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Showing content with the highest reputation since 01/24/2019 in all areas

  1. 12 points
    IICptMillerII

    Sahrani Liberation Army (SLA)

    Sahrani Liberation Army by IICptMillerII The Sahrani Liberation Army (SLA) is the army of the fictional country of the Democratic Republic of Sahrani from the videogame Arma: Armed Assault made by Bohemia Interactive. I decided to make this reskin because I've always liked the "generic OpFor" look of the SLA. The "lore friendly" loadout of the SLA is mechanized infantry in BMP-2s (Syrian Republican Guard formation) along with T-72M1s. However, all T-72 variants and the BMP-1 have been retextured as well to allow for flexibility when using the SLA. This modpack will replace the following stock Syrian assets: Regular and Reserve infantry BMP-1 BMP-2 BRDM T-72 (all variants) Shilka Special Forces (NOT Syrian airborne) Voices: In Arma, the SLA have hispanic heritage, thus speak Spanish. However, I have given them Russian voices and names as these assets are readily available from Combat Mission Red Thunder and Combat Mission Black Sea. Going through the process of creating a whole new set of voices in Spanish would have taken me too long and been far too labor intensive. Infantry: Both Regular and Reserve Syrian infantry have been retextured to look like SLA soldiers. Regular infantry have their rifles model swapped to use the AK-74. This is purely a cosmetic change, as the game still simulates them firing the 7.62mm round of the AKM. Additionally, the stock helmet texture has been remade by SaintFuller to model the Soviet SSh-68 helmet. The textures for the helmet were made by SaintFuller and tweaked by myself. All other infantry textures were made by myself. Vehicles: Included are reskinned BMP-1s, BMP-2s, T-72s, BRDMs, and the Shilka. All textured by myself. Especas: These are the Special Forces of the SLA. They are equipped primarily with AKS-74Us and wear green berets into combat instead of a combat helmet. The stock Syrian Special Forces are used to represent the Especas. The AK-74Ms and helmets have been model swapped for the AKS-74Us and berets. The beret is from Combat Mission Battle for Normandy with the retexturing done by myself. The AKS-74U model is from Shock Force 2. All other Special Forces textures were made by myself. Known Bugs: Sometimes, swapped model textures will "flicker" when viewed from a distance or from up close. To my knowledge there is no way to fix this. However, it is mostly unnoticable. Credits: Battlefront.com for making Combat Mission and most of the base textures and models Bohemia Interactive for making Arma: Armed Assault and the SLA IICptMillerII for making most of the textures and model swaps SaintFuller for making the SSh-68 helmet model and base textures Usage: You are free to use this mod how you like. If you use any assets from this to make your own mod, just be sure to give credit where it is due. Download Link: http://cmmodsiii.greenasjade.net/?p=8070
  2. 8 points
    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 begins with the letter z, should replace some of the buildings made by Kieme. At first I only intended to replace a couple of buildings but ended up making more and more so that only two of Kieme's buildings are intact so to speak. Finally, although they are modular buildings and can have any number of floors, they work best for single or two storey buildings obviously. Not sure you could stack mud that high anyway. The opium poppies replace grain tiles. There are two different textures included in the mod. The default one and another one with a more brownish/yellow colour that is found in late summer when crops are ripe. Not much to say about these. TAGS : In order to see the mods in your game, you need to add one or several of the mod tags that are linked to the textures. mudhouse mudwall poppies or poppiesyellow TEST MAP : The mod also includes a small portion of an Helmand map I am working on, already set up with the mod tags so you can have a quick preview. INSTALL : Details on how to install included in the readme inside the rar file. I have uploaded two versions of the pack, one with all the files tagged and one without tags. Install the mod tag version, it won't interfere with your game unless a scenario designer adds the tags in a mission. The other version without tags, you can just swap it in and out of your fold folder at your convenience. DOWNLOAD : Mod tags : https://www.dropbox.com/s/utekfowt06srp3d/zAfghanistan Mod Pack - Mod Tags.rar?dl=0 No mod tags : https://www.dropbox.com/s/bob522itexpip3d/zAfghanistan Mod Pack.rar?dl=0 credits : Mord for the SF2 logo
  3. 8 points
    Hello all, About seven years ago the computer I was using to play CMSF1 had a severe crash and I lost everything associated with the game. I had several login names as I was purchasing these great games but over time I had forgotten them. I sent in a ticket to the Support Team and John really helped me. So, I just wanted to say thank you to him and the outstanding service he provided me. I just wish more of the gaming companies took care of their customers in the same way Battlefront does theirs. Chris.
  4. 7 points
    Jace11

    Windmills in FB

    Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills... It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too. The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building. The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky. https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
  5. 7 points
    Bulletpoint

    The next patch...

