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Showing content with the highest reputation on 02/17/2019 in all areas

  1. Lol! can ya smell the immersion now swee'pea? I am so happy that my ~1000 man hours of mapmaking is paying off as intended!
    3 points
  2. Lmao. Accusing someone of not reading while also thinking FDR was an incompetent communist plant. This thread's reached its peak. Only thing missing is someone using the term "head choppers" unironically. Pretty problematic to assume my sexual orientation like that. I just figured she wanted some stimulating conversation, between you and Squarehead talking to her, she must feel like she's a nurse in a home for geriatrics
    2 points
  3. If you were wondering why CMx2 requires an always online connection, it's so Steve can personally login and mess with your game. =D ... (It doesn't you guys, chill)
    2 points
  4. Zveroboy1

    Afghanistan Mod Pack

    These mud houses are my take on the typical houses found in Afghanistan, made out of dried mud. I based this mod on the green zone of Helmand province, therefore they are perhaps less suitable for the more mountainous regions where stones are more prevalent. But they will probably work better than the stock buildings anyway. I suppose they could also work for the more rural areas of Syria or Iraq. These mud houses are made to work alongside Kieme's CMSF in HD buildings. You can have both mods installed at the same time. The mud houses, because they are located in a directory whose name be
    1 point
  5. JoMc67

    Realism Suggestions?

    Ok, Here is the latest iteration of the 'House Rules' (with the usual subject to change mindset). 1* No Pre-Planned Arty (or Area-Fire from Ground Units) on Turn 1 of a Meeting Engagement, or from Defender. Player will need to Call-In Arty normally. Attacker in Attack/Defense Games are exempt and can use Pre-Planned Arty. 2* Players will let the Computer AI choose what Targets to shoot at (Players can't choose Targets, but can still use Small Arms & HE' Area-Fire'). Player can still use Smoke at anytime and any Location on the Map. 3* Units can conduct Free LOF/LOS checks (
    1 point
  6. 12 is correct, both on paper and at times in practice. Six in heavy company, two in each panzergrenadier company.
    1 point
  7. I'm not doing anything exotic like custom flavor objects. Really just putting together a pack of other people's mods (may be a few original things, not sure yet) to make sure the textures are consistent and enhanced from stock. There will be a modular texture pack of about 16 or so tagged building textures and an assortment of general terrain items like pavement textures (stock RT pavement textures really don't work with the map). I would think most would fit in pretty easily into CM:BS. I'm guessing that it would be a question of replacing any textures in the pack with ones you prefer and nam
    1 point
  8. I think the confusion might be over the upcoming patches and what they entail. As far as I know, the patches will have title specific fixes, as well as overall engine fixes. For example, it has been mentioned that the BAR and Bren guns in the WWII titles will return to firing bursts at long range while stabilized. This is obviously exclusive to the WWII titles. The big overall engine fix will be to the TAC AI abandoning its positions while under direct or indirect HE fire. This fix has already been applied to the release of CMSF2, so the behavior we are seeing in CMSF2 is what we w
    1 point
  9. Just downloaded this one, ashamed to say I've not played the original, but I've seen enough GoPro footage of the real thing to be quite intimidated by the whole premise!
    1 point
  10. Extract the "3rd ID Multicam" folder into a folder named "Z" that goes in the "Data" folder in the CMSF2 directory. For example, my address path looks like this: C:\Program Files (x86)\Battlefront\Combat Mission Shock Force 2\Data\z
    1 point
  11. Sgt.Squarehead

    30 years ago today

    I'm sure a chat with you would take her straight back to the kindergarten.
    1 point
  12. Looks like he missed to me.
    1 point
  13. I see three answers to your "problem"... (i) Keep the scenarios & play them. (iii) Keep the scenarios but don't play them. (ii) Delete them to ease your "worries" & free up a few gb. I feel you'll have to make this momentous decision on your own.
    1 point
  14. Along with all the mods, have also included all the user-made campaigns and scenarios for all CM2 releases in the HD dump to Bootie. But, sorting all that out will be a huge job. Am hoping that Shane can find a way to make everything available for d/l by members. However, each member will have to test each mod they d/l to ensure the old mod(s) still run using the new engine (and make a report to let others know if the mod(s) still work ok or need to be discarded.
    1 point
  15. Finished Zagorski's The Nazi Hunters but wound up taking an unexpected detour from the above Stalingrad or Prokhorovka options via Charles Boardman Hawes's The Dark Frigate. Despite its having won the Newberry Medal in 1924 and been deeply researched, I didn't find it anywhere nearly as gripping and engaging as Robert Louis Stevenson's Treasure Island. The reasons may be the story, that it was written in what was then called Great Britain and appealed to those sensibilities, my ability to properly take in what I was reading (oft marginal, sadly), or some combination of those. Though supposedly
    1 point
  16. slysniper

    Weekend Challenge Battle

    This battle makes up for the first two where I had no breaks, when we can talk about this one I can tell the tale of how I made bad choices that lead to great results.
    1 point
  17. Sorry, missed this. In spite of my semi-regular Forum participation, my actual gaming is near zero for work reasons. Please go ahead and upload any of my works to GaJ's site as you like; happy any of this stuff is getting use. Cheers, LLF
    1 point
  18. Digger_au

