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Field Marshal Blücher

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Everything posted by Field Marshal Blücher

  1. Hi there! You're going to need to be more specific. First, which maps are you trying to download? Second, are you patched to v1.01? Anything made with 1.01 will not work on a 1.00 install. Third, which folder are you putting the maps in?
  2. Yeah, I'd do this. Devils' Descent shouldn't require 1.01 in any case, so there's clearly something wrong if it's not showing up in the campaigns list.
  3. Hi Ghostrider, I am only allowed to provide information that BFC has already released publicly, which includes what forces will be included in the Commonwealth module (and which ones, by their omission from this list, will not ). I'm not sure if BFC has publicly released their plans for Fallschirmjäger, so I'm afraid that in order to be safe, I can't comment on that, unfortunately. Sorry to disappoint, but rules are rules. -FMB
  4. Unfortunately, Fallschirmjäger will not be present in the Commonwealth module, only SS and Luftwaffe Field Division troops.
  5. Or, if you (like me) find yourself typing stuff in German fairly often, there's a way to (in Windows at least) switch between keyboard configurations. So if I want to type an umlaut or a ß, I just hit Alt+Shift and it will switch to a German keyboard, and then I just hit it again to change it back to English.
  6. "oe" and "ö" are interchangeable. And the space was probably added to make us English-speakers able to parse it more easily.
  7. Yep, if you don't have the 1.01 patch installed, none of the scens or campaigns made with 1.01 will show up in your game.
  8. Hi guys, As long as you do exit some of your own units to represent your losses, it shouldn't unbalance the last mission. It might be a bit too easy if you do it with the Germans at full strength. On the other hand, the Allied units in this battle are not units that appeared in any earlier scenario so they will be at full strength regardless. Do NOT remove any Allied units from the last scen, DO remove some German units from the last scen. -FMB
  9. While I know nothing about this campaign (looking forward to playing it when I get time), my guess is that the designer has put replacements into it. The way that replacements work is that there is x% chance that each unit will be refitted to full readiness. This will largely account for different starting forces between missions, because it rolls the dice each time you end the mission.
  10. Exactly. What I'd LIKE is the ability to say, "repair the Panthers and replenish the FOs, but don't do anything to the infantry."
  11. What would be a HUGE improvement to this campaign (which AFAIK is not currently allowed by the campaign editor) would be to designate the chances of one particular unit's being repaired or replaced. This would ease the current bogging issues as well as keep important units like FOs alive. Unfortunately, this isn't possible in the current campaign editor. I can either assume that people will lose FOs and give them more throughout the campaign (which could be unbalancing if people don't lose FOs), or assume that they won't lose FOs (which can screw people if they DO lose them).
  12. I have to echo this. His mod inspired me to make a campaign set in Italy, and the visuals are absolutely stunning.
  13. It's on the Repository: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1661
  14. Short answer: you can't. Long answer: Campaigns consist of multiple single scenarios, strung together by the campaign file format. In order to put campaign maps into QB map format, you would need to have access to the original single scenarios from which the campaign was made. In most cases, only the designer has access to those. If you want, you can ask the campaign designer for the files; I think most campaign designers have been generally willing to give them out.
  15. It doesn't have to be a capital letter, mine is lowercase and mods work fine. Panzerman, did you rename the files or alter them in any way prior to their not loading in-game? You should not rename mod files, ever.
  16. I agree with this. However, I'd like to see a shorter one more suitable for smaller churches that you can still fit some dudes up into.
  17. Exactly. You can repair vehicles between missions, but it doesn't distinguish between a tank that got its turret blown off (figuratively) and a tank that threw a track.
  18. It depends on the campaign. Some campaigns do replace immobilized or destroyed vehicles, some don't.
  19. I have to agree here. Erwin in particular seems to have terrible luck. Even in the exact same scenarios, his tanks seem way more likely to bog and immobilize than mine. Not that that provides any comfort to him, I'm sure.
  20. You are mean. (Also that's part of a campaign, so you're doubly mean since he can't elect to play that scenario individually, which would no doubt confuse him greatly.)
  21. I expect there's a fair amount of people who only play vs humans, only play vs AI, and people who play a mix. You're hardly alone in the way you play the game, but there's also a sizable contingent of people with different preferences.
  22. To expand on Sixxkiller's correct response, it is not possible to mod core game features like exit zones, which is why you'd need to wait for CMSF2 rather than doing it through a mod.
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