Jump to content

carcer

Members
  • Content count

    84
  • Joined

  • Last visited

Everything posted by carcer

  1. This is a release for a work in progress mod I'm calling Rally the Regiments or R&R for short. So far multiple terrains and foliage have been redone, new tracers, unit bases, and a test scenario for an Omaha Beach map. The goal of the mod is to make 1200x1800 maps and missions inspired by a WW2 miniatures game that are balanced for single and multiplayer competitive play. The link can be found here: http://www.mediafire.com/file/iiyb8gr2b8ypo5b/CMBN_R%26R_Mod.rar The Omaha Scenario is a semi-historical condensed version showing the 1st infantry and 29th division storming the beach at the Les Moulins draw. Still a lot of work to do on it but it is playable on the US side set to turn-based. The US forces only enter as reinforcements, so the first 5 minutes of game-play are null. Screenshots: https://photos.app.goo.gl/7uIaidCdDXRFBLz32 https://photos.app.goo.gl/um9mvLpszn0n7xjG2 https://photos.app.goo.gl/4OY3HIXzoyzmFeBr2 https://photos.app.goo.gl/jqaeCp9rocMbFiFk1
  2. carcer

    Rally The Regiments Mod

    Update: not working a 60+ hour job anymore so yay back to combat mission. Currently setting forth to finish the Omaha map so it's more functional while working on a map for La Fiere Causeway and a sidi bouzid battle test for CMFI. The best part is that the newer version of re-shade doesn't interfere with the game like it was before on me so I'm integrating that back in along with more terrain graphics across all families.
  3. .......so....college semester finally finished. Been working on an Omaha Beach map. The western sector. Curious what some people's thoughts and opinions are on invasion maps and what can potentially make them fun and tactical- contradictory to the idea of flood rush the dead space. I'll throw up some screens in the next couple days. I found a neat way to have an invasion fleet horizon texture and an even more cool, plus convincing way to have landing craft. You all will love it. Might have to go texture hunting though as the Higgins steel plates are from Men of War. Any help with reference photos and force compositions will be greatly appreciated. Dog Red - Charlie (maybe Fox Green?). I've already mined Steven Zaloga and critical hits board game. I'll provide more details when I can such as goals and ideas for balance. Levi
  4. carcer

    Omaha Beach West

    yup in my post for rally the regiments mod is the latest update and does need the market garden dlc. The two maps I'm currently trying to wrap up for that mod is the omaha mission and one for la fiere causeway however to spell.
  5. carcer

    Rally The Regiments Mod

    Figured this might be helpful for anyone messing around with the test scenario. SITUATION Commander, there's little choice but to make a frontal assault across the beach flat. The capture of Les Moulins and the D-3 draw is vital for getting motorized traffic and supplies off the beach. Move as quickly as you can to find a weak point and crack the German defenses. You can leave pockets of enemy resistance for follow on troops to mop up later. Air support will be unavailable while in an interdiction role to prevent or delay enemy reinforcement. MISSION Mission type: Amphibious Assault The 1st Infantry division and 29th Infantry division are tasked with securing an accessible exit off of the Omaha Beach landing zone no later than 0735 in order for follow on forces to advance inland. FRIENDLY FORCES 1st Infantry Division Assault Company Company HQ x2 boat sections support boat platoon 29th Infantry Division Assault Company Company HQ x2 boat sections Divisional Support Battalion HQ DD tank platoon (x3 m4a1 sherman) Engineer combat platoon (sqd with attached m4 sherman) Ranger company (plt) Corps Support Naval gunfire support (destroyer with forward observer) Anti-Aircraft artillery platoon (sect) ENEMY FORCES Defending the beach is known to be a static coastal division made up of elements from the German 716th infantry. This division consists of lower quality soldiers with little to no mobility. None the less defenses on the coastline are fully capable. Expect concrete emplacements with anti-tank guns and a strong defensive network of trench lines behind barbed wire obstacles. PLAN 1st wave: scheduled to land at 0630 with armor support to immediately suppress enemy fortifications and clear obstacles. 2nd wave: scheduled to land at 0640 with infantry assault teams to facilitate the capture of a beach exit. 3rd wave: scheduled to land at 0655 with HQ attachments and the remainder of support elements for command and control. NOTES June 6 1944 0630 overcast 1200x1800 meters 1 hour and 5 minutes DESIGNER NOTES Amphibious Assault: 1st wave consists of 50% of the force pool set to variable and sporadic arrival times representing landing craft searching for gaps in beach obstacles and a place to land. Follow on waves are in mass but set to a variable arrival time based on ratio. Casualties are irrelevant in this mission type.
  6. carcer