    RTS & Wego

    Well he did say "indecipherable sense of humor"
    1 point
  19. My god man, what have you done!? ;)
    1 point
  20. Rebel forces cross the bridge over the River of Martyrs after a short but bloody skirmish
    1 point
  21. Maybe true in the very broadest sense, but far more blame goes to the Soviets basically throwing the whole country into disarray with their poorly planned and poorly executed invasion. This is a very spicy accusation. Clearly there can be no middle ground between the Taliban and depopulating whole villages like the Soviets did, right? Those barbarous Afghans need a firm hand and all that. The Soviets were just following the well-known and very successful tactics of another power that stabilized regions, Nazi Germany. Take fire from a village? Erase said village, pacify countries with t
    1 point
  22. Absolutely correct. I know. The CMSF2 QB maps are superior IN EVERY WAY. I don't have a single CMSF1 QB Map in my QB Map File.
    1 point
  23. This is quite the chicken and egg problem you've created here, given that the rise of the Taliban was due in large part to Soviet brutality which forced millions to flee into neighboring Pakistani refugee camps where radicalization efforts were being undertaken. Turns out bombing cities doesn't exactly stop people from joining guerilla forces. Its also weird to accuse NATO of being too soft, given we're in a thread about about the Soviets leaving Afghanistan, which they did in large part due to declining support for the war effort. I'd be genuinely curious to know what books you've r
    1 point
  24. Thanks for the plug. You can watch through my entire playthrough using the link below: https://www.youtube.com/watch?v=nc6P5rUN400&list=PLmW_vcwM_qxs2gduawKbwEN4fcCY5vyM7&index=41 I think @domfluff has the gist of it. MOUT is like putting together a jigsaw puzzle where every piece you get wrong will kill you, and even some of the pieces you get right will kill you too. The most important thing for me in an urban environment is actually managing the game clock. Don't go too slow, but most importantly, DON'T GO TOO FAST. Part of my TTP video series
    1 point
  25. The briefing said, "Get in, kill everyone, get out." I like a simple mission like that.
    1 point
  26. It will go well with your orange hair.
    1 point
  27. that statement I made in 2016. Off course it works, though can´t remember if I hadn´t figured it out that time yet. See my latests post above and my reference is towards armored covered arc not working for units carrying 7.92mm AP. Only direct targeting (T key) works and killing/damaging lightly armored vehicles at close ranges (upto maybe 300-500m) with lMG and HMG is possible for sure.
    1 point
  28. Apache

    Update on Engine 4 patches

    I used to be a tabletop gamer. Recall the first time I fired up CM1, the loading music, throwing Shermans down the road towards occupied positions. Sensational. Even dabbled again in tabletop long after that, whatever rules (and there were bloody loads from the more action movie style Flames of War to the 25 tables of Battlefront WWII) the club was playing with scenery that was at best dire compared to even CM1. Spent lots of $$$, HOURS of time painting just to have ONE reasonable sized Armored Infantry Company with support, then there was the time to set up, and again, play against who (e
    1 point
  29. We didn't add any additional game play rules to the battle other than the ones stated. I am pausing the replay turn a lot to try to get good angles for screenshots. Nothing is going to get me lambasted worse than setting up an idea like this and then posting horrible pictures. I am also watching the turn over and over again, from as many different positions as possible, all in an attempt to understand what each unit can see or not see. As for letting the AI choose what targets to shoot at, right now that is how the battle has been going, mortars being the sole exception. I am actually a
    1 point
  30. Really disappointed to read that, I really liked Red Storm Rising, though yes of course like most WWIII alternatives it is always 'best case' for one side or the other. A similar criticism can be shared with Red Army, which I equally loved. The only real 'breaks' from reality as the authors knew at the time in both books is (a) the total denuclearization/dechemicallization of the battlefield and (b) the aggressive stance the Soviet Navy took. Each his own of course. From a purely literal perspective, Red Army is just a better book, with actual character development and depth. Anyway
    1 point
  31. I've just tweaked this to a version 2. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ I compromised on the suggested time reduction as discussed in this thread. I took 20 minutes off and increased the variable time. If players need the time it's there in the variable bit. If you think you've achieved your objectives sooner then makes it easier to decide to hit ceasefire, I think. Still, see what others think I guess. I appreciate players come with different skill sets and play styles, but given the tactical context, you have to attack with a sense
    1 point
  32. I'll give more detailed comment later but in the meantime, some reference pics … This really is just to show what my arm looks like for those curious about such things. So here we've got Green Zone plus Dasht, a river and some of that mountainous stuff. More of that river, desert green zone and mountain stuff. Mountains plus just a bit of awesomeness running into the target. One of the target villages with compound detail.
    1 point
  33. I just had a quick look at it. Very nice map! I see how it can work for a campaign and how you could easily have several localized scenarios on this big map. You look like you know what you're doing really. There are just two minor things : 1/ Maybe add some more small stone walls, especially alongside paths and around fields here and there maybe. You could replace the fence with one. 2/ There is the issue of compounds. I like them because visually they look cool and they also present an interesting tactical challenge. However they can also cause issues from a scenario de
    1 point
  34. Well as its all fictional you do have a fair whack of leeway so I wouldn't worry too much about what you're proposing. The premise of a small unit getting ambushed is fine but the Immediate Action (IA) drill on ambush is to break contact and get out of the engagement area. From there it would be a case of assessing the situation. In this instance, there are casualties to extract or maybe a vehicle to deny to the enemy. As a result, it would be unusual for a unit in such a situation to then think about attacking an insurgent stronghold so (2) in 'Situation Blue' is stretching credibility a
    1 point
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