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folkie

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About folkie

  • Birthday 12/28/1963

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  1. hopefully i will have the hosingen map ready soon. fixing the unforeseen cellar dilemma
  2. ok so we just add a smaller building attached to the larger building to use as an entry way and then drop the adjoining larger building and make sure we have a 2nd floor door on both buildings.
  3. rocking harry,thanks for running a correct test. i also ditch lock 3m down and ditchlock the next square out from the building also to give the entrance way to the basement. so to get houses with cellars all we need is for BFC to make the 2nd story door enterable if there is a ground hex level with it, sounds simple enough. i just make maps so i was more concerned with how it looks and just ran some quick tests. i'll have to play around but i have an idea. AKD- yes, but were close and just need the upper story doors to work as the 1st story doors. i guessing the limiting factor is guys trying to jump out of the upper story doors.
  4. awww crap, i didn't test for that! . i assumed a door is a door and the troops could enter. i was mainly looking at the entry and exit to the cellars. i also need to pay attention when i run a test, my troops didn't exit as i thought when i ran my cellar to cellar test. I feel like such a dunderhead right now
  5. The Hosingen map I did for Kohlenklau has cellars for just about every building. here is a screenshot from a test map I did before putting the cellars onto the real map. you can see the gi in the cellar, the 3 germans died. Ran some arty test on my test map and the cellars held up good until i tried the larger calibers, but any building can be knocked down with enough arty. I put a cellar door on just about every cellar too and for adjoing building i linked them inside with cellar doors to make interconnecting cellars. you could enter a cellar at one end of the block and go cellar to cellar then pop up at street level at the end of the block.
  6. Great stuff - you missed one though in the Death from Above category - "Destroy 1, 2 or 3 of your own vehicles with air support !" that would be the homer simpson badge "Du'oh"
  7. interesting because i was told tabernac referred to a part of a mans anatomy that moved back and forth like bells in a tabernacle. so being called a tabernac was a bad thing.
  8. haven't heard that phrase since i had to deal with some french canadien truck drivers years ago. could you elaborate on what that means for the uniformed?
  9. yes i've played it. you're not supposed to move the spotters, they are just there to lay down the initial barrage which they don't need LOS for. you are supposed to use the harass and maximum load out for the barrage. i think later on you get more naval support and the FO for that pops up in the middle island and he will have LOS thru the hedge. tough scenario, there will be blood .
  10. that's how it starts. you need to use them to plot your pre invasion bombardment. if i remember correctly there is something in the designer notes about it. your invasion troops show up after 10 or 15mins.
  11. i thought so, i remember seeing the screenshots that snake_eye posted. really amazing work. i can help if you want, though snake_eye set the bar pretty high on that map
  12. what do you need mapped? isn't somebody already working on a large donetsk map?
  13. maybe players would want to use their own names and be the hero and make up their own backstory. or maybe a character from their favorite ww2 movie. i would love to see oddball show up and rally the troops, can paintshells be modded?
  14. way to suck up kohl my last post on this thread as i am definitely drinking steve's kool aid
  15. I think for routing units you would also need to factor in what effect that has on surrounding troops in the los of the routing troops. do they have to under go a morale check to see if they rout too? would we see whole sections of a defensive line routing just because one squad or even a sub squad routs? would other troops have their morale downgraded if troops are routing around them etc?
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