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Audgisil

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Everything posted by Audgisil

  1. Which file is it. I can only find 1 smg ammo pouch. Wouldn't turning that around mess it up every other soldier armed with a Thompson?
  2. "Hey Lieutenant, you haven't seen any Thompson mags lying around, have you?" Anyone notice that squad leaders armed with Thompson Submachine guns (and wearing full winter gear and greatcoats) have their magazine pouches upside down?
  3. Thank you for clearing this up. As a design decision I can certainly accept it. Better that someone jumps on the MG right away (when they're stationary - which covers probably 90%) of all situations than everyone just standing there staring at the MG and wondering what to do. The other 10% is then covered by 80s era action movie sequences where even the smallest explosions throw guys 20 feet into the air. In said situation, the team leader simply catches the MG while running by.
  4. I had a machinegun team quick moving to another location. They were pretty spread out but the gunner got hit from a grenade at long range and went down. His MG immediately appeared in the hands of the team leader, who was a good 10 to 20 meters away and also moving. On the next turn, he was hit and the MG immediately landed in the hands of another team member. I would think that buddy aid is necessary to recover the MG. Anyone else seen this? I can't imagine that it's working as intended. This is the latest version of Black Sea.
  5. In the Interview, Steve mentioned that he had worked on a game called Onslaught. Was it this Onslaught? This was the very first board wargame that I ever cut my teeth on. In fact, I still have it and enjoy playing it to this day. It would be funny to think that I've possibly played nearly every game that Steve has worked on. I don't have them anymore, but I've been a customer of Battlefront since they had a different name and were working with Avalon Hill. I loved playing Flight Commander, Achtung Spitfire, and Over the Reich. Anyone remember those? By the Way, Steve if you read this, what was the title song for used for Over the Reich? It sounded similar to Glenn Miller's "In the Mood", but it was something else. Anyone else know? I've looked for it on and off for years.
  6. It worked perfectly. For the life of me, I couldn't figure it out last night, but I notice now that I was creating a layer mask instead of an alpha channel, so I couldn't get the "save alpha channel" option to even highlight when saving the file. Of course, I fixed that this morning... and the very next thing I did was then save it as 24 bits out of habit, which also didn't. Thanks to you both for the help.
  7. Hello, I'm working on a mod in photoshop, and the one thing I cannot figure out is how to add some kind of alpha channel or transparency that I can then save in a bmp file that Combat Mission can then use. I know it's likely something simple that I'm neglecting, but any help would be greatly appreciated
  8. Ian. Thank you. I absolutely love your cattacticalicons for BN, FI, and RT. Thank you for releasing them for Black Sea as well.
  9. I noticed on the equipment list under air support that NATO will be flying F-15E Strike Eagles and F-16s. These are considered pretty dated and somewhat vulnerable by today's standards. As such, I would be shocked to see NATO sending them in against the Russians while F-22s and F-35s just watch from the sidelines. I'm sure there's logic to the decision. I'm just curious what it is.
  10. Anyone know what the difference is between high and low tree detail under the advanced game options for CMBN 3.0? I didn't see anything in the manual or readme.
  11. I rather like that they are not there. If you look at the majority of combat photos from WWII, it looks like the first thing most GIs did as soon as bullets started flying (not counting beach assaults and what not) was ditch the packs.
  12. I found out about it right here when they announced it. At the time I was playing "Achtung Spitfire" and "Over the Reich."
  13. There used to be a series put out by a company called Atomic Games called "V for Victory" and "World at War" If I recall, they were battalion level games. They also had a really nice WeGo system and great balance between complexity and playability. The games can be found at abondonware sites these days, but it might be tough getting them to run on a modern Operating System. Somebody needs to put together a small team to make a very similar game (sound of crickets chirping from Battlefront's direction). They were really fun. It seems like most of the hex-based games these days suffer from horrible user interface, bad graphics, and extreme complexity. There's a few publishers out there who are still trying to sell this same old garbage at outrageous prices too. Unity of Command is pretty good in fixing most of that, but it is just a little too simplistic. I guess I'm just an unhappy wargamer... but isn't that our natural state?
  14. Really great mod and really improves the interface. I have always especially liked the full color weapons instead of the funky green silhouettes. One question though. For the German sidearm, why do you use an image of the Luger P08 instead of the Walther P38, since the tool tip even says P38? Just curious.
