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thekingofstyle

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About thekingofstyle

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  1. Had a mission we were doing, cleared some mines with MICLIC and engineers, laid a bridge across ditch. Then did a Save-in-Progress. Restarted a week later. Issue #1- Mines did not remain cleared through the save-in-progress. Saw mines in the field, tried to drive through them and were promptly destroyed (The bridge did remain though) Issue #2 - Went into mission editor with the saved mission to clear out the offending minefield. After re-starting with the edited mission, all units with damage showed the repair time as "XX" and never got repaired. If you need mission files or AAR, let me know and I can dig them up I think.
  2. Yep, I've read several parts of the wikis - very helpful for the information contained there. Didn't see this info there, though. Thanks for the responses, guys. 1 - 'known enemy' sounds like it will work well, thanks. Will probably work well for a lot of things. 2 - I have the map divided into regions. I have "Obj Town" inside "SW Region." I have units distributed inside/outside the Town, with varying routes depending on whether the units in/out of the town are under direct fire. This probably would be more robust with multiple regions next to the town. 3- Thanks for confirming. And one more... 4. - how can I affect the Blue scoring based on # of units of another color remaining? Blue/Red/Green. Green is 'civilians' - For this mission, if Blue kills any Green units, I want Blue's score to suffer. For future missions, maybe I will have Blue defending/extracting Green units, so if Green units get killed by anyone, then I want Blue's score to decrease.
  3. I'm working on a co-op mission, and have run across a few questions for scripting the enemy routes 1) is there a way to do a single condition based on "if ANY friendly units see enemy in Region Alpha" ? a) I see selections for Unit "this" and the unit designators for each unit on the map, but nothing for 'any' - With the number of units and randomization I have, I don't want to do conditions based on each map unit designator. 2) I have multiple regions that overlap - ie "Obj Town" inside "SW Region" If I have multiple Embark If routes conditions based off those regions from a single waypoint, how does the system resolve the overlapping? These are of the type 'if any friendly forces inside the region are under direct fire.' What if they were two non-overlapping regions? 3) Conditional 'less than' logic - Wondering whether the '<' is truly a 'less than' or 'less than or equal to' - can someone confirm my thinking? I have some logic where I want it to be 'if there are 1 or fewer infantry units left in Obj Town' - then end the mission. Hasn't been working quite the way i wanted. Seems like in this case "< 1" and "< 0" are functionally the same thing? For this logic to really work, I need to use "< 2" ??? Thanks for the help - John
  4. Asid, thanks for the posting the aar/screenshots. I had a good time as CO for the mission, and it was a fun group. I was a little busy to do screenshots myself. Next time I have a free saturday, I'll join you again.
  5. Release notes say "Windows 7 64 bit only" and initial post here says both Windows 7 64 and Windows 8... which is it? I will end up trying it on both anyway, since I have two machines, but curious what my expectations should be.
  6. Yes, this was 3.017. The other players saw the units entangled on the road, and I think saw the ice-skating infantry.
  7. Not sure off the top of my head. I'll ask him to chime in here. He has successfully hosted 5 or 6 players in the past.
  8. Thanks all for your hard work on this new version. Played a 3 person co-op mission tonight. I was not the host. I received several "Ping Time Too Large" messages with pings in the 3000-5000ms range at the time of the error. I do not remember receiving those in the official released versions, but I think it happened with the earlier beta versions. Definitely saw instances of way-too-speedy crawling infantry. Also, but perhaps existed in the release version already, the AAR does not appear to correctly track "Kills by units under your command" if the units were given to you by someone else. I started as mission CO and gave out all the units to the other two players, but I received credit for all the kills.
  9. Played again this evening. Definitely got a different enemy starting position. There were two platoons (one BMP, one tank) advancing down the road from Ashville after we took Lumber Creek. Our single recon vehicle met them and was destroyed. They appeared to be all sorts of entangled in each other, and only a singleton tank made it down to Lumber Creek.
  10. Here is the link to the AAR: https://www.dropbox.com/s/kwg3skel2vlm12i/Burning%20bridges%200.85_042114ICARUS1851.aar Correct. Encountered nothing between Lumber Creek and Ashville. Looks like a few units started down the road, then stopped. Had quite the close range fight in Lumber Creek though. We also got pretty lucky with our recon section taking out a platoon-plus of BMPs that were at the road bridge.
  11. We (group of 3) played this on Monday night. Definitely a fun mission premise. We had to drive the recon vehicles all the way up to Ashville, and didn't encounter any units until we saw the off-map units sitting there. We engaged them, they started moving, then a short time later we got the "Mission Over" and 300 out of 300 points. That part was weird. I have the AAR if you want. Otherwise - good work!
  12. Most of the small/medium Co-op missions are good for single player as well.
  13. When I'm playing as TC, the AI gunner will call out "Tanks! Front!" or whatever and slew to put the sight on the target, and I have to hit spacebar to get the gunner to fire. Any way to do that while in the map screen? Last I checked the spacebar didn't work while in the map...? Maybe I'm remembering incorrectly?
  14. Version 1.0

    303 downloads

    You are in a company of LAVs, deployed in Flank Support of a Bradley attack on an enemy town. The enemy has reinforcements (BMPs, BRDMs, troops) staging in a nearby town and your job is to setup an ambush to destroy the reinforcements, then move in to take the town. Meant for 1-3 players. Easy/Moderate difficulty, with randomization. Mission by thekingofstyle (March 2014) Comments and suggestions via PM are welcome!
  15. Here are some starter missions I recommended to a friend of mine via e-mail a while ago... Instant Action Ambush - Starts with you in a tank section with several tanks coming around the corner. Very good for the commander/gunner controls and targeting and firing type stuff. Also helps with small-unit movement. You also get arty. Defense in Depth - Just you commanding your platoon, a long string of waypoints has already been set for you. you just choose when to embark on them. Very good for remembering what key does what, and how the controls work. You'll have to create your own routes near the end. Rock, Scissors, Paper - Another defense mission, do after you've done Defense in Depth a time or two. This time you get two platoons, artillery, and you have to make up all your own routes. Also get to choose which of two channels between woodlands you want to defend. If you do it well, you get to counterattack at the end. Good for experimenting with a few management tactics. Operation Line Drive - I'd say equivalent difficulty to Rock Scissors Paper, except you are attacking, rather than defending. I would also recommend getting used to the F7 commander view. Some people like the F8 external view more, but I much prefer the control I get with F7 commander view.