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»  COMBATSIM.COM ARCHIVE FORUM   » Game Discussions (Title-specific)   » Enemy Engaged: Comanche vs. Hokum   » Balance of Forces

   
Author Topic: Balance of Forces
Yorkshire Tea
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Member # 170

posted 07-19-2000 06:42 AM     Profile for Yorkshire Tea   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
OK, OK, I know the arguments for play balance, frame rates etc. etc. but does anyone else feel that the campaigns should have fewer AAA/SAM units and far more Frontline/Support units?

I mean the blue side in Taiwan campaign has what? 7 Frontline units (say approx. 50 fighting vehicles) compared to 214 SAM/AAA units (400+ vehicles)

Is there a way to reduce the number of Helos/AAA, and increase the number of Tanks?


Posts: 315 | From: leeds | Registered: Sep 1999  |  IP: Logged
CEP}I{AHT
Member
Member # 328

posted 07-19-2000 11:34 AM     Profile for CEP}I{AHT   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
SAMs a pretty mutch compiled in binary files for campaigns

there are script files in text format in campaign folders which could allow to decrease initial groups and number of helos in them.

Although one can increase a number of frontline forces (16 max per side) they also depend on how much space in held territory is available. Number of vehicles also can be increased by changu=ing formation composition of frontline groups increasing number and varying types of vehicles.

------------------
Independent Helicopter Squadron RuAF

(Buy A-H and C-H and you might see BH-H!)


Posts: 151 | From: FSU | Registered: Sep 1999  |  IP: Logged
Yorkshire Tea
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Member # 170

posted 07-20-2000 03:24 AM     Profile for Yorkshire Tea   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Thanks for the heads up.

I've tried editing the data files and the .sid layered image to give more territory/forces to one side or the other, with some success. (Thanks to comparing someone's (Spawnbob's ?) edited Cuba file to the original, and Flexman's excellent strategy guides*)

I've also changed some helo groups for fun (e.g. 1AH-64D to every 2AH-64As). And added more Bradleys and Abrams to frontline groups. However the number in the groups doesn't appear to change too much when the FRONTLINE_FORCES parameter is altered.

I was beginning to get the impression that the Max Frontline Forces parameter didn't have much effect in EECH, as a new parameter determined force size/formation numbers (DG_GROUP or something like that??)

(*actually I'd hold up Flexman's strategy guides as the best I've seen for any sim in terms of clarity, information and graphic design )

I really, really hope Razorworks (or someone) produces a campaign/skirmish editor for EECH. Hey Razorworks, I'll buy it (and EE: BH-H )

[This message has been edited by Yorkshire Tea (edited 07-20-2000).]


Posts: 315 | From: leeds | Registered: Sep 1999  |  IP: Logged
Enforcer
Member
Member # 85

posted 07-20-2000 08:39 AM     Profile for Enforcer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi,

I have a question for the ones in the knowing. How fast or how far ground units (tanks, sams, support units) can move in one day?

In any campaigns i've flown so far, i made lots of progress quickly attacking enemy targets where the support ground units didn't always follow as fast. I also noted the campaign time clock, so i figured that it may take a while for the ground units to reach frontlines that has been pushed farther.

I tried to hit closer enemy FARP/Airbases and keep an eye out for friendly advancing ground units. This strategy may take more time to win a campaign, but somehow i feel there's more realism this way. This works much better in the newest (EECH) campaigns than in the EEAH ones, hence the map size.

Enfo.


Posts: 342 | From: Brossard, Québec, Canada | Registered: Sep 1999  |  IP: Logged

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