  15. I couldn't agree more changing the way they do version numbers. Right now it's bit of a mess, and that mess is only going to get worse as additional games are released. At release, Red Thunder should be version 3.0. Then Italy and Normandy should both be upgraded to 3.x. If the various games have slightly different version numbers at some point to reflect minor updates that are theatre specific or hotfixes, that's fine, but it would then be very clear at least what engine it's running on. It would be very helpful for newcomers as well. For example it might be Red Thunder 3.1, Fortress Italy 3.11 and Normandy 3.13 at some point, but it's far less confusing that what we have now.
  16. Now that red thunder is coming out with v3 and some new features, I got to wondering a couple things about camera controls and targeting commands. Camera controls. With the new version that's coming out, combat mission is going to offer different types of camera controls. That's good I suppose in that it offers more choice for different people with different preferences, but I think Combat Mission already has the most intuitive camera controls of nearly any game I've ever played... Hold left button down to move around the map, hold right button down to pan the camera in any direction. You can move the camera as fast or slow as you want, it's incredibly precise, and I miss it desperately every time I play some other strategy game like the total war series. The camera controls just seem incredibly simple to me, but then the other day my brother came over and we played a bit of combat mission. He and I have played for years, but we've always lived pretty far away from each other. Well, I was shocked watching him bumble around screen, a little too far to the left... oh back to right, back left again scrolling the mouse this way and that on the screen edges. It was painful to watch. Are people just not aware of the whole left mouse button, right mouse button camera controls? He certainly didn't know about it (not that he would ever actually pick up a manual and read it). The other thing that got me thinking are the changes to target briefly. I think it's a great idea and a welcome change, but it got me thinking about the targeting commands in general. I find myself almost never giving targeting orders. I nearly always let my guys choose their own targets and they prioritize quite well. Do most people micromanage targeting or do you just let your guys fire at Will? - you know the tall guy with glasses... (sorry I can't let an opportunity for a bad pun go by).
  17. Way cool Bil. Thank you. This is exactly what I was hoping to find.
  18. I think he's referring to the late war Schnürsenkel Ausf. D just visible through the grass. These appeared predominantly on the Eastern Front. While a few certainly appeared in Normandy, I think battlefront stuck with the Ausf. C as they were used in much greater numbers in the west and really couldn't justify their inclusion. Now that we're moving east, we get to see them in all their glory.
  19. Is there an floating icon mod that uses historical tactical symbols that is completely up to date with both CMBN and CMFI along with all of their modules? Any of the mods that I can find are all out of date and missing some icons.
  20. Mensch, ich hätte warten sollen. Dann hätte ich weiterhin faul sein dürfen.
  21. I'll absolutely include a reference to the original mods. Also, thanks for your hard work.
  22. Hello everyone, Judging by my post count, I'm probably the king of all lurkers. I pop up from time to time though to offer my $.02. Today it's a mod. I like having both versions of CM Normandy and Fortress Italy looking identical. The easiest way to do that would probably have been to just send Juju a free copy of Italy and wait patiently for his mod to appear, but I'm cheap. Since Juju and Marco both recently released mods that update the silhouettes, weapons, and such, I finally just broke down, mashed them together and created the "Juju Bergman User Interfaces" for both Normandy and Italy. I also took the time to make very minor changes here and there, such as including early and late versions of the FG42, include the missing Reibel M31, change Juju's Luger to a Walther P-38, put U.S. ranks right side up, create an HQ silhouettes of a map case and binoculars that goes with pretty much any nation to avoid swapping textures, etc. If there's anything you personally don't like, you can probably just grab the other texture files from Juju's or Marco's mods. I'm very pleased with the results and it looks great, but that's only because I'm not the artist. Juju and Marco are. They did all the hard work. I'm just the hack put them together. Unlike those two though, I'm lazy. So, I don't have multiple versions, color schemes, etc. I just have the one that I like, which includes the Juju UI and style of weapons with first aid symbols (updated to include absolutely everything missing in Gustav Line), Marco's Silhouettes, and minor changes to give it a seamless appearance. So...with their permission and if there's any interest, I'll upload them to the repository. It'll make it look like all one game.
  23. Does it make sense going forward to start giving the various iterations of combat mission consistent version numbers? Simply put, it would let people know at a glance what code base forms the foundation for any given game. So, the next patch for Combat Mission Fortress Italy, which I'm assuming will be released with the Gustav Line module, would be version 2.01 (or maybe 2.02 if it includes fixes that are not part of Normandy) and not version 1.xx. This lets people know right away that it's got the same fixes and functionality as CM: Normandy 2.01, which right now is actually based on the 1.0 code from Fortress Italy. When there's a bunch of different Combat Mission games out there, this could get confusing real quick. Then, when the Eastern Front game comes out, it should just be called version 3.0 right from the start, and everything else would just get upgraded to the new 3.X code base. Thoughts?
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