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37mm

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  1. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    The campaign covers about 30 hours of real time so there won't be any replacements for losses. However, the Special Forces don't fight alone in most of their missions so I'd suggest you let the help do the door-to-door.  There's no option (that I'm aware of) for replacements to be of lower quality. It's a good suggestion though. Fortunately, you can combine two or more depleted units into one large squad now with the new engine so at least you're not stuck with several 1-man squads running around in later missions anymore.
    The Guards are on their own in their missions though so I'm trying to keep the difficulty of their missions down. Once I've got the RG missions all crafted, I will compile the missions into mini campaigns to test them to see if the campaign is viable.
    I prefer the Red v Red myself but I'm missing hearing artillery and air strike call-in voice acting when playing and the Syrians also have very poor co-ordination of artillery and air strikes in particular. After Gung Ho! and the new German version I'm working on, the contrast is striking - the voice acting helps to create the impression of a living battlefield and the call-in times are really short, sometimes just 2 minutes for battalion mortars and less than 10 minutes for sir strikes called in with an air controller. But the actual balance of forces is better and there are fewer constraints  on your actions in a mission so that you don't have to worry about civilian casualties so I really let rip with Red v Red MOUT. 
  2. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    A quick update on progress - I've been trying to decide how best to get this project moving and one of the reasons why it's proving hard to do is that some of the new missions are just too damned hard and just not fun for me to play. I don't enjoy playing really, really hard missions any more and prefer something doable with proper planning and a little bit of luck. So I'm dialling down the difficulty in some of the missions so that they're not all hard.
    I thought I'd get this finished quite quickly as it's already a working and finished campaign and just needed some AI improvements but it's turned out to be much more work than that. I forgot that pretty much every mission has an AI attack and they're a lot of work to get right. I want to do a good job with this and try to use as many of the improvements to the game engine since Hasrabit was released. I did a quick and dirty v2 back in the days to add AI fire plans and well, I was a bit over-zealous with that feature and that has required quite a bit of tinkering alone.
    Apart from the finale, 'Hasrabit', the Special forces missions, both Phase 1 and Phase 2, are all pretty much done with new OBs for both sides, AI plans and very extensive map reworks. The first three missions of the campaign are tested and finalised now and am trying to get the Phase 1 Republican Guards missions into a similar state. As I mentioned in an earlier post, almost all the RG missions are AI attacks or meeting engagements and they're really hard to do. 'The Guards Counterattack' mission is almost there but I've decided to make 'The Barrier' mission an AI-defense mission instead of the meeting engagement it was. Now it's the AI that is forming the titular barrier and that should make it easier as it doesn't take so long to devise a good defence with 2-3 AI plans.
    I've been scratching my head what do with Hill 142  - the delay calling in Syrian air strikes is appalling and so I'm pondering redoing the entire mission to skip the long recon phase. There was no Syrian air support in the original version and so adding it has changed the balance. I find it only works well in very slow missions with long waits for things to happen or if it is available from the get go in which case, it's often too OP.
    As for the Phase 2 missions, there are only two RG missions and they're both proving tough nuts to revise. 
    Heavy Metal - now I've decided to go back and use the original map with some tweaks like I have done with The Guards Counterattack for this one to avoid having to redo it completely. That means I will be able to tweak the existing AI plans instead of crafting whole new ones. I will keep the new map shown above for a future project - I have some ideas but I'll hold on until after this gets finished.
    Saudara - I've completely redeveloped the small built up area and expanded the map but otherwise it's not going to change that much. 
    That's where I am at the moment. I have to admit that I'm enjoying the newer, easier versions and the ideas are coming along slowly for the Hill mission. There's no rush to get this finished, there's no release date to consider so I can take my time. If it gets too much again, I'll maybe do some work on the German version of Gung Ho! to reinspire me.
  3. Like
    37mm got a reaction from Anthony P. in Too close for comfort   
    @Thatguy as with @kohlenklau thanks for highlighting this scenario, CM really shines at the Platoon level.
    I tried it out & it seems I had a very similiar plan as @kohlenklau (even down to using the sniper team as a sacrificial scout)... however I kinda screwed up my bombardment by readjusting it when I shouldn't have. Also I went for a heavier overwatch element with several MG half squads working with the dedicated MG teams (I split off assault teams from all of my squads, this divides them into an MG element and an SMG+Grenade element). I also had my HQ unit much further forward helping to keep their morale up.
    Ultimately several of the MG half squads got pulled into the trenches anyway, still the extra overwatch fire seems to have helped me complete the scenario with somewhat fewer casualties (although it was still quite bloody).
    Here's the vid...
     
