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rtdood

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About rtdood

  • Birthday 10/20/1989

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  • Gender
    Male
  • Location:
    Manchester, Unitied Kingdom
  • Interests
    Military History

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  1. I quickly loaded this up and thought I'd have a look for a quick 10 minutes, sure enough 40 minutes later and I've only just come out of it! Hours and hours of work must have gone into this. I love how you've been able to bring this map to life. The flavour objects used, even the tiles, walls and hedgerows have all been placed specifically in mind. Bravo sir. Hopefully this map will be turned into a good few scenarios :P.
  2. I am working to incorporate them in a future updated campaign file alongside another minor edit for this battle. Whilst the mortars are helpful for this mission it is still possible to complete it and continue the campaign without them - although I acknowledge they do make the scenario easier. The platoon HQ's will spawn in as some of the last reinforcement units. I'll update this thread once the revised minor edits have been made (feedback suggests battle 2 is the only one in the campaign still in need of slight editing which is good).
  3. ! If you keep that splendid work up @Falaise I'll have to insist users download this beauty of a re-skin to play the campaign
  4. It is indeed, 7% is a harsh casualty parameter I completely agree. I spent quite some time (more than I should have lol) trying to decide if I should go for a higher casualty parameter, or a lower one. However I decided on the latter given you'll be soon going into Phase 2 of the campaign and limiting casualties becomes important as you'll be taking your men through battles without any refit (with the exception of the battle 4). It is frustrating I know. You were close to getting through so, if you want, you can have another crack if you haven't already.
  5. Duly noted. Now edited the title on the scenario depot.
  6. Just to draw this thread to a close I have now completed the campaign and it has been formally released over at the scenario depot. Link is here: CM CW: First into Antwerp (thefewgoodmen.com) My thanks extend to those testers who gave their time and commitment to provide useful and helpful feedback to help improve the campaign for the better!
  7. Hi all, Just wanted to formally announce my next campaign release titled 'First into Antwerp'. Ironically this was actually the first campaign I designed but the second I've released. Command the British 3rd Royal Tank Regiment and the 4th Battalion Kings Shropshire Light Infantry as they advance from Boom to capture the port city of Antwerp, Belgium, and later attempt to establish a bridgehead over the Albert Canal. This campaign consists of 8 battles and is historical. To be played as PLAYER vs AXIS AI. Be aware in order to play this campaign you MUST have both Commonwealth and Market Garden Modules. Battle sizes are varied. It is strongly recommended that the player reads the README in the attached zip-file. The Zipfile will contain the following: 2 Campaign folders. 1 Campaign file within each folder. 49 page Campaign Design booklet including Campaign Progression Tables and Order of Battle. (You know, for some 'light' reading ) Campaign has been tested and should be compatible with patch 4.03. Total battle duration of the campaign totals roughly 8 hours. Annnnddd here's some pictures: Download link CM CW: First into Antwerp (thefewgoodmen.com)
  8. Hi Everyone, I've been working on creating a historical campaign, which contains 8 battles. Whilst I have played it through a few times myself I could do with some play-testers that might be able to spot any mistakes I’ve made and suggest ways that it could be improved. There are 8 battles in total, split into two phases. The first covers the last stretch to Antwerp with elements of the British 11th Armoured Division in early September and the 2nd Phase, the subsequent breakout attempts into Merxem made by the 4th Kings Shropshire Light Infantry Battalion. As I know time is often limited, I do not expect anyone to play it through entirely. I’d be happy to have feedback on just a couple of the battles if that’s all the time you have (the first two battles are among the longest so if you are able to get through those the rest won’t be any longer than 40 minutes for each battle). Play testers will need the CM: BN and Commonwealth Pack & Market Garden Module in order to play this campaign. Please pm if you’re interested, thanks.
  9. Not a problem. Its really enjoyable to make a campaign, I've learnt a lot. Its not been without its frustrations, however (these will be explained in the pdf campaign file I'm creating to go with the campaign, containing Order of battle, Bibliography, Scenario information etc). There are a couple of battles where the player will not get any ammo replenishment so I've left it up to the player how much they wish to expend without opting for the ammo parameter - this could change depending on feedback if I'm able to get any play-testers.
  10. Thank you! I get that the replenishment needs to happen for the next battle entry, as opposed to the battle that they would need to be refreshed from. Thank you for the detailed explanation - brains not quite functioning today lol :). I've given it a rewrite and it works :).
  11. Okay, so now I've hit another problem. I decided to start completely fresh with a new core file - completely from scratch. For each individual scenario (that makes up the campaign) I deleted the original core units file, saved it as a new scenario and then imported fresh the new core units file into it. Manually placed the new units checking reinforcements etc. Now I've compiled the campaign together with the scripting file, I'm noticing that my core units are being completely replenished at the start of the 2nd battle, which is not what I want. Have I done the scripting wrong here? To my knowledge the refit, repair, resupply and rest are applicable for the next battle, so the core units should not be replenished at the start of battle 2. Have copied and pasted below the script file. /*Battle #1*/ [BATTLE NAME] Battle 001 [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Battle 002 [NEXT BATTLE IF LOSE] [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /*Battle #2*/ [BATTLE NAME] Battle 002 [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Battle 003 [NEXT BATTLE IF LOSE] Battle 003 [BLUE REFIT %] 100 [BLUE REPAIR VEHICLE %] 100 [BLUE RESUPPLY %] 100 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 100 [RED REST %] 100
  12. Cheers for stepping in @StieliAlpha whilst I was away from this. @37mm I've worked on the scenario since and am pleased that it will be featuring a new AI plan and the scenario will be featuring in my campaign 'First Into Antwerp', which all going well might be released around Christmas. The version you have wont incorporate the Ai plan although the map and forces will still generally be the same. If you'd still like the updated scenario file or the actual campaign file to play through let me know. The latter is not quite ready yet but can send it out when it is (Hopefully within the next 2 weeks!).
  13. Correct Thank you! Good advice . Just finished reimporting the core files (after deleting all related units in each battle) and started fresh for each scenario. Just as well I didn't make more than 8 battles for this campaign!
  14. That's correct. I'm trying to update 3 scenarios with the revised core units file. This is near to the final hurdle. I've tested the campaign about 5 times previously now so hopefully it should be good!
  15. Its not RT, rather BN. The 3 scenarios which are unable to load in the core file do all have new core units in them, however those same units also feature in battle 5 which IS able to load in the core units file. I made some slight changes to some of the units in the core file hence me needing to reimport them for the changes to take effect. Worse case scenario, excuse the pun, is Ill have to delete the previous imported units and try and import from scratch and assign the units placements to reinforcements and groups as if it was a new file. Not the end of the world, just time consuming.
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