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Pete Wenman

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Everything posted by Pete Wenman

  1. Just to mention at least five I believe, if not more, of the campaign battles were designed by different individuals, so what you get is wide and varied. P
  2. You got lucky there Georgie, and its sounds like you are enjoying Monthardrou. P
  3. I've posted a bug report on this, as it does look like an problem P
  4. You set them up as a terrain objective From the manual - page 117 to be exact P
  5. Cheers guys, and yes I'm alive and well. Brecourt, and Monthardrou are both taken from goggle earth and as close to that as I can make them, which is probably why they work, but I'm glad you like them regardless. The St Jean de Daye mission in the German campaign is mine as well, but it's hard work to get there. I've a couple of maps on the go, but life is busy. P
  6. Check you haven't set a support target, as it sounds like the ai is responding to that instruction. P
  7. Jon Changing the tide shoud be very easy, just changing water tiles to sand is probably the simplest option. With the tide out the beach will be a real killer. I can let you have the map if you are interested P
  8. Hey guys thanks for all the kind words. JohnO - the map is 2256m wide, 2000 deep (but this includes a chunk of the English Channel) 666 - the map goes inland for just over 1k from the the bluffs, and so includes the villages of Collville sur Mer and Cabourg Rokossovski - you got three scenarios and handful of QB maps from me in CMBN - not enough !!! Do note this is not my map. Marco Bergman, did all the hard work, and trust me it's an absolute cracker (but its a hog on resources). It's such a good map it deserves to see the light off day and have some battles fought over it. I hope I can do it justice and more cowbell is ALWAYS needed P
  9. This is not going to be any time soon, but there will be something based on this great map by Marco Bergman WN60 on the left, through to WN62 on the right. P
  10. I found a OOB for the 352nd on the web some 10 yrs ago. I've no idea how correct it is, but I've never found anything better. It quoted the 352 Pz Jager Abt as having 10 StuG III 14 Marder II & III 9 towed 37mm Flak This site shows pretty much the same, but with the Flak being SP FlaKPz 38 http://wwiihistorycenter.org/german/352history.html#PANZERJ%C4GER Hope this helps P
  11. If you want some help with this drop me a pm, and let me have the file, and we'll work it through. As Sergei says, best way is to look at an existing scenario in the editor and look at it's AI plan(s) P
  12. Kia this thread should help http://www.battlefront.com/community/showthread.php?t=97297 P
  13. Like this If interested drop me an email addy and I'll send the file P
  14. Rokko is right that you don't have to have an AI set up zone, however you will still need one group to allocate all non moving units to. So if you can place, the mortars, HQ and sniper in their desired final location and you can get away with just using one AI group. You might be able to get away with painting set up zones for the HQ and snipers in any good location, while setting the mortars up without a set up zone and the HQ and sniper will set up somewhere in their zone. (I would test this first) edit a quick test confirms this works, so you can do what you are after using just one group. HTH P
  15. Guys have a look here as one version seems to be causing some problems in the editor http://www.battlefront.com/community/showthread.php?t=97164&page=2 P
  16. Just to check move the mod folder (Z) out of the main folder (instead of deleting it) and see whether on running the game it sorts the problem. Given no one else has seen this I suspect the problem is your end P
  17. Well that's just plain weird. I've linked this to the inner boards, so Steve and Charles can have a look Have you added any mods, and can you confirm the folder structure you have for both CMBN and CMSF P
  18. Not sure if i'm understanding you correctly but this might help http://www.battlefront.com/community/showthread.php?t=97048
  19. I'd go with matching editor map heights to RL heights - a lesson learnt the hard way. It makes it so much easier to keep control of. P
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