  4. Like
    37mm reacted to George MC in Tank Tactical Problem Series (German)   
    Ah brill  Nice to hear. Trust you deal with the tactical problems? Have you checked out @37mm ‘s excellent vid of the first scenario? 
     
  5. Upvote
    37mm got a reaction from MOS:96B2P in Initial 'All in One' modpack   
    Playing one of @George MC's new tank training scenarios...
     
  6. Upvote
    37mm got a reaction from MOS:96B2P in Initial 'All in One' modpack   
    I recently played the AiO version of @kevinkin's "A Lot too Late"...
     
     
     
    Yeah should be fine to delete, harmless either way I'd imagine.
  7. Thanks
    37mm got a reaction from George MC in Initial 'All in One' modpack   
    Playing one of @George MC's new tank training scenarios...
     
  8. Like
    37mm got a reaction from Phantom Captain in Initial 'All in One' modpack   
    Playing one of @George MC's new tank training scenarios...
     
  9. Like
    37mm reacted to humback in [CMBS Scenario] Pavlovsk Bay   
    The post seems to be uneditable? Whatever. Updated one of blue AI's plans and added a plan for red AI. The blue AI attacks quite aggressively when I tested it, but they don't destroy one of the AAs, so please disable it if playing red.
    I still recommend playing only the blue side, any suggestions are welcome!
    https://mega.nz/folder/x1xW2DCA#g53fA4_NfU5qUvSwB_R8xA
  10. Like
    37mm reacted to humback in [CMBS Scenario] Pavlovsk Bay   
    If you've played BF2:RP then you're probably familiar with this map, as it was my inspiration for the creation.
    An American combined force trying to capture a harbor. Only the Russian AI has been completed so far (only one plan), so play BLUE only!
     

    Pavlovsk Bay_Std.btt
  11. Like
    37mm reacted to BamaMatt in SF2 'All in One' Released   
    After some research, my issue doesn't really seem to be about those specific tracers, but any tracers with the [night] mod tag. As a test I added the [night] mod tag to a copy of the default tracers and the identical issue pops up. So I'm pretty sure it's some problem on my end.
  12. Upvote
    37mm got a reaction from MOS:96B2P in SF2 'All in One' Released   
    I'm looking into the night tracer issue.
    I also finished a series of videos showcasing the AiO and its various options...
    Syria (default) with reanimate...
     
    Afghanistan with reanimate...
     
    Middle East & North Africa (aka MENA) with reanimate...
     
    Generic OPFOR with reanimate, untagged night effects & SF1 Marsh to Water...
     
  13. Like
    37mm got a reaction from sawomi in SF2 'All in One' Released   
    I'm looking into the night tracer issue.
    I also finished a series of videos showcasing the AiO and its various options...
    Syria (default) with reanimate...
     
    Afghanistan with reanimate...
     
    Middle East & North Africa (aka MENA) with reanimate...
     
    Generic OPFOR with reanimate, untagged night effects & SF1 Marsh to Water...
     
