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CarlXII

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Posts posted by CarlXII

  1. With SET UP-orders it kind of works...

    You can still place the facing (green) dot in the editor. The limitations seems to be that the units does not start the scenario facing that way when you click the go-button but they will instantly start to rotate towards the desired direction as soon as turn one starts...

    So if the AI unit is not at risk of comming under fire on turn one the facing command is somewhat useful for SET Up-orders also..

     

     

  2. Make sure that you become familuar with your (and the enemies) equipment...It's difficult to come up with a good plan if you don't know what your various tools strenths, weakneses and limitations are...

    I find it useful to test these things by playing QBs in hotseat mode against myself...This will allow me to see what effect my fire is having on the target.

     

  3. 8 minutes ago, Erwin said:

    I had thought that AI actions could be activated by the player's units entering an area/zone on the map.  If AI units can do so, then it seemed logical that AI arty could also respond.

    I sort of can...If you are taking about the AI area fire feature...The current limitation is that only on-map artillery, preferably mortars, asigned to an AI group can respond to a triggered event....The next 'problem' though is...for how LONG should they fire ? A scenario designer can use a number of tricks (new trigger zones, other ai group movements etc) to 'time' the barrage but there is currently  no dedicated timer function for AI orders.

     

     

  4. 21 minutes ago, benpark said:

    It is a bit tricky to use as far as timing when using the capability.

    A timer/ duration option for AI orders is something i have wanted for many years...It would be a great addition.

    That would allow the designers to order AI units to 'wait here' for XX minutes or fire there for XX minutes...Given the randomness of how the battle develops...using the game clock or triggerzones to achive these 'timings' can be a bit clunky as you hinted to... 

     

     

     

  5. It's been quite a while since i played a Vs Ai QB and things might have improved somewhat since then but from reading posts on this forum i belive that they are still seriously lacking.
    My experience back then was that force selection and initial deployment on the part of the AI was very lacking and honestly close to an insult towards the player...By that i mean... if a player decides to commit some decent time to do a QB battle and takes care to chose a nice map...Develop a plan and spend quite some time to pick a sutable force to then find after having played maybe 10 turns that the AI have picked a force simular to that what Vascillator described above...Thats would be quite frustrating !

    This can be improved in many ways i'm sure but one fairly simple way to help the AI pick a more sutable force might be to assign each individual unit in the editor sort of a prefix and a strenth value that would devide them into a number of distinctive groups.
    Something like:

    1. Infantry.
    2. Anti infantry support weapons.
    3. Anti armour support weapons.
    4. Light vehicles.
    5. Tanks.
    6. Assultguns/ Tankdestroyers.
    7. artillery/ Mortars.

    When the AI picks its force for a QB it will have a starting strenth-pool for each of these categories dependant on the battle size. These starting values will then be moddified by a number of things...

    - player force selection
    - map type
    - weather
    - battletype (defend, attack, meeting)

    The AI will 'cheat' and see what force the player decides to buy...If the player opts to spend a high portion of his points on armour then the AI strenth-pool for things like Anti armour support weapons, tanks and tankdestroyers will be increased somewhat. Light vehicles and
    infantry will be reduced somewhat. If the player on the other hand decides to pick a primarely infantry based force these AI strenth-pools will be adjusted in a simular way. Infantry and anti infantry support weapons might be increased at the cost of armour.
    Simularely maptype and weather should also tweak the various strenth-pools somewhat. If the map is heavely forrested or urban for example then armour and anti armour support weapons pools might be reduced somewhat to benefit more infantry and artillery. If weather reduces LOS
    that might also result in some tweaks to the various strenth-pools as would the type of battle being played do.

    Preferably these various groups could also be used when painting setup zones and AI groups/ programing. Each setup zone painted on the map should have 'checkboxes' for each weapon type group that could be ticked on or off to allow units of that type to be deployed in that set-up zone. Ai groups could have simular
    checkboxes to limit what type of units could be assigned to the various AI group.


     

  6. 17 minutes ago, DesertFox said:

    Well the market is shrinking for them with this 10 year old engine. Their call.

    yes...

    I would rather see a CM3 upgrade compared to some more eastern front...

    But if we are not getting any CM3 game...A one year/game release for the eastern front will be  quite limited i fear...Better then nothing for sure...but to maintain the quality of previous releases i belive it will require multiple modules/ year to do the eastern front justice...

     

  7. I fully agree (and always have ) that combat mission is the best in class...What i and some others find dissapointing is the lack of progress in the last 10+ years.

    CM2 has been around for many years now and the improvements/additions to the system over the years have been far from as impressive as the original product was...

    Reading the 2024 update part one it does not seem we are likely to see any major improvements any time soon...apart from the stated game performance improvement wich offcourse is a nice thing to get.

    I honestly had hoped to se the series evolve more over all these years...

     

     

     

  8. 31 minutes ago, Aragorn2002 said:

    NO ONE will ever produce this kind of complicated and labour intensive wargames anymore.

    And you know this...how ?

    32 minutes ago, Aragorn2002 said:

    complicated and labour intensive wargames anymore.

    The attention to details when it comes to OOBs, TOEs and such things are indeed impressive. What is far from equally impressive by todays standards are the performance of the AI and the design of the scenario editor.

    A game can have very impressive unit modeling and LOS/LOF calculations etc but if the AI is not able to provide a somewhat realistic (thinking/reacting) enemy...The game looses some of its appeal imo. No matter how good the OOBs and TOEs are.

    The limited amount of community created scenarios in recent years ought to be an indication of the fact that the scenario editor is somewhat clunky to work with. Some improvements might be in order.

    The AI and the scenario editor have seen VERY limited upgrades in the last ten years (atleast) and by the sound of it is not in the pipeline for any future improvements anytime soon...Unless the 2024-bone part 2 will state othervise.

     

     

  9. 7 minutes ago, JoMac said:

    Come-On Guys, you know your still going to play CM till end days...Even if BF has no more updates, upgrades, new products, etc, etc 😉

    I'm honestly not so sure anymore...Like i mentioned in another post...I never thought this would happen...but it has !

    I have grown tired of CM 😒...

    there are so many things that could be improved. Including many, many things  that could be improved quite easily and still we see...

    NOTHING !

    Imo BFC are currently living on OLD merits only. Their performance in recent years have not been stellar in any way and

    their communications are all but non existant so their grade will be far below avarage.

    A massive engine 5 upgrade or the annoncement of CM3 may very well spark some entusiasm for the game again for me...other than that...oohh well...

     

     

     

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