kevinkin Posted December 11, 2015 Share Posted December 11, 2015 MarkGreat stuff indeed.Will the player get a chance to see credits on the QB maps so they can knowledge the designer if they use a portion of the map in another free standing scenario? I know the teacher is not looking over our shoulder, but I feel giving credit advances the community and fosters use of the maps and all the hard work.Kevin 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 11, 2015 Author Share Posted December 11, 2015 No. However scen and master often do provide that info. Since CMFG qb maps use the title of the scen or master maps it shouldn't be difficult to figure.So why don't I give credit so richly deserved? I make most of them and I change all of them. So when it comes to taking bows know it's a beta team effort. But when the compliants and bug reports roll in I want to be able to take full responsibility for the mistake. 0 Quote Link to comment Share on other sites More sharing options...
eniced73 Posted December 22, 2015 Share Posted December 22, 2015 Mark, I almost exclusively play QB - so your work is very very much appreciated. Curious as to how you rate the systems ability to pick adequate forces since you play almost exclusively QB's. My experience with QB's from ShockForce and up has been well not up to par as far as giving a decent sensible challenge. Is BF working on the "logic" behind the QB system? Any talk of allowing us to select certain percentages similar to the CM1 line? 0 Quote Link to comment Share on other sites More sharing options...
Bud Backer Posted December 22, 2015 Share Posted December 22, 2015 Curious as to how you rate the systems ability to pick adequate forces since you play almost exclusively QB's. My experience with QB's from ShockForce and up has been well not up to par as far as giving a decent sensible challenge. Is BF working on the "logic" behind the QB system? Any talk of allowing us to select certain percentages similar to the CM1 line?I do play QB, but almost never against the AI (except to run a test which is very specific and controlled) so my experience with the auto-force selection system is not that of a player looking for a great battle. In the early days of my CM play, I did play against the AI and had a mix of force picks, some fine, some not well balanced. The force picker has, to my understanding, been improved since then as that was years ago. I think that while Shock Force is a fun and great game, due to design limitations it has not been updated continually as CMBN/CMFI/CMRT/CMBS have so using it as a yardstick for any current CM game's capabilities will not give representative results. From everything I've gleaned from posts here, it's that BFC is continually making small, incremental improvements across the entire engine. Not everything gets touched each iteration of the engine but over time almost every aspect of the game just keeps improving. I'd hope the aspect you're concerned about will be one of them. As someone who loves QB and who finds that feature the core of the CM experience, I'll be doing everything I can to report issues and make constructive suggestions. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 22, 2015 Author Share Posted December 22, 2015 I test the qb maps using random unit selection and the maps original size... Tiny map,tiny unit, ect. I'm seeing good setups, interesting setups and fewer wtf setups. 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted December 22, 2015 Share Posted December 22, 2015 Really great stuff!When you say 'counterattack' is that the AI reaction to touching objectives or can it be triggered beforehand, based on time remaining? 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 22, 2015 Author Share Posted December 22, 2015 Really great stuff!When you say 'counterattack' is that the AI reaction to touching objectives or can it be triggered beforehand, based on time remaining?Unfortunately no. Triggers function in Scen designs but not QB designs. So counter attacks are a variable time setting. I hope the new engine will address this along with many other features on players and my bucket list. I can say that BFC pays attention to QB Player comments and request. But like all things BFC... it takes coding time. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted December 22, 2015 Share Posted December 22, 2015 Bah. The quotes box is all wrong. But...That's something I hadn't realised. At all. I'd assumed that QB plans could have triggers. I guess it's a problem with triggers having to be a specific kind of "VL" when they're defined. Which is probably a fast-and-dirty kludge that Phil and Charles were forced into using to get triggers to work at all with the resources available in the engine... So one day it'll get revisited and done "fresh" with its own mechanic rather than a borrowed one that doesn't translate into QBs (where all VLs are "Occupy"), and we can have triggers in QBs. 0 Quote Link to comment Share on other sites More sharing options...
