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Showing content with the highest reputation on 04/24/2019 in all areas

  1. 4 points
    3156Regt

    My Return to Combat Mission!

    In the early 2000's, knowing nothing about it, I picked up a boxed retail copy of "Barbarossa to Berlin" and ended up spending untold hours battling back and forth across the plains of the Eastern Front. WEGO had me hooked! I toyed around with the original "Shock Force" because it was very familiar to my actual military service, but I'm really a WW2 buff at heart.. I got away from the game as I upgraded computers over the years. A few years ago I started noticing that Combat Mission was out again and with a new engine, but for no particular reason, I never pursued it... until now. Well - a few days ago I bit the bullet and bought the latest build of "Battle for Normandy". Just - wow. After a bitter fight through the hedgerows, my beleaguered US squads finally knocked out the dug-in PaK 40 that had been holding my four Shermans at bay, allowing them to commit to a high-speed "cavalry charge" in-line across the now-secured field in the last three minutes of the game, to form a semi-circle at the objective crossroads all the while gunning down the remaining German infantry as they broke and fled in abject terror! It was rather glorious! That was only my first mission, and I'm already eyeing the additional content - specifically Russia and Italy... Thanks Battlefront guys - I have returned!
  2. 4 points
    usgubgub

    Update on Engine 4 patches

    I am a stalwart supporter of BFC, been playing the games for longer than I can remember. I made a modest contribution to the development of CMFI some years ago. Yes, waiting for the patch has been unusually testing, but this game system has so many facets that even though I played less I still had a lot of fun making maps and designing scenarios, not to mention fun testing them. These guys are a small team of extremely dedicated enthusiasts. They give 100%. I still haven't found anything remotely approaching their product for the kind of game play I appreciate. I have total confidence in their judgment and integrity. And I don't begrudge them for one minute the long gestation of this patch, or the confusion over exactly when it will be released. Thank you Steve, thank you Charles, thank you everyone else who put their time and effort in bringing these games to us. I've gone through a rough patch that has lasted nearly ten years so far. If and when I get back on my feet, I will be glad to lend a hand again. I hope it will be soon (can't give a precise date though... sorry, I couldn't resist that :-) ). In the mean time, I don't mind saying that playing your games has often been the only source of fun and relaxation for me, and a good way to avoid going mad during the long spells when real life got held up in limbo.
  3. 3 points
    Warts 'n' all

    Update on Engine 4 patches

    I'm allowed to be comically ignorant. I'm 400 years old. I only made one purchase, made two free downloads, one refund request, and one more visit after my refund was refused. Perhaps the five £30 thefts were just a co-incidence. Personally I couldn't give a monkey's. My bank gave me my money bank, end of story. Now about this engine 4 patch.......
  4. 3 points
    Vanir Ausf B

    Vehicle behind Wreck?

    1) Friendly vehicles never block LOS/LOF for other friendly vehicles. 2) Operable enemy vehicles block LOF, but not LOS, from friendly vehicles. 3) Non-smoking KO'd vehicles do not block LOS/LOF for friendly or enemy vehicles. 4) Non-smoking KO'd vehicles block LOF, but not LOS, from any unit as long as the targeted unit is not a vehicle (ie: tank shooting at infantry or infantry shooting at infantry) 5) Smoking vehicles block LOS and LOF. 6) "Vehicles" means tanks, SP guns, and AT/Anti-personnel guns.
  5. 2 points
    Uh, little bit early to be talking about this... However, if I recall correctly, it's been said that Black Sea might be the next game to get a module after FI and RT. As for Shock Force 2, it's also been said that it would not be getting post-release content, the title is meant to reflect the amount of work involved in the "modernization" of Shock Force, it's considered a complete package as it is.
  6. 1 point
    MOS:96B2P

    New Scenario: Coup d'etat Released.

