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Bond_Villian

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Posts posted by Bond_Villian

  1. On 12/10/2023 at 12:26 PM, Volcano said:

     

    It was fun. Just FYI, if you don't mind...

     

    I made a few *tiny* experimental changes for next time we play it, based on feedback, for a "The Road to Chateau Schlongberger_FMU_4379x" version (I'm keeping the original of course). I figured you wouldn't mind (I think they are changes you might have made over time from additional feedback that I have collected).

     

    • Added a very minor 60 (defender)/40 (attacker) points for losses. This way the score can still turn out to be 500/500 when C is not taken, but if attacker does very well or very poorly then it would be just enough points to give a minor defeat/minor victory. Score different (60/40) is so that attacker can take more losses than defender. Losses in this was 26 (defender) to 22 (attacker), so that puts it right in line (means that defender's losses will be worth more points than attacker's losses) and was designed to where it should be roughly 500/500 score with that result.
    • Added APS to the CO tanks, so they are more likely to get in on the action. 
    • Added 10 more minutes.

    It's perfect now, and I put my name in the briefing as the creator. 😛

    Kidding, but it's only intended as an experiment to see if it fine tunes the fun now that we have played it many times. If it isn't good then I will change it back to the original version. 

    Absolutely cool with you making any changes you like to any of the TGIF sce's ive thrown in the ring. Schlogberger is a particularly convoluted scenario to edit as i recall, so thanks for taking the time to go into it!

  2. 5 hours ago, Apocalypse 31 said:

    Dreams and Wishes

     

    RTS style controls for more efficient command & fewer mouse clicks to move units (I know, I know, some old grognard is having heart palpitations after reading this)

     

    1. Assigning hotkeys to the movement types and allowing players to use them in the 3d view and on the map. You guys made that sweet UI for the UAVs. I feel like there is a lot of potential in it. The keys assigned are just an example. Obviously people use the WASD key for movement.

    image.thumb.png.413fd21aff520b022da5cee827853f34.png

     

    2. Let me play from F5 more efficiently:

    a. Let me highlight the units and issue waypoint using a keystroke. In this example I highlight 4 vehicles and press the A button to give them an 'Engage' waypoint (which is also called ADVANCE in the 3d world. 

    b. Each unit is given its own order vice the task force system we have no where all units get a weird offset waypoint. 

    image.thumb.png.89914e5d8943b9369fc246ef6bf499d8.png

    I agree that RTS style controls and hotkeys would really shine in the 'Combat Mission' mode/view at least

  3. On 12/27/2022 at 10:43 AM, Parachuteprone said:

    Even a muddy paint we could use to dirty the edges of a road to make it look more like this

     

    See the source image

    I haven't been in the map editor recently, but as i recall,  there is an option to have roads above or below the adjacent terrain (ie; snow covered roads). You could experiment with this and see what you get.

    I did this on my Bastogne map to simulate snow drifts on some roads (with movement speed 'penalties' on the snow terrain brush used) to good effect

  4. On 12/27/2022 at 10:50 AM, Gibsonm said:

     

    This is where it gets tricky though.

     

    Even small amount of "mud" or even boggy terrain like those marked in red below makes 4WD and even tracked AFV movement very limited.

     

    1015974922_121227traction.thumb.png.4b2d76b904587919fc16fc7c35afc77d.png

     

    In fact in this example vehicles even drop down when trying to cross the road verge (grey area with small rocks).

     

    Terrain drag etc is only as prohibitive as you make it in the editor

  5. 7 hours ago, 12Alfa said:

    T-72/64 caught looking at their 9 o'clock while advancing, while a drone guides a t-72B3  into a firing position using thermals. T-72B3 has a huge advantage combined with the overhead view. Reported this is how they D/L milita operate currently.

    How are you able to identify the tank types? The footage is so blurry... they do both look like T72's of some stripe, but thats about it.

    Also, thermals aren't necessarily used here....the target is point blank on a clear day.

  6. 'Project Reality' Mod for BF2... yeah its still a thing! And its still being updated and improved.

    Completely free and standalone title.

    Ill be checking this out to see if there is much of a player-base these days

     

    A clip from the developers highlighting some changes from a recent update;

     

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