  6. 6 points
    Here is the video:
  7. 6 points
    From Circling the Wagons, playing as OpFor. This Abrams just refused to die: It was still alive at the end of the scenario.
  8. 6 points
    Ya know, the game is more fun if you actually play it instead of spending years nitpicking every tiny little thing
  9. 5 points
    George MC

    Daraya Tank Raid SF2

    About The Scenario This is one for the modern ‘Tread heads’ amongst you! This is a revised version updating the orginal to CMSF2, so you will need the base game CMSF2 to play this. Revised AI Plan using triggers; tweaked map using new CMSF terrain features and updated OOB for both Syrian Army and Rebels. This is SF2 version 2 which has a slightly reduced mission time based on player feedback. The actual scenario is very loosely based on events in Daraya, a suburb of Damascus where rebels from the Free Syrian Army (FSA) have attempted to create a stronghold near Damascus centre. In August 2012, the Syrian Army defeated the rebel forces and took control of the town. After the failed rebel offensive in late July 2012 ,the Syrian army started a campaign against rebels in the Damascus suburb. This, the 2nd Battle of Darayya, is the ongoing battle between the Syrian Army and the rebels in the Damascus suburbs of Darayya. In mid-December when the Army intensified their attacks with heavy shelling and Tanks raids into the city. This scenario depicts an armoured raid, typical of the tactics used by the Syrian Army to seize control of Daraya. You can view the video which shows these raids using footage (often filmed whilst under fire) shot by the rebels Syria - Men versus Tanks in Daraya - The Powerful T-72 Raids So your scenario looks like the scenes in the above film I’d suggest modding your game using the following excellent mods links are to CMODS: Longleft Flank’s Shot up Building; Pete Wenman’s ‘Squalor’ mod; Pete Wenman’s BlackSea favour objects for CMSF2 Map and Scenario Size This is a fairly small map although it’s very built up. Map Size: 720m x 512m Forces: Syrian Republican Guard armour Vs Syrian rebels (combatants and fighters) Best Played As Can be played RT or WEGO. This is best played Blue Vs Red AI or H2H only. There are two RED AI Plans. If playing H2H it is recommended the more experienced player takes the RED side. The scenario is NOT playable as Red VS Blue AI. You can grab it from TSDIII at the following link: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf-2-daraya-tank-raid/ Acknowledgments Many thanks to Buzz, Erwin and Snake Eye at the BFC forum who played through the early Blue Vs Red versions and provided a lot of feedback. Thanks to Lethaface and Sublime who played this H2H and provided excellent feedback in this regard. Thanks also to Slysniper who took the SF2 version for a spin and provided some useful feedback. Cheers Guys! Any comments etc you can email me at georgemc@blowtorchscenarios.com
  10. 5 points
    While I'm in Photophuckit, here are some camo schemes I'm toying with for African Bush Wars. I'm thinking I'll just put out a series of different uniforms schemes that can be used for all of the different Syrian unit types for mainly rebels and insurgents, but govt troops as well. Then some from NATO types mainly to be govt troops, or at least govt spec ops. Then y'all can pick and choose which camo to wear that day. 😉
  11. 5 points
    Ultradave

    A Plea to Developers

    Doesn't need to be present day with all the cool toys either. I was an artillery officer, before the days of GPS and digital anything, so my experience is actually much closer to WW2 and Korean War techniques than present day. We would call fire on grid coordinates that were not observable. You can calculate firing data to anywhere. Look at the map, hear some vehicle noises and conclude they MUST be coming down that road that's behind the treeline. Of course, both in CM and real life, you could be way off, but it takes no longer to compute firing data to an unobserved point than to an observed target. Either way, the FO is passing grid coordinates. The difference is that unobserved, you FFE immediately. No adjustments possible. Another example would be looking at the map and making an educated guess as to where their mortars are set up, like at the edge of a far treeline. Linear FFE on the treeline. Now normally on offense or defense you would have recalculated TRPs, and then could call shift missions off of those, and you can do that in game. Not too many scenarios give you TRPs, but in QB they are certainly available to purchase. So there's my FA perspective, from someone who was a FIST Chief, Battery Fire Direction Officer, Brigade Fire Support Officer, FA Battalion Asst S-3 (S-3 is operations), and Battalion Fire Direction Officer. I've called for, planned, calculated a whole lot of explosions (this pedigree is for the guy in the other thread who seems to be under the impression that BF had never talked to a military or former military person 🙂 )
  12. 5 points
    Frenchy56