    The scenario Coup D'etat has been uploaded and is available at the Scenario Depot III. Link below. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/coup-detat/ rocketman created a very cool PDF map and reference document available at the below link. https://www.dropbox.com/s/n8weqdobt7pidc8/Coup d Etat Reference and Map Document.pdf?dl=0 Enjoy the scenario and if there are any questions feel free to ask here or send me a PM. Have a safe taxi ride. And, as @Sgt.Squareheadsaid, don't get in the red taxis. The player leads a small under equipped rebel force in an early morning (0400hrs) coup attempt to overthrow the governing regime. It is set in the fictional third world country of Abbudin and takes place in heavy urban terrain. The scenario is Red vs Red AI only, heavy urban terrain, all modules required, variable end time (extra hour, 45 minutes for 200VPs). The scenario provides in game intelligence to help guide the decision-making process along with a modified military grid system and an intelligence code. The player can use IEDs, VBIEDs, assassinations, bribery, mercenary units, radio propaganda, extra scenario time and foreign assistance. As the Coup d’etat progresses the player must decide which methods to use and when. All the methods have advantages and disadvantages. Some methods cost Victory Points (VPs). Four VPs for each mercenary, 25 VPs per IED explosion, 50 VPs per VBIED explosion, 100VPs to bribe a regime commander to withdraw his unit, 200 VPs to fight until 0800hrs etc. After 0600 hours the player can choose to use a USMC amphibious force. This force includes the USS Wasp, USS Ticonderoga and USS Oak Hill. This overt outside military intervention will trigger a backlash in the streets of the city………
  7. 1 point
    ncc1701e

    AI triggers small tutorial

    Following a request of @Badger73, here is a small tutorial for introducing the usage of AI triggers. I am using CMSF2. Since I am beginning with IA, experts are welcome to comment to provide better solutions that the one I will present just after. Here is my small force. They are facing those enemy positions. And thus some few enemy squads. I have removed the RPG-7 on purpose for the tutorial. I would like to teach the AI to do several things. Phase 1: The on map mortar team will perform area fire on the ditch inside Target 1 Meanwhile, the other guys will advance inside their vehicles toward Target 1. But, I would like them to advance reacting to an enemy move. Phase 2: While the vehicules with the squads, still inside them, are progressing to Target 1. I would like the area fire to switch to Target 2 then Target 3 to avoid friendly fire casualties. Once the vehicles are at waypoint 1. I would like them to pop some smoke And, with the smoke screen in place, I would like the squads to dismount to assault the ditch. So how I can do this using the editor and AI triggers? To be continued...
  8. 1 point
    Would it make sense for scenario designers when simulating low intensity warfare like the type which sometimes takes place in the Donbass area to give players only a handful of rounds in order to model this type of artillery fire? You could give the player, i don't know, let's say a dozen rounds, it would depend on the caliber obviously and the number of tubes in the battery obviously. Maybe coupled with a TRP. And then another volley 20 minutes later or so when the gun has relocated. It could add an interesting tactical twist to have support fire with only limited size volleys. It wouldn't be appropriate for every type of battle of course. Not actually recent footage and don't mind the clickbait "phenomenal artillery battle" part but impressive how far the return fire comes though. 80 seconds after the first shells have been fired and as the comment on twitter says, that includes the shell flight time as well. Well of course that's assuming it is not a random stray shell that just landed nearby.
  9. 1 point
    Warts 'n' all

    Update on Engine 4 patches

    Well said.
  10. 1 point
    The Russian army no longer uses the Vasilek, but apparently the VDV still has it, so there's some hope we might see it in a future CM:BS update.....Not sure if it's officially used by the Ukraine, apparently it's been seen on both sides in the Donbass, but that's not what CM:BS models. It's also been suggested that the Vasilek was used in Syria, but AFAIK the SAA never adopted the weapon, so it's likely a recent import (of one side or the other, possibly both) and thus outside the scope of CM:SF2. Just one more reason to love CM:A.....A whole battery firing together is really quite effective!
  11. 1 point
    ncc1701e

    New DAR: ncc1701e vs JoMc67

    MINUTE 29 My Sherman is back online. While my halftrack is progressing. But, I have made a mistake asking for a Fast move instead of a Reverse one for having the guns toward the last objective. My tank arrives in position. On my left flank, Germans are counter attacking. But, my halftrack once again saves the day. Before been able to give my orders for next turn, the victory screen appears. Not really a victory... 30 men killed and 20 men wounded mainly due to artillery like in reality. Here are the various stats: The last objective would have been hard to obtain but I think my halftrack and my Sherman would have help me a lot. The final word for @JoMc67. Hope you enjoy this DAR. Next one I hope soon except if you are bored. 🙂
  12. 1 point
    RepsolCBR

    Why so little community content?

