Search found 80 matches

by Zumwalt_446
Mon Feb 16, 2026 2:51 am
Forum: Mods and Scenarios
Topic: Operation Able Sentry
Replies: 19
Views: 644

Re: Operation Able Sentry

Just played through Orange Comet with a Marginal Win (likely higher than that if the Immenrode objective had reverted back to NATO control due to no enemy units on the objective and significant RTR presence overwatching the objective). Screenshot below:
op_orange_comet_final.JPG

My concept of ...
by Zumwalt_446
Sun Feb 15, 2026 10:33 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Demolitions "on order" versus immediately
Replies: 3
Views: 91

Re: Demolitions "on order" versus immediately

The reason I bring this up is that a number of scenarios have forward-deployed units in the defense and a major river (with associated bridges) behind them. With the current state of the game, we can either order engineering units to begin the demolition process (with demolition occurring ...
by Zumwalt_446
Sat Feb 14, 2026 9:18 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Demolitions "on order" versus immediately
Replies: 3
Views: 91

Demolitions "on order" versus immediately

Currently, the "Blow Bridge" order will cause an engineering unit to begin working on demolition and destroy the specified bridge immediately upon completing the process. However, it appears to me that there would be situations where a bridge or similar feature might be prepared for demolition ...
by Zumwalt_446
Wed Feb 04, 2026 2:35 am
Forum: Flashpoint Campaigns: Cold War
Topic: Incorporation of commander's intent into gameplay
Replies: 4
Views: 207

Re: Incorporation of commander's intent into gameplay

I definitely see the potential pitfalls with adding these features - no argument there.

As far as suggestions go, an algorithm that considers some/all of the following when choosing a withdraw location would be a good starting point:
- Line of sight to the objective (if the task is to control a ...
by Zumwalt_446
Wed Feb 04, 2026 2:06 am
Forum: Tech Support
Topic: Enemy AI popups shown to player
Replies: 1
Views: 112

Enemy AI popups shown to player

This issue is a tough one to replicate, but it seems to occur when the player happens to be mousing over a visible enemy unit when its AI executes a transition (withdraw, relocation, etc.). In these cases, the AI's internal processing information (e.g. "[unit name] must relocate 500m after receiving ...
by Zumwalt_446
Sun Feb 01, 2026 9:13 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Incorporation of commander's intent into gameplay
Replies: 4
Views: 207

Incorporation of commander's intent into gameplay

The following is a somewhat lengthy post - apologies in advance for this.

When giving orders to lower-level formations, we generally have a specific reason for a particular tactical/movement order (for instance, we would move units to a particular hex to control/inderdict movement along a route ...
by Zumwalt_446
Mon Jan 26, 2026 3:49 am
Forum: Flashpoint Campaigns: Cold War
Topic: A Time to Dance.. How?
Replies: 8
Views: 7192

Re: A Time to Dance.. How?

The key (to me) appears to be blowing the Heustreu bridge to channel the WP attack to the south (or possibly the north, with increased travel time). Since there is only a single crossing point well to the north, blowing the Heustreu crossing allows you to utilize interior lines and concentrate on ...
by Zumwalt_446
Mon Jan 26, 2026 1:31 am
Forum: Flashpoint Campaigns: Cold War
Topic: Wider VP areas when open field
Replies: 4
Views: 174

Re: Wider VP areas when open field

I will second (third?) the initial post here - my observation is that in certain circumstances, the VP hex radius is insufficient to represent actual control. Especially if a VP location is commanded by terrain that is multiple hexes away but offers a clear line of sight to the VP hex, having this ...
by Zumwalt_446
Wed Jan 21, 2026 3:11 am
Forum: Flashpoint Campaigns: Cold War
Topic: Feature suggestion - unit movement enhancements
Replies: 7
Views: 3278

Re: Feature suggestion - unit movement enhancements

Re (1): I agree that this would add an element of randomness to gameplay, but as numerous examples over the past few years alone (the star one being the Russian advance to Kyiv in Feb 2022) demonstrate, such factors do indeed appear and play a major role in the overall outcome. At the least, having ...
by Zumwalt_446
Mon Jan 19, 2026 8:09 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Feature suggestion - unit movement enhancements
Replies: 7
Views: 3278

Feature suggestion - unit movement enhancements

The current framework for unit movement is very detailed in certain aspects, but I feel that it could be improved in a few areas. Some suggestions are below:

