Erwin Posted April 24, 2017 Author Share Posted April 24, 2017 Thought I'd better post before you go insane talking to yourself here. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 24, 2017 Share Posted April 24, 2017 LOL! Bloody artillery has been driving me mental.....Why won't you fire? I still don't understand why eight hostile trucks in a box pattern or a platoon of infantry with its back turned didn't seem to present the AI with a viable target. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 25, 2017 Share Posted April 25, 2017 Another one nearing the finish line: 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 25, 2017 Author Share Posted April 25, 2017 love the concept... 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 25, 2017 Share Posted April 25, 2017 (edited) You helped inspire it.....Some spies will spawn in the bank thirty minutes in marked as 'Prisoners & Loot', you need to get there, 'Blast' the vault open (I've modified the map and sealed the central section of the bank as you will see) and get them to the southern map edge before the sun comes up (or a little later if you are lucky). The less shooting you do the better, each casualty is a calamity as it should be for a Mujahideen band of this size (everything needs to exit and points are attached), but some will very probably be necessary (and some has to happen). It's very nearly there, I've paused from writing the briefing & tweaking the VPs to post (hate writing briefings, had I mentioned that).....Then one more test of each AI Plan (only two, I'm learning). Did you ever finish 'Action & Reaction'? The two-plan version is pretty much done, but I haven't started on the third plan yet. PS - Now that I know how to get artillery to work Action & Reaction just got quite a bit more difficult, you see I left one artillery unit in the Blue force, for just this eventuality (& the Sukhois don't know about this one)! Edited April 25, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted April 25, 2017 Share Posted April 25, 2017 1 hour ago, Sgt.Squarehead said: Another one nearing the finish line: Interested to see how this turns out. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 25, 2017 Share Posted April 25, 2017 (edited) You will, soon. I should probably add that the other reason that casualties are such as a calamity is that all the units are from a Core, I'm stringing together a few Blue scenarios too, this is the second. The earliest one is so small that I've got to be extremely careful how I script it, one misplace burst of fire with Abdul Gul on the other end and it's all over.....If he goes the campaign goes with him, but it still needs to be a challenge! Edited April 25, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 25, 2017 Author Share Posted April 25, 2017 "...(hate writing briefings, had I mentioned that).....Then one more test of each AI Plan (only two, I'm learning)" Well, I offered to help you write the dam things, so quit yer whining... Did you ever finish 'Action & Reaction'? The two-plan version is pretty much done, but I haven't started on the third plan yet. Waiting for a more completed version. I reckon I can play it once more, but after that burn-out and I'll be useless as a tester. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 25, 2017 Share Posted April 25, 2017 38 minutes ago, Erwin said: Did you ever finish 'Action & Reaction'? The two-plan version is pretty much done, but I haven't started on the third plan yet. Did you finish it.....I thought you quit after the mortaring went badly? 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 26, 2017 Share Posted April 26, 2017 (edited) Edited April 26, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 26, 2017 Author Share Posted April 26, 2017 4 hours ago, Sgt.Squarehead said: Did you finish it.....I thought you quit after the mortaring went badly? That's correct. Waiting for your "completed" version. As you know there's always some comments and tweaks to make. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted April 26, 2017 Share Posted April 26, 2017 On 25/04/2017 at 7:20 AM, Sgt.Squarehead said: It seems that AI spotters are just incredibly myopic, unless they are actually looking down the barrel of a gun (either direction will do). I ran the test with the Mine Team again, but instead of shooting at the FO to attract his attention I ran my pixeltruppen backwards and forward until he spotted them and started shooting, at which point I ran 'em around a bit more just to make sure, then hid behind the house.....I was rewarded with a 'Linear Barrage' no less! I guess this means the best way to avoid a rain of HE is to not shoot the enemy artillery spotters, better to drop your own arty stonk on them or nail them with a Hind. Yeah AI spotters are a mixed bag - light conditions, experience of the firing unit and of the spotter are all factors but I can generally get them to work in CMSF. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 26, 2017 Share Posted April 26, 2017 (edited) It's a bit trickier in CM:A, in my test eight trucks were parked in full view of a spotter on a tower, in CM:SF I'd expect those trucks to be gone in a few minutes, in CM:A to date the Spotter/FAC has not reacted to them at all in over 10hrs of testing. TBH I haven't made an equivalent test for CM:SF, simply as I've not felt the need to.....If you've played my Hammertime Remix, you'll know CM:SF AI Spotters & FACs seem to like my scripts just fine! Edited April 26, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 26, 2017 Share Posted April 26, 2017 15 hours ago, Erwin said: That's correct. Waiting for your "completed" version. As you know there's always some comments and tweaks to make. If you downloaded the current version it's already different to the one you tested....."Dude, I didn't like the mortars!" doesn't give me a whole lot to work with on the feedback front. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 26, 2017 Share Posted April 26, 2017 (edited) 'The Heist' is tentatively ready for testing: https://www.dropbox.com/s/917eywynvrz10hq/[Test] The Heist.btt?dl=0 Make sure you look at the third page of the briefing with my 'Designer's Notes'. Edited April 26, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 27, 2017 Author Share Posted April 27, 2017 I need to compliment you on your original take on scenarios. We have so many scenarios painstaking based on a real event which eventually start to feel like cookie cutter missions because the "story" is so conventional and "conservative". I like the way you are taking the "Kelly's Heroes" Hollywood approach to what a scenario can be - using all the potential of the CM2 system(s) to create something interesting and fun. In a similar vein one can envision other "unorthodox" missions. Eg: A special Ops team has landed to accomplish a mission requiring satchel charges to make breaches in several walls. However, some of the charges are lost - not enuff left to accomplish the mission. However, suppose there exist prepositioned AFV's in a laager some distance away. Our Spec Ops team(s) now need to escort AFV crews to the laager. The laager is also walled off and defended by enemy. So, the spec ops and AFV crews have to fight off enemy - have the AFV crews collect weapons, then fight some more and breach the laager walls with the few charges they have, in order to get the crews into the AFV's so they can now drive em out, fight their way back to the original objective and use the AFV guns to breach the walls. The above is the sort of interesting "story" that I think (I hope) that you are pioneering with your designs. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 27, 2017 Share Posted April 27, 2017 Cheers Erwin, hope you get on better with this one than with 'Action & Reaction'. If you do happen to play it, I'd greatly value a screenshot of the two-page summary of your outcome, the VP balancing was kind of tricky with this one, I've had to use a Bonus (which I dislike intensely), I'm just hoping I got it all close to right. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 27, 2017 Author Share Posted April 27, 2017 Friggin' hell do you ever sleep? Or are you a robot. (OMG that would explain a lot!) Here's another neat design idea I read on Final Blitzkrieg forums: "As they fell back they had to ensure they delayed the Soviets long enough to allow the engineers to mine several bridge crossings. I simulated this by having an engineering unit at the bridges and TRPs on each bridge covered by a FOO (the arty and FOO came in reinforcements near the end of the scenario). The arty was heavy duty stuff which did the trick of bringing down the bridges." Am trying to get through the New CMBS Russian Campaign (se my AAR's there). But am greatly looking forward to all your CMSF and CMA efforts. Was planning to get to Action & Reaction first. Hope you can get a tester for The Heist as I love these scenario/mission concepts of yours. Actually, will take a look. If not too long maybe I'll bang it out. But, can't take screenshots... 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 27, 2017 Author Share Posted April 27, 2017 Ok I fired up The Heist. The first problem is I didn't know whether to choose Red or Blue. I chose Red, and there are all these troops and no briefing. So, I exited as I don't want to spoil any surprises. It will take me a few days to forget what I saw. So... First comment: Be bloody clear exactly what you want the player to do!! 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 27, 2017 Share Posted April 27, 2017 (edited) You are Mujahideen, targeting the Communists dude.....I'd have thought it was kind of obvious, but duly noted! Don't worry though, it's a random deployment scenario, so you've learned absolutely nothing of significance, all those units automatically redeploy when you click Go (when playing as Blue). My own on-going testing has found more broken buildings (unwanted internal windows, nothing critical), but I was sure I'd fixed at least one of them before.....They will be fixed when I've finished my current test. I'm pulling the d/l link for now and will put another up when the buildings are fixed. Edited April 27, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 27, 2017 Share Posted April 27, 2017 (edited) I fixed the buildings (on all four versions of the map), and made it clear that Blue is the side to choose: Corrected & amended version is here: https://www.dropbox.com/s/m3m57q8jyx8hbys/[Test] The Heist.btt?dl=0 Edited April 27, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 27, 2017 Share Posted April 27, 2017 (edited) Dammit, discovered I screwed the VPs! Typically I discovered it just after the edit option expired, knew I should have tested it again before posting! Edited April 27, 2017 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 27, 2017 Share Posted April 27, 2017 OK, let's try that again, buildings fixed, VPs checked: https://www.dropbox.com/s/j1f7a1iva28frfj/[Test] The Heist.btt?dl=0 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted April 27, 2017 Author Share Posted April 27, 2017 (edited) "I'd have thought it was kind of obvious..." Yes we're all telepathic and can see what's in your head... Gimme a day or two and I'll try again. (Am I the only other person playing CMA these days??) Edited April 27, 2017 by Erwin 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted April 28, 2017 Share Posted April 28, 2017 Did you download the corrected version, I had royally screwed up the VPs in the first one! 0 Quote Link to comment Share on other sites More sharing options...
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