    I may not be all that found of the way that the briefing designing currently works in CM but i'm affraid i'm on the other side of the fence here... I do NOT want a narrower/simpler way to design the briefings...Simpler, YES, but narrower (less options, less graphpics) most certainly NOT. I think that a very well done briefing kind of adds to the immersion of the scenario. It would do even more so if additional functions could be made avalaiable imo. Some problems i see with the current setup is first and foremost the limited resolution for the graphical sections. The maps, pictures or whatever else you would like to include here are limited to a very low resolution. It can be hard to design detailed maps and pictures within these restriction. Using the 'stock graphics' for the briefing pictures seems to be rather tricky to do. I have never tried it myself but i have read a number of post asking about how this is done... The briefings are currently limited to a max of 3 pictures. This is a fairly low number. How to change this... First and foremeost...up the resolution. Secondly...SCRAP the entire current set-up ! and redo the way that the briefing screens are done from scratch... What i would like to see is this... Skip the 4 different sections that currently makes up the briefing screen...The text-section and the 3 map(pictures)-sections. The briefing screen should be made up of ONE section ! And one section only. This ONE section should...If it is at all possible...allow for a wider variaty of file types to be used compared to the current version that only allows for a text file to be used in the text-section and picture files to be used in the picture-sections. In this ONE section all the briefing information should be displayed on a number of pages (each using the 'full screen') to include both text and pictures. Each seperate file would represent ONE page in this new briefing screen. These files should be doable using the most common text- and graphic editing programs. The result could be something like this.. Maybe the first page(file) will be a 'cover picture' for the scenario, file(page) 2 and 3 will be textfiles, page 4 will be a map (or perhaps several maps), page 5 and 6 will be recon pictures and page 7 and 8 will be additional text files only... Something like this will give the designer full flexibility when it comes to how much work he wants to put into the creation of the scenario briefing. The simplest and fastest option would be to simply includy a number of text-files made with notepad (or whatever textprogram the designer desires) to make a text only briefing....Quick and simple ! On the other hand if the designer are willing to commit a bit more time to the briefing he could include things like picturesfiles that resembles RL briefing documents (both modern and WW2 time frames) He could include detailed maps, various pictures like air-, satelite recon. Maybe pictures of specific persons that plays a significant part in the scenario. For example in a shockforce 2 scenario in wich the goal is to kill/capture a terrorist leader/WIP... the briefing could include an actual picture of this guy. I think that would be rather 'cool' Lots of stuff like this could be included in the briefing and would increase the level of immersion imo. If the designer wanted he could also include a small encyclopedia with picture and text describing the features and capabilities of likely enemy equipment that the player may encounter during the scenario. I think that especially someone who does not play all that much or often can have a hard time keeping track of all the different equipment in the various games. Having this rundown of the most likely opposition in any particular scenario would be highely apprisiated i belive. If the designers 'favorite' text and graphic editing program could be used to design these briefing pages and then upload them to the mission editor i don't think that it would neccesarely take...all that long...to design really cool briefing screens.
  13. 1 point
    Howler

    Update on Engine 4 patches

    You need to close that barn door before and not afterwards! Steam (not a fanboy) does a few things rather well. These being: cost, exposure, and DRM (not too damaging). Going back to a series of walled gardens with diverse costing, limited titles, and DRM that mangles systems (or incompatible with competing DRM!) is a pipe dream. There are a lot of indie games that would die of obscurity without it. I understand the larger publishers wanting to claw more money back but, that isn't a business plan. Execution is the only thing that matters. Steam executes. EA/Blizzard/etc. can't. Too many decades of easy money are wired into their DNA. Apologies for being off topic.
  14. 1 point
    Yes, FYI, BRDM Rec company should have some ATGM version BRDM in the units too OK, I am speaking from my memory so I could be totally wrong on this http://i257.photobucket.com/albums/hh240/andyrix/Soviets/Advanced Guard/Slide2_zpstxuv4qr2.jpg IRL, the Recon Platoon boarding on IFV should come from the Rec Battalion (Bn.) assigned to Regiment (Regt.) . A regular Mech Inf Bn usually don't have a Recon Plt in its OOB, they can build their own recon plt by their own. The dedicated Rec Plt is the backbone of combat recon patrol or forward attachment, these are important parts in Soviet doctrine. Different units in Soviet military has different task based on doctrine, but Soviets is doing their best to mix individual units into a dual-task TF. In combat recon patrol you will need some boots on the ground ahead of the formation, some target to let the enemy to shoot at . The task force should be strong enough to drive away enemy recon, it can also be used to ID enemy main resistance position if other recon element failed to do so. The recon plt on IFV should be able to carry out this task independently, but no surprise if it is reinforced with a tank plt. In forward attachment task the rec plt will be part of the task force, built with tanks, Inf, AT, engineer, NBC and artillery observation units. They are going to assign some important task, like capture a bridge, strike enemy HQ position. And Soviets believe due to the natural of maneuver warfare , the attacking and defensing could change rapidly. That is the reason why their recon element has ATGM in their organization since 1960's, at that time period American scouts were still riding on M113 and shooting with M16, we Chinese recon were still practicing shooting target 600m away with a type 56 SAR (SKS) . Since the recon element will be the first to contact with enemy counter attack force, Soviets believe its recon has the responsibility to slow down the enemy's counter attack. So that the main body have the time and space to transfer from a road marching formation into a defense formation. Whether by Ambush or by head to head fight, the decision lays in the Recon force commanding officer's hands. s
  15. 1 point
    Warts 'n' all

    My Return to Combat Mission!