    CM New MG34/MG42 LMG animations

    I was honestly a bit annoyed by CM's rendition of the Germans firing their LMG's with one hand on the barrel, so I saw that US soldiers in the modern games seemed to hold the M240 closer to what a German GPMG should be. So I swapped some files and voilà: Here's the download link: http://www.mediafire.com/file/vb8xtrx2j0mciau/mg42_anims.rar/file Install it by unzipping it into the Z folder inside your data folder. Create it if you don't have one. It should work for all CM2 games. Let the spirit of the MACHINE GUN be with you.
  13. 5 points
    "Using the recently developed Battle of Stalingrad Virtual Staff Ride, Army University Press developed a multimedia historical documentary of the battle through the lens of current doctrine." https://www.youtube.com/watch?v=1K0SFr2gPbc Excellent detail with computer graphics. Published July 2018. 53 minutes in length. Kevin
  14. 5 points
    MOS:96B2P

    New Scenario: Coup D'etat

    The player can, if he decides to, 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). Want to hire mercenaries? 4 VPs for each mercenary. Want to use IEDs? 25 VPs per IED explosion. VBIEDs? 50 VPs per VBIED explosion. Want to bribe a regime commander to withdraw his unit 100 VPs. Want up to 55 extra minutes to take your objectives? 200 VPs. Want 100 VPs in foreign assistance? Meet with the US Agricultural advisor at the location designated in the briefing. The Agricultural advisor can also make arrangements for demo teams, triggermen, spies and a UAV. Some methods are triggered by activity on the battlefield. Capturing the Air Defense HQ will cause the regime’s AAA units to exit the map allowing the player the unhindered use of a foreign UAV and allow rebel aircraft to conduct bomb runs in the city. Following up on intelligence leads and locating WMD evidence will earn 100 VPs and will trigger the release of a British SF unit to the player’s control. Use intelligence to locate and Assassinate the Minister of the Interior and earn 150 VPs. This assassination will also lead to some regime troops deserting their posts at the Ministry of the Interior Compound and facilitate the freeing of rebel troops, held at the compound. Free political prisoners held at Fisbuk Prison and trigger the release of a police unit (and their Canadian advisors) to the player’s control. Use demo charges to gain access to supply trucks. Make a Rebel propaganda broadcast from WTF Radio station and trigger the release of a unit to the player’s control. Follow up on intelligence to locate the regime leader and earn 250 VPs. Restore democracy by returning the 20 surviving aldermen (10 of whom are in prison) to the city council building and deny the regime 200 VPs. The player’s HQ team also has a 100 VP bounty on its head. To keep the regime from collecting the 100 VPs the HQ team will need to request asylum inside the US Consulate (BluFor exit zone) prior to the end of the scenario. US Consulate SF Unit
  15. 5 points
    Did someone say explosions? Fun fact: you can daisy chain IEDs.
  16. 4 points
    MOS:96B2P

    New Scenario: Coup D'etat

    A new fictional scenario for CMSF2: “Coup d’etat” is in Beta testing now and is intended as player vs AI. The player will lead rebel (Syrian) units in an early morning (0400hrs) coup attempt to overthrow the governing regime (also Syrian). It is set in the fictional third world country of Abbudin and takes place in the heavy urban terrain of the city of Al Mout. The city of Al Mout is a heavily modified portion of the Ramadi-Government-Center map created by @LongLeftFlank. Approximately 1072 meters by 592 meters. The scenario has a variable end time. The optimal scenario length is two hours however it can be played to three hours. If the scenario is played longer than two hours the regime AI is awarded an extra 200 Victory Points. It requires all the CMSF2 modules to play since it features US Marines (guarding a US Consulate), a British SF unit (hunting for WMDs) and Canadian advisors (assisting the local city police). The scenario was created with the idea of taking a small, under equipped, rebel force and using in-game intelligence and insurgent tactics to expand the combat power of the rebel force until the rebels controlled the city. Below are some daylight screenshots of the map. View of the 4th December Bridge. Slums in the south west area of the city. Looking east on Al Jazeera Boulevard from the area of Asfarr Taksi Company. An Agricultural Specialist, looks east out a window from Hotel Mout. In the distance is the Mayoral Residence along the bank of the River of Martyrs.
  17. 4 points
    IICptMillerII

