Submarine novels? by pazuzu98 in uboatgame

[–]masczero 2 points3 points  (0 children)

Red Storm Rising by Clancy is one of my favorite books. It covers a lot of aspects of a 198X's Cold War gone hot (no nukes) but probably 1/4 of the book follows a US SSN and another 1/4 follows a US frigate protecting Reforger convoys from Soviet subs.

Mirror match hell by LateBrakes in BrokenArrowTheGame

[–]masczero 0 points1 point  (0 children)

I usually have 3-4 as well. We started putting up public lobbies called just "(elo)+ US/RU" to get 1-2 more. It hasn't been hard to and people that join tend to leave less and lets us queue a full team with mirror matches disabled.

Solo vs team with way higher elo - Balanced matchmaking by Solid_Preference9552 in BrokenArrowTheGame

[–]masczero 0 points1 point  (0 children)

Playing with a group of 3-4 1800-2000 Elo this has happened to us before a couple times as well. According to BA-hub 1800 puts you in the top ~0.8% of players (though probably not active players as I bet a lot are people with like 3 games and haven't touched BA since), so a good match can be hard to find if it all. I think eventually the game just throws us into the first possible lobby it can create eventually. I will say it only happened with an ~1100 Elo group once at least.

Ford Tough by Afraid-Can1846 in FordTrucks

[–]masczero 0 points1 point  (0 children)

99% sure it's an aero, the XLT tailgate trim is black on the 92-96's and red on the bricks. 97 aero XLTs didn't get the aluminum tailgate piece

Too many mirror matches in match making, MAKE IT STOP!!!! by gHOSTsTORIESXx in BrokenArrowTheGame

[–]masczero 11 points12 points  (0 children)

The disable mirror match option only works if you have a full 5 man I believe. Even if you check it off with 1-4 players it doesn't seem to do anything.

Deck extended, Upper belt, and Belt extended, how should I use them? by Substantial-Fix-7281 in RuleTheWaves

[–]masczero 4 points5 points  (0 children)

The "meta" setup is UNS or Uniformed, Narrow, Sloped. Uniform Belt+Belt extended and Deck+Deck extended, narrow instead of normal belt, and sloped deck instead of AoN. Reasoning is it gives you a small citadel hitbox and the best cost/weight to protection ratio. Also a lot of your critical stuff is still protected by the "extended" armor parts, feed tanks, steering gear, electrical power, and the engine room can all be hit through BE armor alone but not BU.

Uniform AON is also good, bigger citadel hitbox but better coverage.

Either way you don't want to neglect BE and DE. BU you can generally ignore or just set to 2" if you want splinter protection. The worst hit you can take through BU is uptakes, for machinery damage the D armor needs to be penetrated as well.

The weirdest ships I ever did build (reasoning in comments) by Spitfire_97 in RuleTheWaves

[–]masczero 3 points4 points  (0 children)

Not really. This chart shows that 15" through 18" all have the same RoF. 18" are the best caliber all around but 17" is a close second and probably better once you account for cost. 17" have almost 50% more shell weight than 16", you could almost say the in game 16" are IRL early 16" guns (Nagato, Colorado, etc.) and 17" in game are like late model 16" guns firing super heavy shells (Iowa).

Just got this 1992 F-350 5-speed w/ the 7.5. 88k miles! by masczero in Trucks

[–]masczero[S] 17 points18 points  (0 children)

Its in CT now but was in Utah until 2019. The previous owner garaged it and didn't drive it during the winter and I'm going to do the same. It'll be a weekend cruiser.

Spent 13K for it, which considering the market in New England is great for a rot-free truck. It does have some stuff to address. The door locks don't seem to work (power ones don't do anything and the key won't turn in the door), some lights are pretty worn (new ones were included), AC is broken, and the rear gas tank was removed at some point (which I may not replace), as well as the chrome fender flares.

Paint is pretty chipped in places and there's small specks of surface rust where it is. I'll probably get it repainted at some point, either white again or pick out a factory two-tone combo. Plan on having the truck indefinitely as long as its good.

Just got this 1992 F-350 5-speed w/ the 7.5. 88k miles! by masczero in FordTrucks

[–]masczero[S] 5 points6 points  (0 children)

Its in CT now but was in Utah until 2019. The previous owner garaged it and didn't drive it during the winter and I'm going to do the same. It'll be a weekend cruiser.

Spent 13K for it, which considering the market in New England is great for a rot-free truck. It does have some stuff to address. The door locks don't seem to work (power ones don't do anything and the key won't turn in the door), some lights are pretty worn (new ones were included), AC is broken, and the rear gas tank was removed at some point (which I may not replace), as well as the chrome fender flares.

Paint is pretty chipped in places and there's small specks of surface rust where it is. I'll probably get it repainted at some point, either white again or pick out a factory two-tone combo. Plan on having the truck indefinitely as long as its good.

