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MOS:96B2P

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Everything posted by MOS:96B2P

  1. A new fictional scenario for CMSF2: “Coup d’etat” is in Beta testing now and is intended as player vs AI. The player will lead rebel (Syrian) units in an early morning (0400hrs) coup attempt to overthrow the governing regime (also Syrian). It is set in the fictional third world country of Abbudin and takes place in the heavy urban terrain of the city of Al Mout. The city of Al Mout is a heavily modified portion of the Ramadi-Government-Center map created by @LongLeftFlank. Approximately 1072 meters by 592 meters. The scenario has a variable end time. The optimal scenario length is two hours however it can be played to three hours. If the scenario is played longer than two hours the regime AI is awarded an extra 200 Victory Points. It requires all the CMSF2 modules to play since it features US Marines (guarding a US Consulate), a British SF unit (hunting for WMDs) and Canadian advisors (assisting the local city police). The scenario was created with the idea of taking a small, under equipped, rebel force and using in-game intelligence and insurgent tactics to expand the combat power of the rebel force until the rebels controlled the city. Below are some daylight screenshots of the map. View of the 4th December Bridge. Slums in the south west area of the city. Looking east on Al Jazeera Boulevard from the area of Asfarr Taksi Company. An Agricultural Specialist, looks east out a window from Hotel Mout. In the distance is the Mayoral Residence along the bank of the River of Martyrs.
  2. MOS:96B2P

    New Scenario: Coup D'etat

    Well, by using the modified military grid system of course............. .
  3. MOS:96B2P

    CMSF1 scenarios & campaigns

    Wow!!! And I thought it was just mods for some reason. Campaigns and scenarios also!! This is going to greatly increase the content of CMMODS & Scenario Depot. +1
  4. MOS:96B2P

    New Scenario: Coup D'etat

    The most noticeable thing is the temporary odd look if tall vehicles pass through. The second thing is that a player needs to be a little more careful when placing infantry waypoints in the building. I had a fire team run through the building and then back inside when I wanted them to go directly to the second floor. I paid more attention and re-plotted the waypoints with no problem the second time. I don't really understand yet why that happened but I am keeping an eye on it. Its kind of cool. Different bridges can be used with different buildings / building skins for different purposes. I used a two action spot long building since this bridge fit inside with nothing sticking out (so it just looked better IMO). I will keep experimenting with it. I have some more ideas how it can be used in future scenarios. Thanks for finding and sharing this cool editor ability.
  5. MOS:96B2P

    New Scenario: Coup D'etat

    That Latka guy and his taxis...........just don't get in the red ones!
  6. Units loyal to the regime arrive to crush an early morning coup d'etat.
  7. MOS:96B2P

    New Scenario: Coup D'etat

    This is something I learned from @RockinHarry. The placing of a bridge through a building allows vehicles to drive through the building. This is useful for entrances to secured facilities. The below screenshots were taken at the gate to the Ministry of the Interior compound. An SF unit leads locally recruited mercenaries through the front gate at the Ministry of the Interior compound.
  8. MOS:96B2P

    New Scenario: Coup D'etat

    Some screenshots taken by @borg
  9. MOS:96B2P

    The Truelife* Mode PBEM DAR

    Also, sticking to the plan is, IMO, more realistic. In the game the player can learn something, change the entire plan and instantaneously have every unit execute the new plan. Interesting stuff. I look forward to following this.
  10. MOS:96B2P

    New file at the Repository: Aris Otter LRC Mod (2012-05-02)

    Nice. Thank you for saving all those mods. +1
  11. MOS:96B2P

    Orbat / Custom organizations

    Cool, cool game. Always learning some new cool thing about it.
  12. MOS:96B2P

    Orbat / Custom organizations

    Interesting.............. so you import core unit A to BluFor, then import (a second time) core unit B to BluFor etc?
  13. MOS:96B2P

