85
  • Joined

  • Last visited

Posts posted by evilman222

  1. On 2/10/2019 at 8:19 PM, Zveroboy1 said:

    Glad you like it. Perhaps we have been watching the same youtube vid.

    Was it Royal Marines Mission Afghanistan by any chance?

    https://www.youtube.com/watch?v=Xk7NaYk3Scc

     

     

    On 2/10/2019 at 10:37 PM, z1812 said:

    Yes that is the one. I have watched episodes 1 and 2 and am looking forward to watching 3 and 4 later in the week.

    Funny that you guys bring this show up. I just discovered that show last week and was hooked. Ross Kemp did a few similar shows that I've also found on youtube. Haven't finished them yet, but Return to Afghanistan (https://youtu.be/os48i9sLqwY) and Back on the Frontline (https://youtu.be/cUEqGPu097k

    are both pretty good. There's another series he did a year before Return to Afghanistan (which was filmed in 2008) but it's not on youtube.

  2. 5 hours ago, benpark said:

    There are indeed new tools to help the AI that were added in 4.0. People (myself included) are just beginning to use them.

    Further, advanced, branching triggers would also certainly be near the top of my list for further improvements. That would be a logical evolutionary step for the Editor in the future, I would imagine.

    Agreed. That and an off-map decision system might be useful for things like calling in reserves.

  3. 12 hours ago, Erwin said:

    Testing just started.  The good news is that after over an hour in, the scenario plays well "out of the beta box".   But, MOS always keeps improving his designs so...  the wait will be worth it.

    In addition to novel concepts that MOS has perfected and enhanced from the TOC scenario, the new item that his most exciting is the ability to call upon "conditional" reserves - (conditional on losing Victory Points).  This has been the Holy Grail since CM2 came out.

    In CM1, one could specify Battalion, Regimental and Divisional level reserves to be released if the game AI determined that the player was struggling.  This was a huge help in making sure that a game was pleasurable by avoiding the dreaded need to stop and restart after large losses that could mean the scenario was unwinnable.  This feature was not included in CM2 and many have asked about it

    MOS has figured out several ingenious ways that enable just that sort of voluntary reinforcement - simulating the player asking for reinforcements at the cost of VP's.

    As with the concepts in TOC one can only hope that other designers will be inspired to utilize these novel ideas.

    And if you have not yet played TOC, get on that!  That will ensure that you will be ready for the challenges of Coup d'etat when it's released.

     

     

    Yeah I've been playing that quite a bit lately. A reserve/dynamic reinforcement system will certainly be interesting. That said, I don't usually restart if losses get to the point where the mission isn't completable. I'll usually assign my own tasks (retrieve any heavily wounded men from the battlefield and withdraw to friendly positions/the edge of the map, regroup and find a place to hold out until the end of the mission, scout the objective but don't attack it, etc). It'll be nice to actually send reinforcements to bail out a unit that's rendered ineffective.

    Hopefully the devs will add a more advanced scripting system at some point in the (probably distant) future. If this i what MOS can pull off with a pretty rudimentary system, imagine what he could do with some actual tools in his inventory...

  4. The campaign itself seems to work in SF2, but unfortunately some of the mods don't. If @dragonwynn is still around and willing to come back to this campaign, I'd love to see it updated for SF2. Main changes that I'd recomment are to switch the Taliban from "Fighters" to "Combatants" (still not perfect taliban analogues, but they're probably the closest we have in the absence of an actual Taliban mod) and to use Syrian airborne troops for the ANA (again, not perfect, but since the ANA mod doesn't work, they'd look better than Dutch soldiers imo). Either way, it's still one of my favorite campaigns out there. Would recommend to anyone who wants to boot it up in SF2, even without the mods working.

×
×
  • Create New...