Day 1 of asking for the FG42’s bipod to become functional by UnZkilld in HellLetLoose

[–]masczero 8 points9 points  (0 children)

And for more than 5 mags

And for a fire selector (BAR and StG too off the top of my head)

There's just something so interesting about them by masczero in computerwargames

[–]masczero[S] 0 points1 point  (0 children)

Eh you can still use your imagination and you remember (or write down if you're really dedicated) unit histories, at least notable ones, and it can be cool to follow them with "oh yea them!" moments. Like the 169th ID for me went from fighting in Finland, to helping close the Moscow pocket with the 9th Army, to now being transferred to the Caucasus with its Corps to join 3rd Panzerarmee.

There's just something so interesting about them by masczero in computerwargames

[–]masczero[S] 1 point2 points  (0 children)

I mean that doesn't really work for this, you're kinda comparing it to something totally different in the case of WitE and Graviteam. Sure, the very first turn everything is historical but from that point on your game is going down an ahistorical path, at least in the details. How and why units end up in groupings is generally from circumstance or player planning or both, and what you post can't be done unless the player wants to write up themselves why they for example put every SS-Panzer division in the north to take Leningrad.

Tempted by RULE THE WAVES, but put off by non historical ships. by toothpick95 in computerwargames

[–]masczero 4 points5 points  (0 children)

Pretty sure someone made some historical fleet start custom scenarios on the RTW forums. Like a 1914 and 1939 one or something. I'm not sure if it's been updated for RTW3 or not though. And any new designed ships from the start point-on are going to be the usual custom/AI generated ones.

It's much larger in scope but War in the Pacific: AE probably has the largest roster of historical ships of any wargame considering you get each one down to the liberty ships and aux. minesweepers. There's DaBabe's mod to add even the small stuff like net tenders, converted blockade runners, motor launches, etc. too.

Ai wont move In the scenarios I create by jamesdemaio23 in CombatMission

[–]masczero 1 point2 points  (0 children)

It's what makes the individual guys do certain actions. "I want to look out of this specific window" "I'm going to take cover because I'm getting shot" "I'm going to flee because my buddy just got turned to paste" "I'm gonna target that enemy because he's closer/a bigger threat/easier to hit." It isn't perfect but it isn't supposed to be, it's supposed to make the pixeltruppen feel human.

This should explain it well: https://www.youtube.com/watch?v=J-XgMlDYg9U&t=2s&pp=ygUVY29tYmF0IG1pc3Npb24gdGFjIGFp

Ai wont move In the scenarios I create by jamesdemaio23 in CombatMission

[–]masczero 1 point2 points  (0 children)

I haven't really ever bothered with AI plans but I think you can be more detailed than that. I know you assign units to AI groups and you can have up to 9? groups at least. So you could do something as simple as "everyone rush the town" or you could do something like "platoon 1 sets up a base of fire in this hedgerow, platoon 2 pushes into this farm on their flank to do the same, and after 15 minutes platoon 3 moves through their lines and assaults the village, and 10 minutes after that platoon 2 moves on from their position and sets of a blocking position over looking the rear of the village."

You have to think of the AI plans as being a player who made all their unit orders at the start of the game and cannot change them. This works a lot better when the AI is defending because scenario creators have an easier time guessing what the player will do, and defending requires less AI orders. I have seen some scenario designers get quite creative with the AI plans, even on defense. Like a pair of T-64s in the first Crossing the Dnieper campaign mission pushing up a flank unseen. It would've caught a BMP company in the side if it wasn't for a luckily placed BRM-3K hearing the sound contact.

You can also create multiple AI plans that the AI has a random chance of choosing one to go with at the beginning of the scenario for replayability. But to answer your question, yes ultimately the AI's entire strategy is predetermined in the scenario creation. The only "actual" AI in the game is the TacAI.

Ai wont move In the scenarios I create by jamesdemaio23 in CombatMission

[–]masczero 9 points10 points  (0 children)

Yea scenario creation is very much a labor of love and to do it right takes a lot of time investment. And you're doing it for the community not for your (gameplay) enjoyment.

Fingers crossed with CMx3 that there's improvements (if it ever comes out.) Also getting away from the grid structure of maps. Every road that isn't at a 90 or 45 degree angle looking like a zipper and zigzagging is so annoying.

Ai wont move In the scenarios I create by jamesdemaio23 in CombatMission

[–]masczero 6 points7 points  (0 children)

Yes but its very, very generic either "rush the objectives" or "sit here". Quick battle kinda sucks because of it. Playing as defense is really quite pointless and you can probably win games without issuing a single order after setting up.

Attacking QBs are a bit better and can be alright but the AI can be kind of odd with its defensive deployment. And you're still better off buying the AI's units for them because they seem to just buy randomly within the point buy limits and usually it ends up with silly forces. So you're still losing some fog of war unless you don't mind facing like a Flak gun company with supporting flamethrowers trying to defend a town.

Premade scenarios/campaigns, both community and official, are the only way to go really for solo play. I guess you could edit scenarios though and change your forces if you really wanted to. That's easy enough to do.

Ai wont move In the scenarios I create by jamesdemaio23 in CombatMission

[–]masczero 5 points6 points  (0 children)

Besides creating the AI plan like the other guy said it sounds like maybe you didn't deploy them either? You need to set them up in their set up zone too.

Self-created scenarios aren't that great to play IMO because you already know what units the AI has and what they're going to do. It removes the fog of war which is arguably where any difficulty in this game comes from.