domfluff Posted December 8, 2018 Share Posted December 8, 2018 Civilian Density is a per-map setting, which used to provide "stealth" to Unconventional Forces who were acting unsuspiciously. In CMSF 1 under Very Heavy Civilian Density, it was possible to "Move" up to very close range with Combatants without being spotted: CMSF1: This doesn't seem to be the case anymore, which makes me curious as to what Civilian Density actually does now, and if this behaviour is intentional. CMSF2: 1 Quote Link to comment Share on other sites More sharing options...
domfluff Posted December 8, 2018 Author Share Posted December 8, 2018 With other testing, I've been unable to make this have any visible effect with weaponless spies, short covered arcs, maximum soft factors, paved road tiles, hugging buildings, only carrying the smallest weapons, etc. This doesn't seem to be implemented? Or if it is implemented, it's doing something very different than CMSF 1, and it's definitely not clear what that is. 0 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted December 8, 2018 Share Posted December 8, 2018 Interesting find! If it is that easily reproduced and different from CMSF1 behavior, I guess there is either a good explanation or it's just a bug ;-). 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted December 8, 2018 Share Posted December 8, 2018 37 minutes ago, domfluff said: This doesn't seem to be implemented? Yep, I'm getting the same results. I think maybe Battlefront forgot to flip the switch to turn on civilian density (or however that works with code). 0 Quote Link to comment Share on other sites More sharing options...
Khalerick Posted December 5, 2020 Share Posted December 5, 2020 Was dinking around in the scenario editor and ran across this "Civilian Density" metric -- is it even used anymore? I checked around in the manuals, physical & the ones that come with SF2 and the modules, but none make a mention of it. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 5, 2020 Share Posted December 5, 2020 (edited) This may explain why I wasted the best part of a month trying to get scripts for tiny uncon units to work, utterly without success. Can anybody confirm if this has been/will be fixed? @IanL @BFCElvis @Battlefront.com? And while you are at it, please give Uncons some Breach Teams! Edited December 5, 2020 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted December 5, 2020 Share Posted December 5, 2020 It definately works Red vs Red... An H&E content experiment from several weeks back confirms uncons can get very close to enemy troops before being discovered. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 6, 2020 Share Posted December 6, 2020 (edited) Wow.....Now that's what I call a small unit scenario! What was the population density setting there? PS - Just realised I was using Fighters rather than Combatants and AFAIK they don't get the concealment bonus. Edited December 6, 2020 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted December 6, 2020 Share Posted December 6, 2020 2 hours ago, Sgt.Squarehead said: What was the population density setting there? I think 'very heavy'. 0 Quote Link to comment Share on other sites More sharing options...
IanL Posted December 7, 2020 Share Posted December 7, 2020 On 12/8/2018 at 8:42 AM, MOS:96B2P said: Yep, I'm getting the same results. I think maybe Battlefront forgot to flip the switch to turn on civilian density (or however that works with code). During testing I definitely found it working at one point. As, @domfluff mentioned I could get very close to blue without being detected or get picked off at a Km depending on the setting. Sounds like @MOS:96B2P has a bug to log though. Bummer. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 7, 2020 Share Posted December 7, 2020 (edited) He may have a few more besides that. Edited December 7, 2020 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
domfluff Posted December 8, 2020 Author Share Posted December 8, 2020 This was definitely fixed, a while ago. It was actually improved over CMSF 1, in that Quick moving (what the AI defaults to) will still be covered by this, when it would not in CMSF 1 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted December 9, 2020 Share Posted December 9, 2020 @MOS:96B2P was testing this recently and it appears that Quick movement is now considered 'suspicious' again.....As the AI can only use Quick or Fast this may explain some of the issues described here. 0 Quote Link to comment Share on other sites More sharing options...
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