Wiggum15 Posted December 23, 2015 Share Posted December 23, 2015 The problem with quick battles was always the AI.Even when defending they made silly choices, standing in the open, not using trenches, tanks up front...Thats why i never had fun playing QB. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 25, 2015 Author Share Posted December 25, 2015 If you read the 2015 bone thread you will know that illusive pbem side swapping bug will soon be a thing of the past. This was the result of some excellent beta testing work. They are simply the best crew I have worked with. You may also have notice the improved TOE logic as well. Hope you all a a merry Christmas 0 Quote Link to comment Share on other sites More sharing options...
fry30 Posted December 25, 2015 Share Posted December 25, 2015 Didn't read your name; just kinda read through what I thought was another wishlist. Was about to write something witty like, "dream on" when I realized these were actual features. Rock on. 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 25, 2015 Author Share Posted December 25, 2015 A Fellow dead head. What a long, strange trip it's been! 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted December 28, 2015 Share Posted December 28, 2015 I have some questions about QB points!In BS Huge points can buy 2 Battalion Tactical Groups plus artillery and air (20k points? Specifics are eluding me)In FI it can buy infantry battalions but not a full German tank battalionIn RT it seems to be only 8000 points which is a Soviet mech tank battalion or 1 German tank companiesI'm wondering why there is a disparity.Two questions:1) Can this be standardized across all titles so a huge battle is X where X is say, a Tank Battalion, Plus Inf Company, Plus Support or whatever is considered appropriate?and2) Can there at least be enough points in Huge to buy any formation? If there is a large enough map, why not field a German tank battalion? 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted December 29, 2015 Share Posted December 29, 2015 I have some questions about QB points!In BS Huge points can buy 2 Battalion Tactical Groups plus artillery and air (20k points? Specifics are eluding me)In FI it can buy infantry battalions but not a full German tank battalionIn RT it seems to be only 8000 points which is a Soviet mech tank battalion or 1 German tank companiesI'm wondering why there is a disparity.Two questions:1) Can this be standardized across all titles so a huge battle is X where X is say, a Tank Battalion, Plus Inf Company, Plus Support or whatever is considered appropriate?and2) Can there at least be enough points in Huge to buy any formation? If there is a large enough map, why not field a German tank battalion? I think it was delliejonut that posted the below table showing the purchase points for Quick Battles in the WWII titles. The purchase points in CMBS is different from the WWII titles: CMBS: Attack Tiny 3,343, CMBS: Attack Small 5,614, CMBS Attack Medium 9,475, CMBS Attack Large 16,037, CMBS Attack Huge 27,193 etc..... At least within the WWII titles the QB points seem to be standardized.AttackAssaultProbeMeeting Engagement TINYTINYTINYTINYDefender 738Defender 695 Defender 780Defender 951 Attacker 1164Attacker 1206 Attacker 1121Attacker 951SMALL SMALL SMALL SMALL Defender 1185Defender 1112Defender 1257Defender 1547Attacker 1908Attacker 1981Attacker 1836Attacker 1547MEDIUMMEDIUMMEDIUMMEDIUMDefender 1945Defender 1822Defender 2068Defender 2560Attacker 3175Attacker 3298Attacker 3052Attacker 2560LARGELARGELARGELARGEDefender 3236Defender 3027Defender 3445Defender 4282Attacker 5327Attacker 5536Attacker 5118Attacker 4282HUGEHUGEHUGEHUGEDefender 5076Defender 5076Defender 5787Defender 7209Attacker 9342Attacker 9342Attacker 8631Attacker 7209 VICTORY POINTSTERRAIN / CASUALTIES TERRAIN / CASUALTIESTERRAIN / CASUALTIESTERRAIN / CASUALTIES 650 / 350 750 / 250 500 / 500 400 / 600 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted December 29, 2015 Share Posted December 29, 2015 A German Panzer Battalion is in the 22-35k range.A Black Sea Ukrainian/Russian Tank Battalion is in the 11-20 range.Would it be possible to have those numbers bumped up just a little? 0 Quote Link to comment Share on other sites More sharing options...
