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Field Marshal Blücher

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Everything posted by Field Marshal Blücher

  1. Taking a different tack than Mord, I think that another big issue is that putting content creators under a time crunch means that they often don't have the same amount of creative freedom that modders do. I do respect Aris for what he does, but if you put him under the same time constraints as the guys who create the stock textures, I highly doubt he'd make anything much different than what they make. Similarly, if BFC let their texture guys take as long as they wanted to make their textures, they'd probably be able to make something very much like what he makes. What I'm trying to say is that it's not a question of talent, but a question of deadlines and personal time commitments. I learned a LOT of respect for the guys who made the previous games' scenarios and campaigns when I joined up and saw how different scenario creation is when you're under a tight deadline. -FMB
  2. You can PM Pete Wenman (his forums username is "Pete Wenman" ). I think I know what John Martina's username is, but I'd rather wait for him to respond as I don't want to give away his username/real name combination without his consent.
  3. I imagine some mods can be swapped. More can probably be fairly easily converted. For example, I'd imagine that Vein's tracers mod, for example, which works in literally every released CMx2 product to date, would probably work in CMFI (haven't tried it since we're not supposed to use mods with betas ). Others probably won't, and others may just require renaming some textures or sound files or something. I'm not sure, though, as I'm not really a modder.
  4. You cannot use CMFI's new map overlay tools to make maps for CMBN, only CMFI. Once Upgrade 2.0 for CMBN comes out, you can use the same tools (in CMBN) to make maps for CMBN. Clear?
  5. Not sure what you're asking, but you don't get it any later than the Mail&DL people. You can download it as soon as it's released for everyone.
  6. Don't take this as an official response (since it's not, and I'm not really sure I'm right;)), but my guess is that this won't work since they'll be different game families. Maybe you could re-skin units and models from one game to work in a different game, but I doubt you'll be able to actually use TO&E from, say, East Front with CMBN.
  7. I'm sorry, that is the only right war. (How do I do for username/post combination? )
  8. I am not sure about Afghanistan, but with Shock Force Gamersgate had its own patches that were not compatible with BFC's patches. I am also fairly certain the DRM is different. If you go to Gamersgate and you can tell that their version is patched up to the same level as the latest one offered by BFC, though, you should be fine, as no future patches are planned for CM:A.
  9. Sadly, not unless the win conditions of a given scenario depend on the elimination of that unit and only on the elimination of that unit.
  10. While this is mostly correct, I do feel the need to note that bridges were not in CM:SF--they were a new feature added in CM:BN. There were no bridges in any CMx2 game at the time of CM:A's development and release. You can, however, make fake bridges with roads and low stone walls. The only problems with these is that you can't really blow them up, as they're part of the terrain mesh, and that they don't let units pass under them.
  11. Thanks for your reply, Crushingleeek! I'll give this one a go when I have some time.
  12. Looks very nice, Crushingleek! What is the scale of the battles in this campaign?
  13. Actually, would you be interested in playtesting the new version? I had to make some more balance changes and I'm not sure it's quite right yet. If you are, send me a PM with your email address. -FMB
  14. Thanks for asking--both of my playtesting groups have finished, but I'm still waiting on more detailed feedback from one of them. I'm also fairly busy with other CM projects, so I haven't released the redux version yet. I'll try and fast-track this one.
  15. Yes. Check the repository, I think MarkEzra was the author.
  16. Thanks! I'm really glad you enjoyed it! And yes, between RL work and testing, I do surface fairly rarely these days . . .
  17. Thanks a lot! I put a lot into this campaign and it's rewarding to see that others enjoyed it as much as I did. There are different AI plans. The differences are fairly subtle on most missions, though. -FMB
  18. Nope, can't mod any unit characteristics, only appearance and sound. That said, the NATO module does contain Russian aircraft. The big difficulty with modeling Russians in CMSF is that all of the Russian tanks in the game are relatively cruddy export models; the modern Russian army has T-80s, which aren't in the game at all, and better T-90s.
  19. Don't worry, it's an easy workaround. Just pick blue forces as usual, then change it to Red vs Red, buy some mines, and then change back to Blue vs Red (or Blue vs Blue or whatever it originally was).
  20. Oh, they do talk all the time, you just can't hear them because of FOW.
  21. Dude, I've been playing CM since '07, and even I don't like commanding battalion-sized forces.
  22. IIRC The Outlaws is a campaign that generally has pretty small engagements. I need to finish that campaign some time, I really enjoyed what I played of it!
  23. Would you be interested in testing a new version that should be more balanced? If so, please send me a PM.
  24. Basically, you can't do any of this stuff. The performance, number, and types of units are hard-coded and unmoddable. Only textures and sounds can be changed.
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