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Author Topic: Need some Idea's :)  (Read 5696 times)
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« on: December 04, 2007, 12:36:31 pm »

ok i have experimented enough with my angoville scar mission; its time for some real ones!

one problem, need some idea's...... 

idea's that can effect the war map later on would be awesome.

so well, let the creative juices flow, i guess....
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Compact Flash Offline
EIR Veteran
Posts: 757


« Reply #1 on: December 04, 2007, 01:19:33 pm »

Omaha Beach (I guess you know what this one is).

Bastogne (lots of airborne surrounded by German Forces).

Pegasus Bridge (daring British commando raid).
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #2 on: December 04, 2007, 01:40:19 pm »

I'd love to try out a 'protect the convoy' scenario on Road to Carentan Smiley.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #3 on: December 04, 2007, 01:44:10 pm »

nice, bridges could limit troop movement and convoys could effect resourses in some way...
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #4 on: December 04, 2007, 01:50:35 pm »

Yeah. Convoy. Please.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #5 on: December 04, 2007, 08:15:47 pm »

to affect the warmap there should be victory conditions in (for example) gold silver bronze like in old
"panzergeneral" if you know the game..

So achieving the mapgoal in a certain time has a bigger influence on the war map and so on. Or
winning the map but destroying the "important bridge" gets you more or less nothing on the war map.
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Klagt nicht, kämpft!
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #6 on: December 05, 2007, 02:57:44 am »

thing is if something is destroyed it is destoryed, if it is not is is not... 

So achieving the mapgoal in a certain time has a bigger influence on the war map and so on. Or
winning the map but destroying the "important bridge" gets you more or less nothing on the war map.
  except the territory sector... Tongue. (unless your defending)

also i dont think it is fair to trap players in an area by destroying bridges, it would be easier to inpliment if the destroyed bridges jacked up deployment times.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #7 on: December 05, 2007, 02:58:48 am »

i will start a road to carentan convoy mission now then. since two people have expressed the wish for one.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #8 on: December 05, 2007, 04:03:18 am »

i feel like i should run this by you people:

basicly its an axis convoy for the allies to destroy and axis to defend it, unlike set prepare times i want to add in random prepare times from 1 min to like 3mins il also try to set it out so that the allies can see how long til they arrive and the axis dont know when the allies arrive until they hit the field and an alert comes up.

hows that?

im not sure how fldash stops platoons being called in becuse i have no idea how his code works, so for this to work in EIR he will have to point in the correct direction....
« Last Edit: December 05, 2007, 04:13:26 am by |-| Cozmo |-| » Logged
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #9 on: December 05, 2007, 03:27:31 pm »

oh dear, one little problem with a convouy on RTC is that the road goes though an enemy spawn point... it will be impossible to get any through..
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #10 on: December 05, 2007, 04:52:16 pm »

Get unknown to send you all the SGB crap and edit it so the spawns are away from the end of the road, you can just name it 4p_Road to Carentan OBJ or something like that.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #11 on: December 05, 2007, 05:50:41 pm »

i extracted the .sgb from the .sga, i would like it if unknown would allow a change in the offical one?
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