    Rally The Regiments Mod

    Negative on that one Erwin. The textures are meant as an optional graphics replacement for any scenario. Someday I'll include scenario specific textures via mod tag. Honestly don't know how to mod tag yet but guess I'll cross that bridge when I get there .
  7. Thanks for the reply herrtom. Yea I wasn't sure if you were playing the game that way or just going back to watch. When I get a chance I'm curious if an open gl shader like the one made by BarbaricCo could get close to the color tones and such as your presets. Howler, been a while since I've been playing CM so I'm out of the loop on presets these days. I'll just be trying different stuff out like the one your describing. sounds like a cool set-up to play with. I'd like to try JohnO's as well that screen shot is really vivid is a good way.
  8. It's cool to see this forum open about reshade. I had a question if anyone might have some answers on using reshade. I'm having an issue with movement and target orders being off by 15m+ so I was curious if there was a way for reshade to not do that?
  9. carcer

    Omaha Beach West

    @rocketman Thanks for the terrain advice. That's actually really helpful especially as I started on a 1200x1800 dog green map that is too cliffy for game-play. For the new mission style I'm working on the Germans get 1 trp to use wisely to go with flames of war rules. In that game each artillery support unit comes with a spotter and if the unit is considered dug in they get a trp. Hopefully this will be pretty fun for multiplayer because as the Germans you'll have a lot of freedom on where to deploy your forces, but not so much stuff it would be daunting or take forever. If this turns out well I'll make a document on how to convert flames of war into CM for others to use if interested. Only down side is that I can't post their point system, so the mission designer would have to sign up for scribd or buy directly from that retailer to get the TOE's. Fixed: I figured out what the rocket artillery issue was. I was trying to use the nebelwerfer41 with 280mm rockets but according to the manual they only have a range of 2200m. With an 1800m map length; it seems the off map rockets are out of range halfway into the map. I guess I'll just switch it over to the 320mm rockets or stay with the neb41 but have it 150mm.
  10. carcer

    Omaha Beach West

    Update: I've found a much better way to make missions and force compositions as I re-approach this project. The table top game flames of war seems to work really well for CM conversion, especially for missions set up with multiplayer competition in mind. Their scale seems to be 1cm=1m proportion to give 1200x1800 meter CM maps with a common point system of 1500 for force compositions. This translates to a manageable map with well balanced combat forces. Currently I've gone back to working on a 1200x1800 Les Moulins map with historical'ish force picks. So far the battle is a lot of fun and works way better than my past attempts in terms of balance, play-ability, and hardware ability. Need Help: The one hitch I've run into so far is that the German forces have a 28cm rocket artillery unit set at 50% (for 3 guns total) with an observer team. I haven't been able to get the AI team to use this support at all despite the game showing it's available. Pre-bombardment is out of the question as well since the US forces do not begin arriving until 5min in (integrated a cool randomness concept for 1st wave and follow on forces). It also seems the observer team can call in the rockets on their own position and on German teams around them but not anything farther than 50m or on a TRP. Any ideas?
  11. I've been messing with a re-shade preset I found on these forums for good effect along with the terrain textures I've been using. I'll put out both the re-shade and terrain tiles when it's more finished. https://goo.gl/photos/kWGSej66ykgHmadZA https://goo.gl/photos/mhHq1tSMrwdnyJiF8
  12. carcer