    I gave up gaming for three years after my old dad died. The Big Bundle was my first purchase, and I got addicted straight away. May you continue to enjoy your return.
  16. 1 point
    danfrodo

    My Return to Combat Mission!

    congratulations! I had a similar story when I came back to CM after many years 😊 May all your battles be merry and your casualties vanishingly low. Italy and Russia games are both great, and so very different from what you face in Normandy.
  17. 1 point
    Macisle

    Why so little community content?

    Lots of good points in this thread. Two more things to add: Having two briefing presentation options, one with and one without graphics, might help. The with option would be like it is now. The without option could be a layout that looks complete with only briefing text, like say, the text on top of a stock wallpaper graphic with all the other graphic frames removed. Taking away the workload of having to provide graphics (with ever-increasing expectations) might help more designers opt to go the extra mile to make their work public. A big part of the reason that there are not more public scenarios is that the workload increase from private to public scenarios is HUGE, while the payoff for making a scenario public may be minimal, or basically nothing. So, unless you really enjoy the whole process of producing a public scenario and don't require any real feedback or acknowledgment, you are likely not to opt to go public with your work once the novelty of doing it wears off. It's really a question of time investment vs. reward. Once you know your way around the Editor, you can create very enjoyable content in a very small amount of time using house rules to cover any rough edges. So, say, 30 minutes in the Editor might give you between 1 and 3 days of entertainment. And, if you go big and do like 60-120 minutes of setup, you might get weeks or even months of fun with a private monster battle. But, if you decide to go public with it, instead of 30-120 minutes of setup and days or weeks of fun play, you are looking at days and weeks of setup and personal testing, producing graphics, finding testers, getting feedback, tweaking, testing. In other words, you've just added a job to your life, the payoff for which might be little to no feedback and no money. So again, unless you get adequate personal satisfaction from the whole process and don't require much or any reward beyond that, it's not a hard call. I would REALLY encourage players to learn the Editor and get into making personal scenarios, though. Once you know your way around well, you've got unlimited play value in your CM title and it's not hard to produce very enjoyable, scenario-like content. Working in the Editor can become an enjoyable hobby in itself that even rivals the fun you get from playing the game. As for things that might facilitate more public scenarios, basically, anything that reduces the designer workload/time requirement would help. Being able to copy-paste map sections and copy-rotate buildings in the 3D view would be an epic time saver. However, that seems like a mighty amount of work on the coding side. For now, I'd say the no-graphics briefing layout option could be a good, very low-cost way for BF to take some of the workload off both would-be and veteran designers. That could yield some fruit in the way of more public scenarios.
  18. 1 point
    The weapon above is indeed a 82mm Vasilek (my favourite artillery piece in CM:A), it's a clip fed auto-mortar.....I was looking for that video to post in this thread, so bravo to @Zveroboy1 for posting it.
  19. 1 point
    Bootie

    New Scenario: Coup D'etat

    Ive hosted the file now guys... panic over. Sorry for my shoddiness in getting this sorted... snowed under after taking some time of to be with la famille over Easter.
  20. 1 point
    ncc1701e

    AI triggers small tutorial

    At this stage, you need to split your forces into several AI groups. This is at your discretion but you can have a maximum of 16 AI groups per side. For this small amount of forces, and for what I want them to do, I have created three AI groups. AI group number 2 This group will represent the infantry squads that are inside the M1126 Stryker carrier vehicles. This group does not take a lot of action in this scenario. Its main objective is to size the ditch once the M1126 Stryker have created a good smoke screen in front of them. To select the units inside AI group number 2, just select all the infantry squad and press the F2 key. You will see a [A2] tag. This is to say that the units are now in AI group number 2. AI group number 3 This group will represent the M1126 Stryker carrier vehicles. Their objective is to reach waypoint number 1 (see first post) and generate a smoke screen. We can also imagine they can do an area fire on the ditch to suppress any enemy located there. Select all the M1126 Strykers of 3rd platoon and press the F3 key. You will see a [A3] tag. This is to say that the units are now in AI group number 3. AI group number 4 This group represent the mortar team. Their objective is to perform area fire respectively on Target 1, Target 2 and then Target 3. Select all the units of the Mortar Section and press the F4 key. You will see a [A4] tag. This is to say that the units are now in AI group number 4. As you can see, AI groups selection is done based on the mission objectives to be done. You can perfectly assign several units from several formations inside the same AI group. All units are, by default, inside AI group number 1.
  21. 1 point
    ncc1701e

