Jump to content

Gen Von Television

Members
  • Posts

    433
  • Joined

  • Last visited

Everything posted by Gen Von Television

  1. You should keep the PIATs covered for an in depth defense: their most effective range is about 115 yards (110 m).
  2. Ahem, thank you guys for playing this Campaign. I can see I had been a little strict with the Victory levels to pass through, but in fact I adapted them from the Original Scenarios, and besides after all these are historical (mostly), at least if we consider the results. In the German vs AI I consequently lowered one step that level, as I considered the big disparity of the level of the troops involved, and give the player a chance to see it through to the end. I've played on both sides against AI and indeed I was able to score the Victory levels required: even if this may not mean much knowing all the AI plans and the terrain, still I deem it is meaningful showing that given these forces it is still possible to gain the Campaign, either as a British or a German player. Always wish you a Major Victory! Cheers
  3. Are you sure it was a CMBO scenario (Small Gain, maybe?!?)? Irc something similar in CMAK (ETO) where you had some US Pioneers working on a bridge, and a sniper near another bridge when some Armored Reconnaissance German unit was coming out of the woods along the two roads leading to the bridges. Later on an M8 comes to help delaying the enemy's HTs... I've looked into my archives and there are indeed two Scenarios with that same title, both CMBO and CMETO (AK)...
  4. I believe para question wasn't to be able to grab screen shots, but instead wanted to know how to post larger images here (or on any other forums): I suggest you create a free account on any image servers (i.e. imageshack.com) where you can upload your files; they usually let you choose to link your images either as full images or thumbnails linked to their original sized ones... Quite simple, really. HTH
  5. As explained in the included readme file, this version is British vs AI or H2H. Later on I will release a German vs AI version... Para. thanks anyway for your feed backs! even if uncompleted you pointed to some very important aspects. Cheers
  6. H Hour: 00:16 I just uploaded the Campaign at GreenAsJade Mod Warehouse in case you like to celebrate the D Day anniversary with the first organized operation taking place during the invasion! It will shortly be available on Repository too... S!
  7. I've done all the Objectives, both Ground and Units, known to player only on both sides, and I haven't noticed something as you said.... Let me know the results of your tests: it may be useful!
  8. I believe the main shortcoming for the AI is the limited AI Groups: I know it will bothersome to have even more groups to plan, but as it is in bigger scenarios (above Company size) you're left with no options but to make too large groups that definitely will end up in doin' foolish things, those pixels poor bastards...
  9. Play testing with some kind volunteers the Pegasus Bridge Campaign ASL conversion (Battle for Benouville and the Canal of Caen Bridge): should be released in time for D Day anniversary, I hope...
  10. Ah well, I remember I've read somewhere one veteran talking about the memorable sight on that morning when the Red and Green berets finally met on the battlefield... Hopefully these units, plus the Fallschirmjäger, will come to Normandy... I expect to have the whole WWII theaters covered! Just now I realized that the texture used is named uk-airborne-beret.x I still have to check in the original files: what kind of beret are used by the Paras in the unmodded game? Or is it a new texture that has been created by Mord using the Hex Editor for the mdr?
  11. Thank you Alex, now it's clear and I can run a test... Got all the information right and it would be the perfect choice, but not if you have both British Para and Commandos in the same scenario since they share the same texture, so either you have all green berets or all red berets. Isn't it?
  12. Some farther questions: I noticed Darknight_Canuck's use canadian-airborne-helmet.mdr but no LODs inside for the helmets, but just canadian-airborne-soldier-lod-1.mds etc. Should I just replace the single canadian-airborne-helmet.mdr using the five mdr LODs files? I also have a doubt with the Green Beret textures included here, since they are still named uk-airborne-beret.x Will this turn the whole Paras berets into Green ones? I will have to check it... Edit: yes indeed, all the Paras now will have Green Berets...
  13. Welllwellwell! From what I understand you can just replace the MDRs files in the MOD renaming them accordingly using the original tankers MDRs, and it will only affect the renamed model: is that so? i.e. if in the MOD the mdr used is that of the Canadians Paras, I will use the tankers MDRs and rename them, so that in that case these troops will become Commandos instead, but the tankers would retain their black beret. The Polish troops at this moment retains their MkI helmet, but wear the Commandos battle dress only.
