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chuckdyke

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  1. Like
    chuckdyke got a reaction from John1966 in Question about Tigers   
    The British Gammon Bomb was. They carried the ingredients and made their grenades on the fly. From AT grenades to Satchel charges. Having people from mining communities in your forces pays dividends. 
  2. Like
    chuckdyke got a reaction from Freyberg in Question about Tigers   
    The British Gammon Bomb was. They carried the ingredients and made their grenades on the fly. From AT grenades to Satchel charges. Having people from mining communities in your forces pays dividends. 
  3. Like
    chuckdyke got a reaction from A Canadian Cat in Features Requests/Corrections   
    My most enjoyable moment was when a .303 send a Tiger I packing. Much later I discovered the culprit. A sniper with his Lee Enfield. The Tiger Popped smoke and reversed with the red cross symbol. Since that day I let the direct firing over to the AI.  The Tiger Commander didn't duck fast enough. It makes sense, it is not Rorke's Drift with: "Aim Fire!" We will never figure out how the AI calculates. We winge when we are frustrated but glee with joy if it is the other way around. 
  4. Like
    chuckdyke got a reaction from RMM in Features Requests/Corrections   
    Buttoned or unbuttoned but you can't leave the hatch open and just duck down when it gets too hot outside. Repeat again we should be able to use the attics of houses especially in Europe. Afterall our attic used to be my bedroom for ten years. To knock a few tiles out should take not more than a turn. 
  5. Like
    chuckdyke reacted to Erwin in Features Requests/Corrections   
    The tactical AI will make crews duck down if it calculates the crewmember(s) are in danger.
  6. Like
    chuckdyke reacted to Bulletpoint in Why I like playing the underdogs (Commonwealth, Free French, etc.)   
    My point was mostly about the LMG version of the MG42. The HMG version is more capable. Sounds like your approach to the mission is good though. Just be aware that at 600m against enemies in a blockhouse, you need a very heavy volume of fire to suppress them.
  7. Like
    chuckdyke reacted to Warts 'n' all in Difficulty combining teams   
    The "Combine Squad" feature was introduced after a lot of players requested it after finding that when playing a campaign their Squads had been whittled down to just a few men.
  8. Upvote
    chuckdyke got a reaction from Warts 'n' all in Features Requests/Corrections   
    Buttoned or unbuttoned but you can't leave the hatch open and just duck down when it gets too hot outside. Repeat again we should be able to use the attics of houses especially in Europe. Afterall our attic used to be my bedroom for ten years. To knock a few tiles out should take not more than a turn. 
  9. Like
    chuckdyke reacted to Warts 'n' all in Features Requests/Corrections   
    One thing to bear in mind about hedges, low bocage and high bocage, some scenario designers will place them on impassable terrain tiles eg "heavy forest" so your cursor will turn red if you move it over them. However, if they are set on a passable terrain tile then the cursor remains green giving you the false impression that your vehicles can drive straight through, that is why you need to know the difference between the three different type of hedge.
  10. Like
    chuckdyke reacted to BornGinger in Passive attacking AI   
    I think I might have found the reason to why the AI-attacking forces never began to move from the setup positions in this quick battle map. There were two other AI-plans with setup positions but without any move orders added to them. Those plans weren't set to "never use" which caused the game to load them with the result that the AI-troops just stood and waited.
    I have now removed the setup positions in those two AI-plans and also set them to "never use". It should work now.
    Thanks for your time.
  11. Like
    chuckdyke got a reaction from Freyberg in Difficulty combining teams   
    After you have suffered casualties it doesn't makes sense to leave the surviving scout for example by himself. In that case I combine a squad.  
  12. Like
    chuckdyke reacted to Glubokii Boy in Passive attacking AI   
    It has been a known fact for many years that the AI is incapable of conducting a good attack. The current tools in the editor does not allow for such an attack to be designed.
    The number of AI attacking scenarios that have been designed in the last couple of years are very few...and the number of GOOD AI attacking scenarios are even fewer.
    A very small group of the most experienced and skilled designers might be able to design a decent AI attack scenario...but it is indeed very, very difficult to do right now...
    Atleast if you want the defending player to command anything larger then a platoon...
    If the defending player commands a company...then the AI would need to attack with a reinforced battalion. Something that it is completally incapable of commanding in anything that recembles a good way.
    The quality and limitations of the AI is a discussion that has been ongoing for many years. Strangely quite a few of the members on this forum refuse to admit that the AI is lacking and don't seem to care about the fact that the current option for a human player is to play as the attacker...only !
    If he wants a good fight...
    I find this kind of strange...we are currently only playing 'half' a game....As the attacker.
    Vs the AI the option to play as the defender does almost not exist.
    As a defender the AI can be  a challange for sure and usually performs fairly well but on the attack....NO, NO, NO 
    The claim made by a few that the AI actually does fairly well if left on its own (not scripted) is utterly ridicculus...to name a few shortcommings...
    On its own...
    - it does not use smoke (mid, late game)
    - its indirect support is often badely timed and at times even badely targeted.
    - It makes poor use of special weapons such ad flamethrowers, panzerschrecks and snipers.
    - it will never area fire (with direct fire weapons) on likely enemy possitions.
    - it very rarely possitions...and repossitions its base of fire supporting weapons in good possitions. They kind of just tag along.
    - the AI overall situational awareness is very limited as is its understanding of the terrain.
    - it does not reinforce succes or abandones failure.
    - limited vehicle - infantry cooperation.
    - it has no understanding of dangerareas but often sigg, saggs its way forward in and out of cover.
    A brunch of members here are advocating for improved scriptingtools...to be able to help the AI to perform better...but others do not agree...
    Different people wants different things I guess...but as some are suggesting...that we should aim for less micromanaging (scripting) is not very realistic imo...
    Not with the current gameengine...and since v.5 of this engine has just been annonced i doubt we will see CM3 for atleast a few years yet.
    A more selfcontrolling AI might possibly be a thing with CM3...maybe.
    But lets first work with what we have got...that is CM2...
    Improved scripting seems far more realistic to me atleast...hopefully we will get some with v.5.
    Playing as the defender is...fun afterall. If faced by a decent advisary.
    Even if that is not a human.
     