  14. Like
    37mm reacted to Combatintman in Shock Force 2 Unofficial Screenshot And Video Thread   
    I'm going to have to make some more scenarios at this rate mate ... 😉
  15. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Well, thanks to Age of Wonders 4, not an enormous amount of progress has been made but I've been working on the first two missions and have finally gotten Overkill and Ambush to where I want them. I'm considering taking out the Adan airfield missions as they are not part of the original campaign and the second one involves a large AI attack and these attack missions are a lot of work to get right.
    I've toned down the difficulty of Ambush quite a bit - the new AI fire plans mean that the player will get ripped to pieces by the superior firepower of the attacker. It's an ambush mission - the AI is not supposed to know you're there and to blunder into your well-set ambush. Best guesses aside, I don't really know when the player will launch his ambush so I'm not going to script in fire plans for AI groups and just let them start firing once they know the enemy is there the old fashioned way. But I'm taking this experience with me to the Montebourg rework to make German AI attacks much more effective.
    Testing the Guards Counterattack mission is quite hard work because while it's an AI attack, it's also quite a long mission as you have to counter attack, obviously. The opening AI assault is brutal and I'm happy with that but I have yet to win it - the T-90s are not as OP as I'd feared so I'm going to stick with them. The Barrier mission is a meeting arrangement and is going to be a lot of work testing too. I've reworked the original map and extended it quite a bit to improve LoS and added some terrain features to an otherwise barren map. A lot of apparently arid Syria land appears to be worked by farmers so I've worked a couple of features in from real world locations to make it look more interesting.
    The AI is defending in Hill 142 so that won't be nearly so much work to finalise. Obviously, Heavy Metal is a complete reboot and another meeting engagement and then there is the final Guards mission, Sadara, which is like Hill 142 but much bigger.
    The final mission, Hasrabit, is another large AI attack and quite a beast to manage so there's still a lot of work to do there.
    So, it's a lot of work but I'm slowly working my way through it. Slow and steady wins the race (Tell that to Usain Bolt)
  16. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Well, work on this is going much more slowly than I thought. I haven't given up on it but have to confess that I find that playing Red v Red isn't as much fun as playing Blue v Red - it takes absolutely ages to call in air support and high calibre artillery, nearly 30 minutes which is a long wait. Recon is also not as much fun as a result so I'm doing a bit of a rethink on how to approach certain missions.
    The sheer number of AI attacks in this campaign is pretty overwhelming as they're hard to do well and I prefer to have more than one plan. Almost every mission is an AI attack or a meeting engagement (even worse!). I've already turned Strong Stand from a meeting to a player attack and will do the same with Hill 142.Anyway, I opened up a few of the maps and got back to work this morning and have a better idea where to go with this. It's going to get finished later rather than sooner.
  17. Like
    37mm reacted to BamaMatt in SF2 'All in One' Released   
    Ok, maybe those last screenshots were not ideal. These may be a little clearer.
    This is CMBN with only night effects plus veins tracers

  18. Like
    37mm reacted to BamaMatt in SF2 'All in One' Released   
    The following screenshots are from CMBN with a clean z folder except the effects night and veins tracers folder. The 3 pics are of the same tracer as I zoom in. They look exactly the same in Shock Force 2.
     



  19. Like
    37mm got a reaction from humback in SF2 'All in One' Released   
    I've been using the tagged version for years & the untagged version for many months* without issue however you're not the only person to mention there's a problem with the night tracers.
    I would love a screenshot & then perhaps we can figure out what's going on.
    "OPFOR USMC Semper Fright"
     
     
    *Additionally, over the years, there have been tens of thousands of downloads of the ME effects package.
  20. Like
    37mm got a reaction from AndriiRev in SF2 'All in One' Released   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    CMSF2 has been a bit of a mess on that front with separate modpacks for Syria, Afghanistan as well as old dropboxes of content from SF1 scattered around the place.
    This has now all been brought together under one package... a proper 'All in One'.
    Arguably this 'All in Ones' primary feature is a vast mass of content (361 scenarios* & 31 campaigns) which has been organized into four different categories...
     
    Syria
    The default modpack should be fairly familiar to many consisting of (tweaked) versions of @Kieme(ITA)'s outstanding terrain & buildings mods (I also added a few of @Zveroboy1's Allepo buildings), @MikeyD's horizons, @Pete Wenman's flavour objects, a tweaked version of @Sir Lancelot's realistic Syrians, @Jock Tamson's unconventional & (tweaked) British mods, tweaked versions of @AtlasActual's Canadians & a few bits & pieces from @mjkerner's USMC mods. There are also some .mds fixes by @Kevin2k & @Jace11. Many of the old SF1 vehicle mods by the likes of @Ryujin, @M1A1TC, @Kieme(ITA) & @Marco Bergman will also be quite familiar. @Mord's Marine vehicles have been given [brown] tags & so don't conflict with the US Army vehicles.
    UI mods are provided by @xacto, @SteppenWolf, @Vinnart, @Mord & @MikeyD. Whilst music is a mix from @Blimey & (I believe) @Augusto. The ME effects compliation & ME soundscape (with its expanded dynamic range) & voices by waclaw, @George MC &  @Mord complete the package.
    What might not be familiar is that I have added "rudimentary weathering" to (I believe) every vehicle in the game & used @JMDECC's .psd layers to add dust to every uniform.
    207 user made scenarios & 23 user made campaigns are set in Syria.



    There are three zip files inside the Syrian mod folder labelled Afghanistan, MENA & OPFOR. Unzip ONE of these files to activate that particular regions mods...
     