    Orbat / Custom organizations

    The following is how I save and use core units: To save a favorite unit when building TOE save it as a core unit file, like you would make for a campaign, but you can load it onto any map you have in the editor. To create a core unit: 1) Open up the scenario editor. 2) Select desired units. 3) Save in Scenarios 4) Name the scenario file. Example - Core US 1944 Armored Inf. Company. To import core units into a scenario: 1) Open up the scenario in the scenario editor. 2) Go to units and delete the units you are replacing with your core force. 3) While still in Units click on Import Campaign Units. 4) The scenarios file will open. 5) Select the desired core force. 6) Click Deploy Units and place the core force in the setup zone. 7) Save with a different name to preserve the original scenario.
  14. MOS:96B2P

    Random mines placement?

    Good luck with your scenario my friend!
  15. MOS:96B2P

    Random mines placement?

    No colored setup zones. I placed the mines on the AI plan #1 setup spots. I think you can also place them in a corner and they will jump to plan #2 from the corner just like from plan #1
  16. MOS:96B2P

    Random mines placement?

    @Zveroboy1 I just did it with a quick test. I had four AP minefields in [A2]. I placed them on the map in four - one action spot AI setup zones under plan one. I then made a plan #2 with four different one spot AI setup zones. I turned AI plan #1 to: NOT USED to force plan #2 to load. I saved. Closed the editor. Loaded the scenario and played under scenario author test as RedFor. The minefields are BluFor. I observed the mines located where I had placed them for plan #1. I hit the red button and they jumped to the plan #2 locations.
  17. MOS:96B2P

    Random mines placement?

    In testing I have done something similar with barbwire and it worked. It should also work with minefields. I think @Sgt.Squarehead has some knowledge of this (with IEDs) so I tagged him to get his attention. I'm trying to remember how I did it with the wire and then apply it to the minefields. The first step is correct: Assign the mines to any AI group except AI group #1. There are two different types of setup zones and this may be where the problem is. There is the three different colored setup zones and there are AI setup zones (located in the AI orders). I just used AI orders set up zones with multiple AI plans. So, if I remember correctly it worked like this: 10 minefields assigned to [A14] with 10 one action spot sized AI setup zones under AI plan #1. 10 minefields assigned to [A14] with 10 different one action spot sized AI setup zones under AI plan #2. And etc. Of course some of the AI setup zones can be the same between plans if you want. You could also use different mine types to mix it up even more. 6 AP minefields 3 AT minefields and 1 mixed minefield. That would keep things lively! Hope I remembered correctly. Let us know if it works. Sgt.Squarehead should be along to give additional information.
  18. MOS:96B2P

    New Scenario: Coup D'etat

    In the narrow side streets of Al Mout City a hired gun earns his pay (4 VPs), while working for the rebels, during a coup d'etat.
  19. MOS:96B2P

    Assault Boats?

    Hmmm, a boat with wheels .................... I'm not a modder but your probably right.
  20. MOS:96B2P

    Assault Boats?

    +1 This is an interesting idea and may be the closest we get to assault boats. Then with the red vs red in the editor the Soviets could also use them.
  21. Well look who the cat dragged in........................
  22. MOS:96B2P

    CMRT Module 1 Bones

    Welcome back!!! Maybe you should hang out with us and find out.
  23. MOS:96B2P

    Lost in mods....

    Place an Un-zipped mod into an empty folder on your Desktop. (This is to keep the un-zipping process from grabbing stuff it should not). Then unzip the mod. Remove the unzipped mod from the folder. On a PC, place the mod in the following location: This PC - Documents - Battlefront - Combat Mission - Shock Force 2 - User Data - Mods Restart the game if it was running while you did all that. Should be good to go. PS You can save those zipped files somewhere on your computer if you want. They can be unzipped repeatedly. This way you don't have to re-download the Zip File. The folder you used for unzipping can be put in the trash when you are done. I have one on my Desktop all the time that I name Extraction Folder. I use it when I Zip or un-zip mods and scenarios so they don't become corrupted by grabbing other stuff on the computer.
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