     
     
  13. Like
    chuckdyke reacted to BornGinger in Passive attacking AI   
    I haven't noticed this before but actually had this happen to me yesterday and today but in a quick battle.
    When I had the same happen to me I decided to prepare that quick battle in author mode, or what it's called, just to check on the behaviour of the attacker.
    The strange thing is that a few times I've prepared a quick battle on this map, the attacker starts moving his troops but most of the times I've prepared this quick battle the attacker doesn't move at all.
    Maybe @wham, as he was the one who started this thread, should report this as a bug?
  14. Like
    chuckdyke reacted to wham in Passive attacking AI   
    If that really is the state of the AI, even with a plan provided for it by the scenario designer, then I kind of feel cheated here. I'll do some more research in Final Blitzkrieg and Black Sea, as those are the only CMx2 games I own, and see what I come up with.
  15. Like
    chuckdyke reacted to Bulletpoint in Panzerschreck wont fire?   
    No, after the ambush is triggered, the unit will stay in normal mode. Not hiding.
  16. Like
    chuckdyke reacted to Erwin in Panzerschreck wont fire?   
    Yes, in CM1 we had a very useful "Shoot 'n Scoot" command.  One can duplicate that in CM2 with waypoints and delays, but it's an unnecessary make work thing.
    A command that I have long put in the "request box" is a command like "Wait in ambush and shoot at a good target, then immediately displace to a 2nd firing position."  This would be useful for all ambushers and snipers, AT teams etc. as well as armor.
  17. Like
    chuckdyke reacted to BornGinger in Passive attacking AI   
    Good to know, chuckdyke. But it seems you replied in the wrong thread, as what you wrote didn't have anything to do with what wham asked.
  18. Upvote
    chuckdyke got a reaction from George MC in Passage At Wilcox SOP   
    @Erwin Passage at Wilcox I never breached so many walls since Jericho. That was the first MOUT operation in history. It is the way to go using SWAT tactics may work against a gang of bikers but not in CM. Better use the quick firing gun of the Bradley than the 5.56 mm of the infantry. No need for infantry to run out of their personal weapons ammo. 
  19. Like
    chuckdyke got a reaction from Zloba in Recommended game for starting "small" and to gradually progress?   
    Plan artillery attack as follows. For example, your attack is at 15:00 hours you plot a large area zone at 14:45 hours. Depending munitions available 'Medium' on 'Long'. I do 'Long' for the reason I need to adjust when the enemy reveals himself. Adjusting fire takes only a minute or two. Mortars I assign to infantry HQ's. You need to plot a large area against a human player to mask your spotting rounds sometimes even a 2nd artillery unit on light to mask the spotting rounds of the main attack. If you play British Commonwealth the 25 pounder is the Queen that is if you use the game of chess as an analogy. Armor can move inside the 'Danger Close' area at little or no risk. AT teams don't like HE is bursting all around them. Don't wait till you spot the enemy use your artillery to deny the enemy territory. Once you attack they will reveal themselves because they have to.  
  20. Like
    chuckdyke reacted to Erwin in Passage At Wilcox SOP   
    That's good info re RL.  However, in the CM game, am not sure if one can win some scenarios without masses of Area Fire.  Most tutorials advise "several minutes of suppressive fire, then add a lot more" to be effective.  My sense is that in-game units do not suppress as easily as in RL.
    BTW:  "Passage at Wilcox" is one of the best/most enjoyable CMSF2 scenarios.  Kudos to the designer.
  21. Upvote
    chuckdyke got a reaction from A Canadian Cat in Line of sight (-TOOL)   
    Some Graphics about LOS I had to paint the CM tool myself as the screenshot didn't copy it also the windows were not copied. There is some confusion about LOS. On the outside it appears nonsensical. The sniper sees the building, but the NO LOS pops up. You need to go and plot on the floors at times but not every time.
  22. Upvote
    chuckdyke got a reaction from A Canadian Cat in Shock Force 2 Unofficial Screenshot And Video Thread   
    "Come on Ahmed be a sport, this is for my girlfriend on Facebook."
  23. Like
    chuckdyke reacted to Bulletpoint in Recommended game for starting "small" and to gradually progress?   
    Not sure what you mean by this?
  24. Like
    chuckdyke reacted to LukeFF in Shock Force 2 Unofficial Screenshot And Video Thread   
    @BFCElvis, any way we can get these two screenshot topics merged?
  25. Like
    chuckdyke reacted to Zloba in Recommended game for starting "small" and to gradually progress?   
    @chuckdykeCorrect me if i'm wrong, but you can drive infantry on your tanks in RT no matter if you have the upgrade to version 4 of the engine or not. RT was the first CM game released on Engine 3 and infantry driving on tanks was feature of that game right from it's release AFAIK.
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