    Afghanistan
    Users of the (now discontinued) SF2-Afghanistan 'All in one' will be familiar with this mod option. It is in essence a fusion of @Zveroboy1's excellent Afghanistan, Taliban & ANA mods alongside a port of Combat Mission: Afghanistan's terrain & @Bil Hardenberger's Afghanistan trees as well as various doodads from @SeinfeldRules & @Kieme(ITA). The modpack has been tweaked & simplified somewhat from the 2021 version but little has really changed.
    There is now a folder for appropriate text changes (renaming "Syria" into "Afghanistan" for example) however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campaigns & 44 scenarios have been given an "AFG" prefix to highlight that they are set in Afghanistan.



     
    "Middle East & North Africa" aka "MENA"
    Whilst planning the 'All in One' I was considering updating the old "Road to Bahgdad" mod by @Blimey using primarily the cool DCU uniform mods by @beeron & @Damian45.
    However as I sorted through all the user made scenarios, I came to realize that there were many other Middle Eastern scenarios set in places like Libya, various fictional Middle Eastern kingdoms, various training camps & even a blue on blue battle set in an Egyptian shopping mall.  As such the MENA modpack was born... the best way of describing it is "The Middle East but NOT Syria".
    Terrain & doodads are a port of the old SF1 terrain & (I think) is quite pleasing to the eye (it also looks much sandier than I remembered). @SteppenWolf's UI & music take centre stage here & more of @Zveroboy1's buildings enter the mix. There's a few different vehicles by @M1A1TC, some more voices by @Mord (as well as a different mix of portraits). @JMDECC's .psd's have been used to create alternative red uniforms alongside his Iranian vehicles (although these have also been rudimentarily weathered &, inspired by @IICptMillerII's sandy vehicles, recoloured somewhat).
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campiagns & 60 scenarios have been given a "MENA" prefix to highlight that they are not set in Syria.



     
    "Generic OPFOR"
    The old SF1 content creators (and some of the newer SF2 ones) were an adventurous & experimental bunch and, with only one CM game to work with for many years, unsurprisingly made a considerable amount of content set in alternative theatres. There are scenarios set in Europe, in Chechnya, on Artic Islands, nuclear wastelands, Africa, South America, New Zealand, New England, various fictional countries... I think there's a Chinese invasion of the United States & a zombie attack or two.
    To mod all of these places would be impractical to say the least, so I came up with the "Generic OPFOR"... they are everyone & nobody, everywhere & nowhere.
    Terrain is a mix of the old Euroscape & Syrope mods by @dpabrams & @birdstrike respectively as well as their US vehicle mods. @Kevin2k provides the Syrian & British vehicle mods whilst @JMDECC provides the various woodland uniforms. I also added some @Oleksandr uniforms to the mix.
    Yet more of @Zveroboy1's buildings are added to the mix alongside the modern UI mod by @Kinophile. I have no idea where the music tracks are from.
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    4 user made campaigns & 50 scenarios have been given the "OPFOR" prefix to highlight that they are not set in the Middle East.



     
    There's also another two additional folders...
    Extras & Options
    Here you will find various extras which can be activated when needed or desired for example there's a modern version of @RockinHarry's re-animate mods (I used a lot of SF1 animations for the modded stances) designed to keep the pixeltruppens heads down & (possibly) increase their survivability.
    There's the old SF1 marsh & mud to water mods which can be used whilst playing SF1 campaigns which are meant to have water on them (the old content creators did not have access to water so often made do with marsh).
    There's an untagged night effects pack designed for dawn/dusk scenarios (this will also have the added benefit of removing all those sunglasses... your troops will no longer wear shades at sunset) as well as @Kieme(ITA)'s optional HD highway pack (these look good but don't work with every maps highway set-up).
    Modtags
    There's not many but here you will find @Zveroboy1's ANP pick-up, a weathered & desert version of @Chelentano's T-34, the old "Road to Bahgdad" cemetary mod & @Pete Wenman's squalor mod. They're activated automatically.
     
    DOWNLOAD LINKS & INSTALLATION
     
    https://www.mediafire.com/file/hk8tt6jfxv2ro8l/CMSF2_%27All_in_One%27.7z/file
    https://app.mediafire.com/izmk6muctniv5
    Unzip the file & add the "Z for Syria" folder to your games data folder (the folder with the .brz files in it)... that's it.
    For the content, add the campaign .cam files to your games campaign folder & the scenario .btt files to your games scenarios folder... I suggest adding the content to folders which only contain base game scenarios & campaigns.
     