  14. Looking forward for these tools: I don't quite like to have to fire up windoz just to use these... UP!
  15. Waffelmann, that may be a very brilliant solution! but I believe the Green Berets are modded on the Paratroopers helmets, those used by the Canadians... Are these different MDRs from the British Paras?... And besides will you end up with the CW tankers all wearing Green/Red berets? I wonder.
  16. This is a very good research work and neatly done but I still have a couple of issues: 1. as for Mord Red Berets I still have the graphic problems we were discussing above, namely the faraway troops still get their helmet shapes, but are now painted in green. Here are two screen shots to show it: from the same view position I only zoomed in and the further away soldiers have those helmets on (and they will always have them in the distant view). 2. from what I understand the Commandos uniforms will show up on the Polish troops, while the actual Commandos will replace the Canadian Airborne: is that so? So we will have to use them in Scenarios that wouldn't include those two (Polish Infantry AND Canadian AB). Besides I still do not get how can we manage the Formations you so cleverly put in those battle scenarios: that is we can Import Campaign Units from those btt files, but then it may compromise the otherwise set campaign scenarios, wouldn't it? I wonder if is there any way to include those formations into the OOB Available Units in the Editor? Thanks for your work! Cheers
  17. That may be Mord: still for me I'm quite sure is not a problem with the refresh speed of the graphics, since the beret shows all right from the start when zoomed in, and becomes a red helmet once you zoomed out, and stay so 'till you zoom in again. But again this may be one of those glitches that will never find a definite answer, blowing our brains away...
  18. I've still to verify this, but I believe this should be the case. Usually it's handled by MipMap textures: a single graphic file that contains several resolutions of the same imagine. If this is correct, I presume that each image resolution in the MipMap should have its own Alpha channel. Or is the Alpha re-sized on the fly? The point with Mord's Mod wasn't just about the speed of the Graphic card, else after staying zoomed out a while the texture mipmap and the relative Alpha should show up eventually... Or so I think, but definitely I'm not 100% sure about this and it would be good to check it out.
  19. These would indeed fit into one of the battles I'm testing for an upcoming campaign! Mord's Red Berets was quite nice, but the main problem I believe rests in the Mipmap Alpha: I don't know for sure if it's possible to fix, but in Mord's MOD when you are in close view the berets look perfect, but once you zoom out you still see the AB helmets' shapes painted in red. Are you aware of this? Is it possible to fix it?
  20. Thanks Mord: this option to actually add more variations to the buildings should be something all Modders should keep in mind! This should also be documented in details: i.e. how many variation can you finally add, and how the graphics should be named/numbered? This should really be an option to be used all the times!
  21. That is a very good mod and news! Please take care to put a note about the missing floor buildings so we can eventually fix it as for the above trick.
  22. Excellent work! I look forward for these... I had no idea you can actually add more building types: do they come up in the Editor/3D Preview or?...
  23. I have a whole Core Units battle all renamed to their historical commanders, and I can surely ghost them without a problem... But the main problem for me is to get the logic of the units disappearing when deleted, and I'm not talking just about the HQs that I can understand, but to me it's still perfectible: if in a Company I need just a couple of platoons with their CO, why should I keep the Co HQ or even worst the Battalion HQ? The oddity is that in some cases I can get those units ghosted, while in other instances the whole Co/Bt vanish and this happens also when I single out to delete subordinate platoons or squads: they do not stay ghosted, but just disappear...
  24. This is still somewhat unclear to me too: if you delete some low hierarchy unit from the OB usually it will become ghosted so that you can revive it later on, but some time it just disappear from the list. On the contrary some HQ squads will never be ghosted and you have to keep them on the map: i.e. I wasn't able to delete a Battalion HQ when I just needed a few platoons, or just one Company from that battalion....
  25. Is not that simple: actually you can position an AI unit outside the SUZ by using the Deploy function in the Editor, but then the player wouldn't be able to move that unit in the setup phase, and the AI will ignore any setup painted area for that unit, though all the other orders would be acted upon...
×
×
  • Create New...