Battlefront Repository Posted October 4, 2011 Share Posted October 4, 2011 Welcome to Forest Trails 480 Meet Quick Battle map. Same map featured in the "Hornet's Nest Scenario". A 480m meter map of light forests, trails, some small hills and dells. Suitable for MEETING ENGAGEMENTS. Playable as either axis or allies. For single player quick battles or multiplayer head to head. Lots of alternate AI routines. Place the Forest Trails 480 Meet.btt file in the ""Combat Mission Battle for Normandy\Game Files\QUICK BATTLE MAPS"" folder. More... 0 Quote Link to comment Share on other sites More sharing options...
pcelt Posted October 4, 2011 Share Posted October 4, 2011 Nik---Many thanks for this---grateful for all additional QB maps with varied AIs. 0 Quote Link to comment Share on other sites More sharing options...
Wodin Posted October 5, 2011 Share Posted October 5, 2011 Whats the difference between a QB map with varied AI and a normal single play scenario? I usually stay away from QB's as I thought the AI wouldn't be as good. 0 Quote Link to comment Share on other sites More sharing options...
pcelt Posted October 5, 2011 Share Posted October 5, 2011 I was just indicating that a QB like this with many alternative AIs programmed in would lead to different experiences and challenges each time you played that QB map. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 5, 2011 Share Posted October 5, 2011 Like Wodin I am also not familiar with CM2 QB's. Are these QB's good vs the AI, or are scenarios better? Is the only diffference between a scenario and a QB that you have to purchase units for the QB? 0 Quote Link to comment Share on other sites More sharing options...
nik mond Posted October 5, 2011 Share Posted October 5, 2011 Well designed scenarios are always better because the designer can: - Deploy each enemy unit where he exactly wants to maximize effect - assign specific units or a single unit to groups - assign unique AI routines to said groups - assign and deploy reinforcements - create atypical mission specific scenarios -there are more reasons but to name a few...... Quick battles depend on a good design too. But its limited. Quick battles allow the player to choose the map, units of his enemy, and friendly forces for a scrimage. Or he may allow random computer selected forces. The parameters for that could be mixed forces, or Armour, or infantry only. Also the strength of either side can be full or depleted depending on what the player chooses. All that being said, the AI of the Opfor has limitations due to the randomness of placement, and forces selected. Play balance can be thrown off, and the AI can get bottled up for path finding. I usually give the enemy an advantage for singleplayer quick battles. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 5, 2011 Share Posted October 5, 2011 That's what I figured. Thank you... 0 Quote Link to comment Share on other sites More sharing options...
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