    US Army Multicam Division Pack

    This is a camo retexture that will change the appearance of US Army infantry to wear Multicam OCP. There are 5 divisions included in this pack. They are, the 101st Airborne (Air Assault) Division, the 1st Cavalry Division, the 2nd Infantry Division, the 4th Infantry Division, and the 25th Infantry Division. All gear items such as holsters, mag pouches, backpacks, etc are in OCP as well. For the AR-670-1 enthusiasts out there, the boots have also been changed to be in regs with OCP. All heavy units come with uniforms that replace the tanker uniforms to be OCP as well, but there are no divisional insignia on them. To use, simply place the named folder (for example “Multicam 1st Cavalry Division”) into your Z folder. You cannot use more than one division at a time, and the uniform files have not been mod tagged. http://cmmodsiii.greenasjade.net/?p=8015 @Splinty and @sburke I know both of you were asking for some of the divisions included in this pack. Here ya go! Hope everyone else enjoys. As always, remember that I am in no way a skilled modder. I'm very much an amateur when it comes to all of this. Any mistakes or errors are my own.
  18. 4 points
    slysniper

    A Plea to Developers

    I met one fellow way back when I was in college. he was in Vietnam (infantry) and had been caught in a ambush and they did just that. Turned into it and assaulted. Of course, his memory of it was very limited. They were on a roadway when they were hit. he managed to take a few steps before a explosion blew him back and dropped him on the ground, when he managed to get his wits about him again, he crawled away from the enemy to the far side of the road and found the only cover available, a tree trunk, so he positioned himself behind that and hide. The problem was, it was not really any cover. So he next was shot in his butt. That was all he had to the story. His unit did manage to assault enough that the ambush ceased and withdrew. He said the unit lost a lot of men that day, some were his friends and he felt terrible about his own actions. but that was about the only combat experience he had while there. the few other events he was in, all he knew was where the fire was coming from, never really could see anyone, just muzzle flashes, and him firing back into the location. And no one moving , just firing til the units disengaged from each other.
  19. 4 points
    slysniper

    A Plea to Developers

    WJA, all your points are on the mark. and some here have pointed out a few of them can be somewhat resolved with features presently in the game. Other items are likely not going to be resolved, but it does not hurt to point them out. The sad thing is I am sure the designers also know about these short comings along withy some others not mentioned. We as players can get very critical as to the game needing to represent things correctly as to how it is in real life. I am sure I have done it myself more than a few times over the years. But the truth is, it is a game and it is a computer program with all sorts of compromises in the programming that has been made but to us the user it seems to reflect reality pretty good. I am just amazed that it does as well as it does. The things we complain about the game is pretty limited compared to all the things the game is trying to portray. These guys really do try to get it right and we as the consumer needs to be reminded that they have made a huge effort to do just that. So keep that in mind before you make comments that sound like the effort has not been put into trying to get it to do things as correct as possible. We the consumer needs to realize there is going to be short comings, just is how it is. So when asking about possible improvements, keeping our tone in a positive manor is important. Because there is limits to what they can do. Nothing wrong in making suggestions, but acting upset because they are there is not a mature way of seeing it.
  20. 4 points
    Well, it does feature good graphics by default. You know, you can just load up the game and play it, instead of overloading your mod folder, which you have this infatuation with doing.
  21. 4 points
    I had a few days off so finished my first (admittedly byte sized) campaign, "Guardians of the Homeland"... ... twas great fun, shame there weren't more "episodes" featuring "the Guardians".
  22. 4 points
    I'd prefer them to develop a new engine that fixes and improves core issues, rather than new families or modules. Even now, and especially after all those modules finally come out, I think we're pretty well convered and that the CM2 engine should retire. That's my opinion. I'm sure some people will disagree, and that's fine.
  23. 4 points
    2:24 Now THAT is some stellar voice acting! That guy deserves a statue! 4:53 That was so nonchalant and badass. That's one of the coolest things I've seen in the game in a while. Mord.
  24. 4 points
    I started this as a kind of a joke, but it actually worked out surprisingly well... ... not the battle though, that went FUBAR.
  25. 4 points
    Holien

    Fradulent Credit Card Transactions

    It's called recycling and saving the planet, something that America (and other countries) might want to adopt... Nothing to do with declining living standards!!!
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