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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. @domfluff's argument makes good sense to me too, although it must be remembered that (reasonably) coordinated attacks are the hallmark of some of the better organised Uncon groups and also that to date, with the possible exception of Syria, these groups remain, by & large, undefeated. From a purely practical point of view I think this rule may create issues on urban maps, especially those with properly intricate compounds, streets & alleyways, such as @LongLeftFlank's Ramadi.....I used that map as the basis of my own mini-maps and in testing I found it necessary to place up to a dozen waypoints per unit, per-turn, when they were manoeuvring through these areas, just to prevent the TacAI from doing dumb things like taking a short cut across the roof or running down the main street (on the AI side I slightly tweaked the map to facilitate their deployment and ran oh so many iterations of testing to see where they actually went)!
  2. That would be my interpretation of this. Blast effects can do some crazy stuff, so IMHO this is perfectly plausible.....If nothing else their ear-drums would be rather the worse for wear.
  3. That looks like two of the smaller churches combined to me.....So not the best protection. Beyond that, how many times does a single HE shell not cause ten casualties.....Without some sort of numbers to work with a single instance is meaningless. I'm not saying you are wrong, just that rather more data is needed, IMHO.
  4. Absolutely not, but when it comes to manoeuvre in a complex environment that would intimately familiar to them, IMHO they should not be placed at a disadvantage. If I didn't value your content so much I wouldn't comment.
  5. Vicious fight, but you seem to have the upper hand.
  6. I'd completely disagree with this assumption.....Time and again we've seen Unconventional forces run rings around technologically superior conventional units when fighting on their 'home ground'. Everywhere from Vietnam through to Afghanistan, Syria & Yemen this has tended to be the case. As it is CM:SF2 fails to provide Uncons with the ability to breach walls, which massively hobbles them in the urban environment, the very environment in which they tend to excel. Neither do they have anything resembling a higher command structure, which may also rather limit their utility under these rules. PS - The practical effects of this rule in play on a properly made urban map like @LongLeftFlank's Ramadi would be beyond ridiculous.....Imagine an Iraqi insurgent commander ordering his men to 'Go to the water-tower'. In reality these men would likely make their journey reasonably quickly and by the safest possible route, observed only by drones at best, simply because they know the streets of Ramadi so well. On the other hand your rule would have them running straight down the main streets due to the TacAI's utter inability to navigate such complex environs in an even vaguely realistic fashion.
  7. The download link at that page does not work for me.
  8. Yes they do.....Good spot. How about using Syrian Mechanised (camo fatigues by default) for ARVN and Syrian Infantry (khaki fatigues by default) for NVA?
  9. TBH, at first glance, I thought this was a feminist Molotov cocktail!
  10. @MarkEzra's tests strongly suggest that the issue is not related to the terrain tiles at its root:
  11. Oh a long time ago.....But back then they were mostly worried about the sort that came from whales. The discovery of the other kind is just fortunate happenstance for us and tough luck for Argentina.....Them's the breaks as they say**. Let's be honest, the vast bulk of their population & indeed their language, aren't exactly native to the region either. ** On the other hand, the Saudis got really, really lucky.
  12. You sir are a gentleman & a scholar.
  13. That makes a lot of sense.....My inclination would be to use Uncon Fighters for VC. They have almost the right sort of weapons (although their RPG-7 & SPG-9 ammo will be a generation or two too good) and their ability to remain concealed is very appropriate. I think it might be a good idea to mod Uncon Combatants as generic Vietnamese tribesmen that could be used for several different groups on both sides of the conflict. Very few of the game's AFVs are actually suitable.....The oldest T-55 in CM:SF2 is considerably more sophisticated than a NVA T-54, CM:A would actually be the best title for this area as it has a (mobile) T-54 and the BMP-1D might just about do to represent a PT-76. On the other side, the cupboard is completely bare when it comes to ARVN M48 Pattons, M41 Walker Bulldogs or M24 Chaffees, more worryingly we can't even do a Deuce and a Half or a MUTT**. In this area we might actually do better with one of the WWII titles. Goddammit @Battlefront.com we really need a sandbox game! ** Actually, come to think of it, the Ural 4320 could probably serve as a 2.5ton Truck and the UAZ-469 might just about make a (lousy) MUTT (with too many seats). PS - Modders' Challenge.....Could the Taxi Model be entirely replaced with a WWII Jeep?
  14. Excellent video detailing the threat from IEDs:
  15. Calling the map done.....Pretty basic, looks reasonably 'jungly' to me (even without mods): https://www.dropbox.com/s/d1knrlprkeu0xaa/[Map] Ven Song Village (Vietnam).btt?dl=0 You be the judge.
  16. Some progress on the first experimental map (shown without any mods): It's only a small thing, 640m x 640m, mostly to test out how 'jungly' various terrain mods look, results on that front are mixed but reasonably promising overall. PS - @37mm Any chance of replacing the splash screen & associated music with a bit of this:
  17. Best wishes for a smooth migration. Always! Have you seen what we've been doing to your map recently?
  18. I know which one I was talking about. PS - It wasn't this one: http://www.military-today.com/apc/bmo_t.htm Yes, people have all sorts of problems with it, apparently.
  19. My assumption was that ten BMPTs was likely to be the complement appended to a Tank Battalion.....But it was only an assumption. PS - By the way, what's a BMP-T?
  20. The modded buildings are giving me grief.....Would it be possible to restrict the wooden look to just one skin option? It would be useful to keep the brick options, at least one of the white options & the pink & white option to make more specialised buildings (industrial buildings, monasteries/churches & gas stations/commercial units). For the time being I've removed the new buildings from my mod file and am working with the default options (horrid though they are for this environment). PS - The main screen is very hard for my old eyes to read too!
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