    *I have updated a lot of the old SF1 maps which featured marsh being used as pseudo-water with proper SF2 water however there's nothing much I could do about the campaigns (other than provide the old "marsh to water" mods as an optional extra).
  21. Like
    37mm reacted to RockinHarry in SF2 'All in One' Released   
    thanks. The trade off is you´ve less shooting and spotting in lowered stances, thus "lowered carnage". That was the initial aim of the concept. Medic makes a difference for sure as this was my starting point for all other stance edits. Otherwise I wouldn´t have had wasted time on those. The modular concept (if beeing used) gives all players choices which the stance settings to use and which not. In my personal set I´ve lowered stance reload anis beeing active all the time. These and medic is good starting point. Every other depend on how much daring or agressive I want the opponents be. Pity that animations is almost all or nothing, as ani files are shared between opponents. So you can´t make one opponent more cautious and the other more daring this way. I.e I´d like having snipers keep a lower profile, but they don´t have seperate animation files unfortunately.
  22. Upvote
    37mm got a reaction from Gumboots in SF2 'All in One' Released   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    CMSF2 has been a bit of a mess on that front with separate modpacks for Syria, Afghanistan as well as old dropboxes of content from SF1 scattered around the place.
    This has now all been brought together under one package... a proper 'All in One'.
    Arguably this 'All in Ones' primary feature is a vast mass of content (361 scenarios* & 31 campaigns) which has been organized into four different categories...
     
    Syria
    The default modpack should be fairly familiar to many consisting of (tweaked) versions of @Kieme(ITA)'s outstanding terrain & buildings mods (I also added a few of @Zveroboy1's Allepo buildings), @MikeyD's horizons, @Pete Wenman's flavour objects, a tweaked version of @Sir Lancelot's realistic Syrians, @Jock Tamson's unconventional & (tweaked) British mods, tweaked versions of @AtlasActual's Canadians & a few bits & pieces from @mjkerner's USMC mods. There are also some .mds fixes by @Kevin2k & @Jace11. Many of the old SF1 vehicle mods by the likes of @Ryujin, @M1A1TC, @Kieme(ITA) & @Marco Bergman will also be quite familiar. @Mord's Marine vehicles have been given [brown] tags & so don't conflict with the US Army vehicles.
    UI mods are provided by @xacto, @SteppenWolf, @Vinnart, @Mord & @MikeyD. Whilst music is a mix from @Blimey & (I believe) @Augusto. The ME effects compliation & ME soundscape (with its expanded dynamic range) & voices by waclaw, @George MC &  @Mord complete the package.
    What might not be familiar is that I have added "rudimentary weathering" to (I believe) every vehicle in the game & used @JMDECC's .psd layers to add dust to every uniform.
    207 user made scenarios & 23 user made campaigns are set in Syria.



    There are three zip files inside the Syrian mod folder labelled Afghanistan, MENA & OPFOR. Unzip ONE of these files to activate that particular regions mods...
     
    Afghanistan
    Users of the (now discontinued) SF2-Afghanistan 'All in one' will be familiar with this mod option. It is in essence a fusion of @Zveroboy1's excellent Afghanistan, Taliban & ANA mods alongside a port of Combat Mission: Afghanistan's terrain & @Bil Hardenberger's Afghanistan trees as well as various doodads from @SeinfeldRules & @Kieme(ITA). The modpack has been tweaked & simplified somewhat from the 2021 version but little has really changed.
    There is now a folder for appropriate text changes (renaming "Syria" into "Afghanistan" for example) however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campaigns & 44 scenarios have been given an "AFG" prefix to highlight that they are set in Afghanistan.