1. It would be interesting to introduce (random) events that disable one or more subunits in a formation to represent factors such as engine ...
by Zumwalt_446
Mon Jan 19, 2026 8:02 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Cold War vs. other eras
Replies: 6
Views: 7976

Re: Cold War vs. other eras

My perspective on this:

From a combat system/scenario development standpoint, real-world scenarios (i.e., battles/campaigns that actually took place) are valuable for validation purposes. Setting up a real scenario and letting it play out allows you to compare the simulated results to the actual ...
by Zumwalt_446
Sat Jan 17, 2026 8:24 pm
Forum: Flashpoint Campaigns: Cold War
Topic: A few QOL improvements
Replies: 1
Views: 2890

A few QOL improvements

This post lays out two areas where I believe the existing interface could be improved (mostly relating to displaying data at a later point in the scenario than the current time):

1. The LOS/spottable distance overlays currently display their values at the current time. This is OK in most cases, but ...
by Zumwalt_446
Fri Dec 05, 2025 8:43 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Infinite withdraw loops
Replies: 4
Views: 247

Re: Infinite withdraw loops

My specific case is that withdraws are occurring due to the stance/standoff distance setting. But it still leads to a situation where the unit cycles between withdraw orders from the same two/three enemy units and never settles down - that in turn means that it attracts more fire (due to being more ...
by Zumwalt_446
Fri Dec 05, 2025 7:56 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Infinite withdraw loops
Replies: 4
Views: 247

Infinite withdraw loops

I have observed several situations in various scenarios where a unit will enter an essentially infinite withdraw loop due to ping-ponging between two enemy units on opposite sides (withdraw from enemy A to achieve standoff -> gets within standoff of unit B -> withdraws from B towards A -> repeat ...
by Zumwalt_446
Fri Nov 28, 2025 5:08 pm
Forum: Flashpoint Campaigns: Cold War
Topic: Improved position markers moving during setup
Replies: 0
Views: 1307

Improved position markers moving during setup

Since the "improved position" markers can be moved by the player during setup, I often find that selecting a hex to view LOS/spottability/other characteristics (using shift + click) leads to a marker in that hex being picked up and inadvertently moved (either to another hex side, or to another hex ...
by Zumwalt_446
Mon May 12, 2025 10:19 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Recon unit observations
Replies: 0
Views: 849

Recon unit observations

Below are a few observations that I've made about how recon units tend to work in-game and where these may deviate from real-life:

1. Recon units are commonly used to spot minefields/improved positions/obstacles in advance of the main body. However, is it correct that they should detect an entire ...
by Zumwalt_446
Mon May 05, 2025 1:17 am
Forum: Flashpoint Campaigns Southern Storm
Topic: Reconnaissance units survivability
Replies: 7
Views: 1431

Re: Reconnaissance units survivability

These are all good points. I will say that I have an ingrained habit of using recon units like skirmishers/cavalry in earlier eras (due to a background in ACW/Napoleonics), so I tend to deploy my recon to "feel out" the enemy defenses as would be done in those periods. But the higher lethality of ...
by Zumwalt_446
Fri Apr 25, 2025 5:33 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Reconnaissance units survivability
Replies: 7
Views: 1431

Re: Reconnaissance units survivability

As the attacker, I tend to use my recon units primarily for route clearance (scouting out potential avenues of approach prior to committing to a particular COA). The often unintended consequence of this is a "recon by fire" scenario where I gain knowledge of enemy positions at the expense of losing ...
by Zumwalt_446
Mon Apr 21, 2025 11:13 pm
Forum: Flashpoint Campaigns Southern Storm
Topic: Reconnaissance units survivability
Replies: 7
Views: 1431

Reconnaissance units survivability

This is something I've noticed consistently across multiple in-game scenarios but I'm curious if it's reflective of real life (actual or expected). The reconnaissance units of the attacking side (whether NATO or WP) tend to have very high attrition rates (in most cases, they serve as equal parts ...
by Zumwalt_446
Sat Mar 08, 2025 10:55 pm
Forum: Mods and Scenarios
Topic: Air-dropped nuclear weapons
Replies: 1
Views: 823

Air-dropped nuclear weapons

Greetings all,

With the release of the modding guides, I have been trying to implement air-dropped nuclear weapons in the game. I have the following lines added to the base US data file (obviously copied into a separate directory):

In "Munition Types":
NWB1_NUKE1 NWB1 B61 Test Nuclear Bomb NUKE AA ...

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