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Showing results for tags 'scenario design'.
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Does anybody have an understanding of mod tags and how to use them? I looked in the 4.0 Engine manual and found a section on mods but not how to use mod tags. Maybe I missed the section so if you know where in the manual and can give me the page number or something that would be great. In one of the game manuals, I think CMBS, I found the following: Mod Tags for most graphics. This allows for multiple mods for the same item without the need to move items in/out of the Mods folder. So does this mean that mod tags are built in and hard coded? I think you can change heavy rocks to
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Friends! Romans! Scenario designers! I come not to drivel about some dead roman dude, but to make a proposal about how we describe mode of play in our scenario descriptions. Primus; The scenario designer should always include a mode of play description in the primary information. That is the info that can be seen when scrolling thru the scenario menu. Secundus; There shall be four, and ONLY FOUR possible descriptions. Namely: 'Playable in all modes', 'Playable as H2H only', 'Playable as Allied vs AI', or 'Playable as Axis vs AI'. Possibly, if you want to sound less peremptory we
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Posting in both CMBN & CMFI I'm trying to design a map in a rural farmland area that has a large pond; 24 x 32 m (3x4 action squares) surrounded by grass and stands of trees. This pond is in a low spot on rising terrain. The surrounding elevating is 50m. No matter what I do, the result is a multi-story water pit; a steep-sided sinkhole tens of meters deep. This is not the desired result! I've tried both the "clear" and "direct adjust" elevation buttons to make the water terrain both match adjacent elevation or be a trifle lower. Nothing seems to work for water tiles. When I change
- 14 replies
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- scenario design
- water tiles
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For what its worth, here is some lighter reading I recommend for members of the forum. Gamers will enjoy the tactical takes from military history. Scenario designers might find it helpful for AI plans; forces, deployment, and programming. The book " Understanding Defeat: How To Recover From Loss In Battle To Gain Victory In War" by Trevor N. Dupuy. ISBN-10: 1557780994 ISBN-13: 978-1557780997 A nice survey or summary covering history's Great Captains and individual actions, especially Huertgen Forest. The copy I borrowed was purchased by a friend at Half-Price books. Check your librar
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Posting in both CMBN & CMFI I'm trying to design a map in a rural farmland area that has a large pond; 24 x 32 m (3x4 action squares) surrounded by grass and stands of trees. This pond is in a low spot on rising terrain. The surrounding elevating is 50m. No matter what I do, the result is a multi-story water pit; a steep-sided sinkhole tens of meters deep. This is not the desired result! I've tried both the "clear" and "direct adjust" elevation buttons to make the water terrain both match adjacent elevation or be a trifle lower. Nothing seems to work for water tiles. When I change
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Hi all, I can't seem to get "Can Trigger" orders to work, specifically the following example: AI Group 2 is supposed to exit its setup zone and secure a farm complex, then wait to advance until AI Group 3 appears on map as reinforcements and begin their advance on a different farm complex. Group 3's second order is set to "Can Trigger," and Group 2's second order has the Group 3, Order 2 trigger listed as "Wait For," and then they have order three, like so: Group 2: Setup (exit between 0:00 and 0:30), Order 2 (wait for Group 3, Order 2, exit between X and Y), Order 3, Order 4, etc.
- 11 replies