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https://steamcommunity.com/app/312980/discussions/0/405693392923244370/
Gonna eat some dinner and then I'll put up some stuff I think will help you. It's much easier than you think but more generalized concerning some aspects. The AI will determine much of it. More later.
You will have to select the Battle Settings. This is the icon that looks like a cog in the near low panel. In it you will set the map you want to use and various other conditions. You will need to set the player side as well as the enemy side. To the right of that are the Missions of the two sides and allies. After setting the conditions etc. you'll hit the Deploy Troops On The Map button, arrow above horizontal line. This exits you out to the map screen. Hit the Set Battle Area button at the top of the upper panel (disregarding the uppermost and bottom exit button). Set the area you want to fight over.
You can use the next button down to set out the layout, changing the nodes that units will be placed in.
Next you'll place your units on the map. Set up what you want for all sides, keeping in mind the battle mission of the sides. A defense mission by the player will have them start dug in.
When you choose a commander, all additional units clicked will be a part of that formation. You can also make other groups by hitting the button that looks like the wheel of a revolver. Click and right click to form the groups.
You then give your battle objectives. That link above shows the various ones you can set.
The Boot print button allows you to set up paths. With it you can set what the enemy does and a bit how it does it. You must exit out of this mode using the group button. Each time you are done setting the moves you'll need to press the Group button again to select the moves of another formation. Multiple waypoints can be added.
With this you can easily make a battle like you describe. Balancing it is the hardest part.
There is more but need to go to bed. Mess with it and if you have any questions, post them here.
I set both sides for defense. This ensures that the enemy and my forces are entrenched. I order the closest enemy platoon to defend. A long delay may have been better. The other I have travel down the roads until it approaches then assault.
https://steamcommunity.com/sharedfiles/filedetails/?id=2687843538
Here is the enemy in defense. One tank leaves its position so a big delay would have kept them there instead of the defend option I chose.
https://steamcommunity.com/sharedfiles/filedetails/?id=2687846104
Here is the other platoon moving down the roads as directed.
https://steamcommunity.com/sharedfiles/filedetails/?id=2687846183
https://steamcommunity.com/sharedfiles/filedetails/?id=2687846224
Hope this helps
However, I do have questions related to Editor but also the groups:
1. What does the grouping mean? If the units are already under hierarchy (company-platoon) they have grouped already, right? What kind of relationship between units are possible?
2. I made a simple setup: Battalion HQ, infantry company command, infantry platoon, HMG company command, and mortar platoon. In-game, I wanted to test how the orders for mortar fire will be transferred (after wires are being laid).
Why can't I use other units to do observed fire and communicate with the mortar platoon?
Also, since there are no wire guys in the mortar platoon, once I moved the platoon commander far away to act as a spotter, the wired connection couldn't be established. I guess the commander can still communicate via flairs but the fire will be inaccurate.
I ran into this too - I could not make the “upstream target sharing” (from infantry platoon to the commander, then to mortars platoon) work in the battle editor. I saw it in the campaign though. Not sure if it’s a matter of setting up right or a bug.
This is obviously a completely unnecessary feature that no one uses. Therefore, the map editor is not present in this game and will not be in the next ones either.
Now I of course don't know anything about the difference in making maps and campaigns for Mius Front and a Combat Mission game. But it would be great if there was an option to get a map editor separately so people could make maps for the game which they later on can use for making missions and quick battles in the in-game mission editor
There are no tools in Combat Mission to create a realistic landscape. The dimensions of the landscape are extremely small even for a small battle. It is also not possible to create an operation/campaign, only a mission.
Obviously, the creation of a small battlefield in arcade RTS style, using tiles, as is done in CM, has nothing to do in terms of complexity with the creation of a large realistic landscape.
Actually, 90% of the work on creating the realistic landscape is done without the participation of the editor from the game. Topographic reference, combination of various maps and geodata. Cutting out the right landscape section, creating a planes for the right date, and a thousand other things. All this is done perfectly and without any game editor.
I’m generally not speak about the operation, 99% of it is working with archives, translating, drawing diagrams and creating tables for troops descriptions. For all that the game editor is also not needed at all.
No, that would not be great, as I already wrote above, these is the feature that no one will use, but the developers will have to spend resources on supporting them.
I think you're caught on the "realistic" aspect. Nobody is expecting to replicate exactly what you achieve when you put together a campaign. Although I have no idea what tools or effort goes in to something as 'simple' as making a hill on a flat landscape and putting a tree on top of that hill
Similar to the Warcraft III Editor didn't need players to make their own full storied campaigns but still acted as a strong foundation that the playerbase used in so many ways it still effects the entire industry today