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umlaut

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Posts posted by umlaut

  1. While we wait the modding master to perhaps arise once again, I couldn't help myself.

    So here's the first of a few mods of weathered vehicles for the Downfall module. Don't know how many I am going to make, but it certainly won't be all the new Downfall units.
    Here's a Dropbox link for the Pershing - but it will only be temporary until the files have become available on https://www.thefewgoodmen.com/cm-mod-warehouse/

    Pershing-reklame.jpg?rlkey=9l71r6j4nr10v

     

  2. 1 hour ago, Vacillator said:

    The two variants of Metal on metal are of course 'ahistorical' meeting engagements with fairly balanced forces even though they don't specifically mention H2H.

    I've played the US version as US  vs AI - and had lots of fun. But it is clearly balanced for H2H - much too easy when playing against the AI.

  3. I've updated/created a couple of vehicle dealerships for Downfall to the best of my abilities. That is:

    The existing German dealership - with the new Downfall units.

    A new UK dealership - plus a few Canadian vehicles that I couldn't find in the British TOE. No Polish forces, at they don't seem to contain other units than the British.

    I think I have found all units available in the dealerships, but I'm not sure.

    I haven't updated the US dealership yet -  but might do so later.

    dealership-UK.png?rlkey=tcg0oxqjcizyus1n

    UK dealership FB.btt Dealership_GER snow 45 Downfall.btt

  4. 2 hours ago, Lieutenant Ash said:

      I am running the battlefront version of the game.

    Same here.

    Dont know if you are aware, but there is a collection of "dealership scenarios" for the CMFB base game. When you load them, they should show you all the vehicles in the game. I'll attach them here, but be aware that they are not official, so some vehicles might be missing. And the one called "Downfall" is my own incomplete attempt to update the german vehicles.

    Alas, I can remember who made the Dealerships originally.

    EDIT:
    I've just updated the German Downfall dealership - as I finally found the Ostwind - and added the StuG IV's

    Dealership_GER snow 45.btt Dealership_GER.btt Dealership_USA.btt

    Dealership_GER snow 45 Downfall.btt

  5. 1 hour ago, Lethaface said:

    However, most Waffen-SS soldiers in the end were soldiers and ordinary humans. Brainwashed probably, torn up mentally by years of brutal war most likely, I don't need to spell out the things which happened as they are well described.
    But one thing that I notice is that some people think that all Waffen-SS troops were some kind of hell hounds pure evil beings from the cradle to the grave. While more likely most of m were ordinary kidz who grew up in a specific time and place and thought to have some adventure and perhaps do 'good' (or what goes for good in their context). The end result wasn't pretty often and quite some of m turned out to become mass murderers.
     

    I think you´re both right and wrong - depending on what you mean by "in the end". 🙂

    SS troops were certainly not just "ordinary" soldiers and germans to begin with. You had to live up to certain physical, racial and ideological standards to be allowed to join the SS, including the Waffen SS. In other words you had to be an "aryan" and a die hard nazi to be admitted.
    But as the war wore on and the power of the SS grew, the Waffen SS transformed from an elite unit into an army rival to the Wehrmacht. So the racial and ideological requirements were gradually slackened and replaced by conscription in order to fulfill the Waffen SS´ ever growing need for more fresh recruits.
    So yes, in the end of the war, the Waffen SS soldiers were just ordinary germans that happend to have been drafted by the SS instead of the Wehrmacht.

  6. 13 hours ago, Sgt Joch said:

    Started the 1st mission,  very nice, very immersive.

    Exactly the same here. Great first scenario so far. Beautiful map.

    I have one question, though:
    I cant seem to find any info on resupply in any of the briefings? Have I missed it, is it an error - or on purpose? I would be nice to know if I have to conserve my ammo. 🙂

  7. The Scottish Corridor is all in all a great campaign. But I got stuck in one of the last missions: When I had to fight a defensive battle over the same map twice, despite winning the previous. That might be realistic and everything, but I felt like Sisyphus. But I still recommend it.

    Devils´ Descent is one of my favorites, especially because it is story driven and is focusing one a relatively small unit.

    The Road to Nijmegen is also very, very good.

     

  8. 8 hours ago, AlanSA said:

    The updated version or the original?

    Updated version. Got stuck in the original second battle several times since its release.

    So a few months back I downloaded the updated version, started all over - and got stuck halfway up Hill 1209 again.

    Gave it another try a few days back - and had a blast.

    Now I'm looking forward to my parade😁

  9. 2 hours ago, kohlenklau said:

    OK, I think I got all this correct. Anybody spots a goof, please say so and I can edit it or revise.

    Yes, Vehicle Mods: there is some mixing you can do but it has disadvantages and an unknown randomness to the end result displayed. The turret is like the shirt and the hull is like the pants, maybe the wheels are like the socks? Some vehicles only have the hull. For these PzIII M and G, they have turret, hull and wheels. But Dennis didn't camo the wheels so they are universal. EDIT: I forgot M have skirts. That must be like a jacket over the shirt! 

    It all depends on what you want to see displayed. 3 different schemes for the PzIIIG, the filenames can be incremented. But the dang game can outsmart you and you end up with all 3 the same for a turn. It deals the cards each time you load the file. You can even end up with the game displaying the hatches from one turret on the turret of another camo pattern! Turret of 2 colors (brown and green) only on hull of 1 color (green OR brown). Various iterations. EDIT: skirts can annoyingly be part of one skirt image and then on the same tank, a "panel" of the skirt is another skirt color from a different image, ugggh! Maybe better to alpha layer the skirts filesout. At least that conveniently works for North Africa... 🙂

    For CMI North Africa I have enjoyed to put various turret numbers on the PzIIIG turrets and increment the filenames with modtag [afrika]. Then maybe use 1 or 2 generic hulls that match the turrets. The display is variety but the tank platoon HQ tank cannot always be "230"... EDIT: a big tank battle of ten PzIIIG's will have duplicates shown on screen. Even if you have a dozen incremented options....

    Follow me?

    Advanced Course: Another fun way to get the tanks variety is to have  some of the camo schemes be KO'd tanks renamed to be junk flavor objects. 

     

    I think you´re wrong, Phil (or perhaps we are not talking about the same thing?)

    In my experience you can not assign different mod types to different versions of the same vehicle.

    To simplify, let us  say that I have made a red, a green and a blue Panzer III. Now I could give all the red bmp´s the number 1, the greens number 2 and the blues number 3. Like this for the red:
    pz-iiim-hull1.bmp
    pz-iiim-skirts1.bmp
    pz-iiim-turret1.bmp

    And this for the green:

    pz-iiim-hull2.bmp - and so on.

    But the game loads all the files randomly, so you will end up with one tank with a green turret, a red hull and blue skirts, while another might have blue turret and skirts, but a red hull. And so on.
    I have never been able to find a method that would ensure that one tank is only green, only red or only blue.

     

     

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