    AI triggers small tutorial

    The 2D map view is below. First thing to do is to paint terrain objectives that will be used to activate the triggers. You can have up to 15 objectives. Some of them to be used for victory points, ... some will be used for triggers. I am using Terrain Objectives (Blue) since I am acting on the Blue AI. Objective number 1 Objective number 1 will be used for activating a first trigger to change the on map mortar fire from Target 1 to Target 2. Remember, I want to avoid friendly casualties. I am declaring Objective number 1 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 1". Objective number 2 Objective number 2 is basically the same but it will be used to change the on map mortar fire from Target 2 to Target 3. Again, I am declaring Objective number 2 as AI Trigger (friendly) because it is triggered by friendly forces reaching this terrain location. I am calling it "Trigger Blue 2". Objective number 3 I want my 3rd platoon to react to an enemy move. So, to show how it works, I have created Objective number 3. I am declaring Objective number 3 as AI Trigger (enemy) because it is triggered by enemy forces reaching this terrain location. I am calling it "Trigger Red 1". Here is the 3D view in Scenario Author Test mode. The triggers are invisible playing in normal modes.
  22. 1 point
    ncc1701e

    New DAR: ncc1701e vs JoMc67

    MINUTE 28 Looks like the last objective is hot. Several enemy moves were spotted. Seems they are retreating. But no, others are fighting hard... I am advancing more squads under fire protection of the others. I am missing a smoke screen here but my halftrack offsets that. The tank crew is finally back. Tank will move but I am worried about those optics. At least, the machine gun works and it does not need optics, right? Progression came to a halt. A panicking guy just found a mine I think. Ouch! This is not over yet clearly. But, I have a little surprise for next turn.
  23. 1 point
    Ithikial_AU

    Why so little community content?

    The copy, rotate and paste feature would be a blessing for certain. Always wanted to 'paste' my Carpiquet map to the southern edge of Rocko's 'Canadian Corridor' map. One big map from Juno Beach to Carpiquet Airfield. The latter part of your statement can sort of half be done already. Save a copy of the master map and then trim down the edges from the map size bar. Not perfect but you can cut out slices of existing work to expand in another direction or build a scenario on top of. Edit: Oh and spend the time on developing AI plans at least for one side. The scenarios that got downloaded the most over at CMMODS back when it had a download counter were those that allowed for SP play.
  24. 1 point
    Combatintman

    Why so little community content?

    You're a member of the community ….
  25. 1 point
    RepsolCBR

    Why so little community content?

    I know this has been mentioned and discussed 58-ish times before but a little reminder every now and then nerver hurts 😉 As mentioned above...mapdesign is usually a rather lenthy process. Especially with larger, huge maps. Not only with regards to the elevation but also 'the painting of the terrain' I agree that the time-commitment to produce a high quality map is probably one of the reasons for the limited number of scenarios being made. There are ways to improve this though. As mentioned before... Please BFC give us a copy, rotate, paste feature to the map designer. Combine this with a way to import/export (load/save) designated mapsections. If we as the mapdesigners could load something like 20, 30 or more different farm complexes, simular number of small villages, river/stream sections with appropiate vegitation, different kinds of forrest sections, urban sections etc, etc and rotate these as desired, place them on the map and if neccesary edit them further ones in place. The time require to design those larger maps would be seriuosly reduced.
  26. 1 point
    This. At least one major scenario, utilising the full capabilities of Engine 4 (& then some) is imminent (courtesy of the mighty @MOS:96B2P).....Testing for that project started on January 30th (for me at least). I've got several projects in the works (including a 2p only one that's very near completion, but which will need thorough testing before release), however all of them are set on large re-jigged CM:SF1 maps which featured fake rivers or seas.....They now have real rivers & seas, but the process of making those changes affects the entire topography of the map (fake rivers and seas can have multiple elevations, real ones can't). It's amazing how much time it can take just to restore the general lie of the land (on maps of over 6Km2), let alone adding in all the new terrain types and flavour objects.
  27. 1 point
    DougPhresh

    Non US Army shoulder patches

    These are basically the same patches I had with ISAF: Canadian IR Flag, Canadian IR Patch, Task Force Patches A lot of guys had CP Gear patches on ARPAT backings, but depending on your command you might get jacked up. http://www.cpgear.com/blank/Branches-Brigades-Services-Corps-?c=3957968
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