     
    "Middle East & North Africa" aka "MENA"
    Whilst planning the 'All in One' I was considering updating the old "Road to Bahgdad" mod by @Blimey using primarily the cool DCU uniform mods by @beeron & @Damian45.
    However as I sorted through all the user made scenarios, I came to realize that there were many other Middle Eastern scenarios set in places like Libya, various fictional Middle Eastern kingdoms, various training camps & even a blue on blue battle set in an Egyptian shopping mall.  As such the MENA modpack was born... the best way of describing it is "The Middle East but NOT Syria".
    Terrain & doodads are a port of the old SF1 terrain & (I think) is quite pleasing to the eye (it also looks much sandier than I remembered). @SteppenWolf's UI & music take centre stage here & more of @Zveroboy1's buildings enter the mix. There's a few different vehicles by @M1A1TC, some more voices by @Mord (as well as a different mix of portraits). @JMDECC's .psd's have been used to create alternative red uniforms alongside his Iranian vehicles (although these have also been rudimentarily weathered &, inspired by @IICptMillerII's sandy vehicles, recoloured somewhat).
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campiagns & 60 scenarios have been given a "MENA" prefix to highlight that they are not set in Syria.



     
    "Generic OPFOR"
    The old SF1 content creators (and some of the newer SF2 ones) were an adventurous & experimental bunch and, with only one CM game to work with for many years, unsurprisingly made a considerable amount of content set in alternative theatres. There are scenarios set in Europe, in Chechnya, on Artic Islands, nuclear wastelands, Africa, South America, New Zealand, New England, various fictional countries... I think there's a Chinese invasion of the United States & a zombie attack or two.
    To mod all of these places would be impractical to say the least, so I came up with the "Generic OPFOR"... they are everyone & nobody, everywhere & nowhere.
    Terrain is a mix of the old Euroscape & Syrope mods by @dpabrams & @birdstrike respectively as well as their US vehicle mods. @Kevin2k provides the Syrian & British vehicle mods whilst @JMDECC provides the various woodland uniforms. I also added some @Oleksandr uniforms to the mix.
    Yet more of @Zveroboy1's buildings are added to the mix alongside the modern UI mod by @Kinophile. I have no idea where the music tracks are from.
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    4 user made campaigns & 50 scenarios have been given the "OPFOR" prefix to highlight that they are not set in the Middle East.



     
    There's also another two additional folders...
    Extras & Options
    Here you will find various extras which can be activated when needed or desired for example there's a modern version of @RockinHarry's re-animate mods (I used a lot of SF1 animations for the modded stances) designed to keep the pixeltruppens heads down & (possibly) increase their survivability.
    There's the old SF1 marsh & mud to water mods which can be used whilst playing SF1 campaigns which are meant to have water on them (the old content creators did not have access to water so often made do with marsh).
    There's an untagged night effects pack designed for dawn/dusk scenarios (this will also have the added benefit of removing all those sunglasses... your troops will no longer wear shades at sunset) as well as @Kieme(ITA)'s optional HD highway pack (these look good but don't work with every maps highway set-up).
    Modtags
    There's not many but here you will find @Zveroboy1's ANP pick-up, a weathered & desert version of @Chelentano's T-34, the old "Road to Bahgdad" cemetary mod & @Pete Wenman's squalor mod. They're activated automatically.
     
    DOWNLOAD LINKS & INSTALLATION
     
    https://www.mediafire.com/file/hk8tt6jfxv2ro8l/CMSF2_%27All_in_One%27.7z/file
    https://app.mediafire.com/izmk6muctniv5
    Unzip the file & add the "Z for Syria" folder to your games data folder (the folder with the .brz files in it)... that's it.
    For the content, add the campaign .cam files to your games campaign folder & the scenario .btt files to your games scenarios folder... I suggest adding the content to folders which only contain base game scenarios & campaigns.
     
    *I have updated a lot of the old SF1 maps which featured marsh being used as pseudo-water with proper SF2 water however there's nothing much I could do about the campaigns (other than provide the old "marsh to water" mods as an optional extra).
  23. Like
    37mm reacted to kevinkin in New Scenarios   
    Well a month or so left of winter here in NJ so here is a small battle with a very specific "combat mission". Unfortunately the fighting scattered all the coeds around the university they now called "Dead Square" Best played with the Winter Mod for CMRT.
    https://www.dropbox.com/sh/d5k8a925z3xo3nm/AAC2U8ClCbjnnrPBzYfcor61a?dl=0
    Kevin

  24. Like
    37mm reacted to BarbaricCo in New Scenarios   
    Sacrifice In The Snow
    http://www.thefewgoodmen.com/tsd3/c...nder-add-ons-scenarios/sacrifice-in-the-snow/
    All scenarios are playable in H2H or vs AI


  25. Like
    37mm reacted to BarbaricCo in New Scenarios   
    Frozen Rope
    http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons-scenarios/frozen-rope/


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