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Author Topic: Other conflicts adaptations of this awesome engine could handle well...  (Read 1504 times)
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Redmarkus4
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« Reply #15 on: June 17, 2012, 04:36:29 PM »

We do need to allow for the Soviet human wave tactics, which did occur regularly, but which were not the only tactical approach taken.

On the Axis side, a lot more tactical sophistication by the AI infantry is needed.

I haven't seen any cases of my own troops advancing without orders though.  What command had you given them?
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andrey12345
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« Reply #16 on: June 17, 2012, 05:09:31 PM »

We do need to allow for the Soviet human wave tactics, which did occur regularly, but which were not the only tactical approach taken.
Red army dont use any "human wave tactics". It's sort of some fantastic things from CMBB  Grin

On the Axis side, a lot more tactical sophistication by the AI infantry is needed.
What the sophistications are needed?
But the only real out of regulations and tactical manuals, not from other "fantasy" games Smiley.

I haven't seen any cases of my own troops advancing without orders though.  What command had you given them?
After any order with attack movement or hidden/ by road modifier.
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Redmarkus4
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« Reply #17 on: June 18, 2012, 12:21:59 PM »

Hi Andrey,

1. Human Wave.  I am NOT recommending that you add human wave!  My point is actually that the APOS infantry should be more tactical and less suicidal, so I agree with you.

2. The tactical sophistication needed is in my list in the earlier post below.

3. Troops advancing without orders.  I am saying that I don't have a problem.  The other poster says it is a problem for him.
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Flashburn
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« Reply #18 on: June 18, 2012, 03:22:36 PM »

More attempting to stay alive by ai....Like geeee 1/2 my unit is dead........maybe this is not a good idea.   Grin
Scouts going........oh crap we made contact......run away..........NOW!  Oh and call in arty before they take to the foot in a rear ward direction.  Popping smoke or calling in a smoke screen........or something.  Grin


Ya and the ground hog ai behavior of trenched infantry is vary odd. 
« Last Edit: June 18, 2012, 04:09:56 PM by Flashburn » Logged
Lemonade
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« Reply #19 on: June 22, 2012, 12:37:21 AM »

I'd like to see battle of Brody'41 with some early-war tanks. I hate to see Tigers and other late stuff all the time. It's getting old real fast. Wink
And speaking of other conflicts, WW1 would be pretty cool with its first tanks, although some improvements in infantry system would be needed in order to better represent the trench warfare.
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wodin
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« Reply #20 on: June 24, 2012, 12:11:05 AM »

Winter War and Continuation War, game is perfect for it.

Stalingrad (Lets see if this can be the first game to do City Inf fighting well). Love to play this as the Pioneers assaulting Lyudnikovs Island.
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« Reply #21 on: June 24, 2012, 01:47:01 AM »

Bet it could but they would really need a small army of modelers.   Tongue
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wodin
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« Reply #22 on: June 24, 2012, 10:14:58 PM »

True a City scape and factories etc would have to be modeled and be historical like the Grain Elevator and Kommissar House etc..but could you imagine it!!! WOW..be mazing big multi level Inf scarps with pioneers and flamethrowers etc etc.
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Shadrach
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« Reply #23 on: June 25, 2012, 11:08:13 AM »

I'm just keeping my fingers crossed for a tactical adaptation of the conflicts portrayed in SABOW.
That would be awesome, Iran-Iraq, Angola and Afghanistan in the 80s.

It couldn't be "much work" either, all the maps and resources are already there.

-s
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Redmarkus4
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« Reply #24 on: June 25, 2012, 12:37:00 PM »

Bet it could but they would really need a small army of modelers.   Tongue

The engine probably wouldn't handle multi-storey buildings well, given that you can't control individual soldiers.

BUT, if they built a city comprised 100% of single storey ruins that can be occupied by infantry, with some narrow routes for armour and a wide river along one side, that could work really well.
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wodin
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« Reply #25 on: June 27, 2012, 02:27:54 PM »

They have got two floor buildings in APOS at the moment.
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Redmarkus4
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« Reply #26 on: June 27, 2012, 03:12:08 PM »

They have got two floor buildings in APOS at the moment.

Yes, but in APOS only one side or the other can occupy each building at any given point in time, I believe.  Also, as you only have squad control, trying to depict the very granular kind of combat that is involved in FIBUA is going to be very difficult in a multi-storey environment.  CM tries to do this, but not particularly effectively.

To model Stalingrad faithfully, you'd need 2-4 floors plus cellars, with each side layered one above the other in some cases, holes in the walls and ceilings, reinforced buildings in place of trenches and so forth.

I'm suggesting an alternative which is to simply portray a totally ruined area - there were probably many for us to pick from.
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Dane49
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« Reply #27 on: June 28, 2012, 12:57:32 AM »

What would be nice is a 3kmx3km map of entirely urban terrain for quick battles.You could throw in some 2 and 3 storey buildings,but have them gutted to where only the ground floor is accessible.That along with some high quality detailed building destruction graphics  would,I think make for some really exciting battles.Flamethrowers ,demo -packs,combat engineers and assault pioneers what a sight that would be with this game.And a map pack for this game for quick battles with different types of terrain features(wooded river valleys,semi urban and suburban features)I play mostly quick battles and don't play the campaigns much,though I do like the concept of force carry over from previous battles in the campaign games.A concept that would suit me well,would be the ability to save a quick battle game in progress,then when you start the game back up you have the option of reinforcing the combatants from a reserve force pool.And maybe be able to move the 3x3 grid 1 km in either direction(N,S,E or W).Kind of a mini campaign.I wish the campaign editor was as easy to use as the quick battle set up.I look at those config files and I totally lose interest(from complete confusion) in trying to design a campaign(I'm basically PC illiterate).I have lots of ideas for mini campaigns,I just wish I knew enough about editing to make those ideas come to life.
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Generalfeldmarschall
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« Reply #28 on: June 28, 2012, 01:05:49 AM »

Start a new thread with questions!  More than happy to help.  It really is not difficult for basic campaign........but getting it to play out the way you want takes alot of play testing. 
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Dane49
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« Reply #29 on: June 28, 2012, 01:56:17 AM »

OK,thanks FB.Let Me free up some time here in the near future and kick some ideas around in my head and I'll take you up on your offer.
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