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View Poll Results: How would you rate the performance (ie speed of load and posting) compard to previously with the old
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May 20th, 2006, 06:57 AM
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Sergeant
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Join Date: Nov 2005
Posts: 303
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Campaign questionnaire
Mark has a point here, however the AI is stupid, however coded or deployed by the scenario builder. I�d say that 32 turns is enough for almost anything game-wise, but please don�t do those 15 turn rushes.. I just hate to waste my core driving for some objective 2-3km away in strong enemy opposition. That�s just a stupid way of trying to trick the scenario to be harder, when it really isn�t. Many old SP2 campaigns suffered from this IMO.
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May 20th, 2006, 12:10 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,409
Thanks: 103
Thanked 645 Times in 429 Posts
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Re: Campaign questionnaire
Mark has a point here, however the AI is stupid, however coded or deployed by the scenario builder.
The AI CAN be very very tough. Espeically when the scenario designer places them into mutally supporting defenses; with anti-tank guns defended by infantry in houses/trees/foxholes nearby.
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May 20th, 2006, 04:48 PM
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BANNED USER
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Join Date: Jan 2006
Posts: 354
Thanks: 351
Thanked 14 Times in 14 Posts
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Re: Campaign questionnaire
The reason why most scenarios meant to be played against the computer involve the player being the attacker is probably because the AI does better on defense. Defense has more to do with positioning your units before the battle than actually moving them around during it, so the key factor is where the scenario designer places the defending units. It really is the scenario designer's fault if he isn't able to make good use of the AI.
Another problem I've noticed is that the player side is usually the one with high-quality equipment (like a Israel vs. Egypt or US vs. insurgent type of battle, with the player Israel or US). This makes it very hard for the designer to make a decent challenge, as 3rd-world troops are just soo crappy.
But it surprises me that it's soo difficult for people to make the AI a serious opponent on the defence. Probably the only major mistakes the AI makes on defence is 1) hopeless "banzai charge" counterattacks against objectives taken by the player (which can be corrected by giving the AI a high Reaction Turn to immobilize it) and 2) poor use of smoke (which can be corrected, to a degree, by preplanning artillery smoke bombardments for the AI). But other than that, it IS possible to make the computer a decent opponent. Does anyone remember the old SP2 NATO campaign? Or has anyone played McGalin's Ethiopia WinSPMBT campaign?
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January 14th, 2008, 08:29 AM
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Corporal
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Join Date: Oct 2006
Posts: 178
Thanks: 6
Thanked 3 Times in 3 Posts
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Re: Campaign questionnaire
Quote:
Mustang said:
T Or has anyone played McGalin's Ethiopia WinSPMBT campaign?
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I have - and I love it! I also adapted it by changing the nation + tried some other things. Very well done campaign! Can be quite challenging with low replacement points to maintain an effective fighting force until the end... I took that campaign as a model for my own campaign creation experiments but so far those don't come even close to the Ethiopia campaign...
__________________
'Qui desiderat pacem, bellum praeparat' - Flavius Vegetius Renatus (~400 AD), in the preface to 'De re militari'
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August 16th, 2008, 02:30 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Campaign questionnaire
Quote:
Originally Posted by Shan
Quote:
Originally Posted by Mustang
Or has anyone played McGalin's Ethiopia WinSPMBT campaign?
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I have - and I love it! I also adapted it by changing the nation + tried some other things. Very well done campaign! Can be quite challenging with low replacement points to maintain an effective fighting force until the end... I took that campaign as a model for my own campaign creation experiments but so far those don't come even close to the Ethiopia campaign...
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Actually, exactly that campaign suffers from the make-the-player-rush-into-the-ambush syndrome, unless you scout the maps first and reload ... e.g.:
The storming of the hospital .. you would need at least 9 turns to get over the bridge/ridge .. unless you know there are no mines, snipers or hidden ambushes outside the village. In that case you simply drive up (to) the ridge in 2 turns, dismount, jump over and start fighting. Or:
The taking of the little river valley village - in 12 turns. Only way to do that is to drive up to the edge of the depression the village is situated in and start firing away at every building with all vehicles, and advance the inf from there in tight formation. Realistically, you would send in scouts in/around first, what would take 10 turns alone, unless you want to drive along in front of some hidden RPG squads at 20-30 km/h ... not a particularly save way of living IMHO ..
So whats needed to make a campaign interesting (to me)?:
1) Scenario length ~32 turn for force sizes > comp. and at least medium sized maps. If it gets difficult to make the scen hard enough, maybe A) rework the map, B) be more creative with the opposing forces or C) be more creative using reinforcements. Speaking of those brings me to ..
2) No teleporting AI units, please. I really really hate it to have AI units pop up right next or behind (!) my units because of missplaced reinforcements, especially if I managed to flank the enemies main position at high speed (and with lots of lu .. calculated risks ..), or -even worse- if I am forced to deploy/fight near the map edge by the map (designer). Had that happen in the Ethiopia campaign several times .. enemy units popped up where they couldn't have because I would have spotted them 20 hexes "earlier" - if there hadn't been the map edge ..
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August 2nd, 2008, 09:55 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: Campaign questionnaire
Note playing larger battles in campaigns is better than scenarios because you just have to scan forces once for several battles. Just check support units each battle.
Also please purchase Fwd Obs including vehicles before any other units
__________________
John
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