MarkEzra Posted December 29, 2015 Author Share Posted December 29, 2015 @DougPhresh I'm not the guy to ask... that's a BFC TOE design choice. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted December 29, 2015 Share Posted December 29, 2015 A German Panzer Battalion is in the 22-35k range.A Black Sea Ukrainian/Russian Tank Battalion is in the 11-20 range.Apples to oranges there. A German WW2 tank battalion is 96 tanks, a pioneer platoon and a flak platoon.A Russian Tank Battalion 41 is 41 tanks and nothing else.Originally the plan for Black Sea was to set the total QB purchase points so that a US Stryker battalion (mounted, sans UAVs) plus a platoon of Abrams tanks would proportionately cost roughly the same as a German armored panzergrenadier battalion (mounted) plus a platoon of Panther tanks. This equation got knocked out of whack in one of the Black Sea patches when the cost of infantry was greatly reduced, which effectively increased the total number of purchase points available unless you are playing an armor-only QB.Regardless of that, the fact is that it isn't possible to match up QB unit counts in Black Sea and the WW2 titles because the disparity in unit prices between US and Russia in Black Sea is much greater than the disparity between Germany and any Allied nation in the WW2 games. If you normalize Black Sea point totals using US units you will always be able to buy a lot of Russian and Ukrainian forces. If you normalize using Russian units then your US force sizes will be relatively small.Ultimately what I would like to see is the Force Adjustment toggle given more granularity and extended to both sides. 0 Quote Link to comment Share on other sites More sharing options...
Buzz Posted December 29, 2015 Share Posted December 29, 2015 Ultimately what I would like to see is the Force Adjustment toggle given more granularity and extended to both sides.^^^ That would be a good thing ? 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 29, 2015 Share Posted December 29, 2015 I would personally prefer a custom point setting feature for QBs. Then there would be no need for an additional force adjustment control. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted December 29, 2015 Share Posted December 29, 2015 (edited) Ooops Gawd I hate touch pads. Edited December 29, 2015 by sburke 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted January 1, 2016 Share Posted January 1, 2016 A German WW2 tank battalion is 96 tanks, a pioneer platoon and a flak platoon.You sure about that? My recollection is that about from mid-war on, the Heer had 54 tanks in a battalion. WSS may have had more, I don't know.Michael 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted January 1, 2016 Share Posted January 1, 2016 You sure about that? I am very sure that's what they are in CM Normandy and CM Red Thunder. The "late" Heer panzer battalion in CM Final Blitzkrieg will have 76 tanks (each company has 3 platoons instead of 4). I don't know about the historical accuracy. 0 Quote Link to comment Share on other sites More sharing options...
DougPhresh Posted January 2, 2016 Share Posted January 2, 2016 Would it be possible to have purchased fortifications placed neatly during the deployment phases rather than scattered all across the map?Even better would be having purchased foxholes placed under teams as in CM1 titles but I understand if that's not desirable or possible. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted January 4, 2016 Share Posted January 4, 2016 (each company has 3 platoons instead of 4). I don't know about the historical accuracy.Well, what I am familiar with is three platoons of five tanks each plus two in the company HQ. Three companies plus three in the battalion HQ add up to 54. That was of course assuming no losses. I encountered those numbers in several sources, but none of them were contemporary German documents, so take it for what it's worth.Michael 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted January 4, 2016 Share Posted January 4, 2016 (edited) Well, what I am familiar with is three platoons of five tanks each plus two in the company HQ. Three companies plus three in the battalion HQ add up to 54. That was of course assuming no losses. That's how it is in the game except there are 4 panzer companies plus another 5-tank platoon in the support company. Edited January 4, 2016 by Vanir Ausf B 0 Quote Link to comment Share on other sites More sharing options...
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