    Work on a Reshade

    I had kind of backed off on using a reshade because I found that it's great for screenshots but for whatever reason throws off target and placement orders. I found a way to make shaders that you would just put in the Z folder; taking the place of movie mode but the file seems to be direct openGL script lines that I don't know how to code at this time. It would be cool to learn someday when I have time. I think the script lines are called GLSL if anyone knows stuff about that. For now I was going to see about finishing up on a texture pack for all titles as I mess with this mission making experiment.
  13. The hillside and forest aren't hard to find. The grassy field I would guess the two light objects silhouetted in the yellow grass just to the left of the tree in the foreground, but then there's a 90 degree angle black spot to the right of the foreground tree in the tree line. Doesn't help the resolution has a couple black dots in front of the foreground tree in the grass. The picture with the rocks I had to look up. I'd chalk that one up with no freaking way cause of the resolution. Shooting wise for a sniper though all those positions in the pictures would be absolutely terrible. The SS camo is pretty good. I think what throws it off if you were spotting non-moving potential targets in the same environment is that the tone of the camo seems to match the tree bark more but the curves of a human body stand out among all the thin tree branches.
  14. Kind of a fun game. Sniper training helps though.
  15. Once I have my desktop again I'll see about converting all the flames of war normandy companies into combat mission to get a feel for how the point system compares in quick battles. The idea then would be to have standard map sizes of a historic area in quick battles and both players would pick forces limited off of an xml sheet or something. Not sure what the standard map sizes would be yet. I figured I'd try this going back to my omaha west thing (made more computer friendly), la fiere causeway area, and a 3rd people's choice pick. Any takers for what the 3rd one would be?
  16. An idea for Force compositions: Flames of war just came out with an easy to use battlegroup builder called forces of war with companies representing force pools of a whole division. https://forces.flamesofwar.com/FOWPDFSelector.aspx. Unfortunately costs money to use the point system but the decks are available for preview. I see this set-up as something that could help make semi-historical engagements for single player and multiplayer in the direction of steel division; with divisional decks thrown at each other on historical maps. I suppose it would really just be a more restricted form of quick battles but could assist in picking attachments and ratios in the TOE’s. It might be possible to have the flames of war companies stand in for a battalion sized force or something allowing representation of a full division. Throw in a historicalish 1-2k map with different reinforcement times and could be fun. Here is an example of the US 29th division (depending on point system, only 3-4 support units would be attached). 29th infantry division assault company Combat platoons X6 boat sections Weapons platoons Machine gun platoon Mortar platoon Ammo and pioneer platoon X2 AT gun platoons Regimental support Recon platoon Cannon platoon Support platoons DD tank platoon Towed tank destroyer platoon Calvary platoon Combat engineer platoon Ranger company Support platoons Field artillery battery Corps armored artillery battery Naval or chemical mortar support Corps anti-aircraft platoon
  17. Correction, apart from the cavalry*, is that the flames of war companies seem to correspond to regiments. A mock combat mission task force representing the 29th division would then be x3 of the assault/infantry companies in different variations of points.
  18. lol yes, possibly recon to get a step ahead of those Germans and their occult expeditions.
  19. carcer

    Work on a Reshade

    Fraps should work, it's what I captured the screen shots with. I haven't tried it's video capture though. brief update on the reshade- seems that when installing reshade the collection of standard effects is needed and I can confirm that for whatever reason the reshade opengl file messes with selection placement and unit placement. So far just a minor annoyance but I had to temporarily delete the reshade files to place units in trenches within the scenario editor. Not sure why the reshade opengl does this.
  20. carcer

    CMRT TacAI Engine Comparison

    Wanted to chime in as well on some of the AI behavior I've seen. After working on a test scenario for Omaha Beach (CMBN) I've noticed that tank HE splash seems to displace infantry as well. I kept having the issue of German infantry in forward trench lines displacing to the rear out of sight trenches making the defense ineffective. Two other peculiar things I noticed with the US infantry is if there's a smoke spot the infantry will converge in mass inside the smoke and if I put deep water tiles 100-200 meters away they would displace towards that for the elevation cover. I would guess that means there isn't a distance restriction on displacement for best available cover? Either way it's fairly annoying for single player. Doesn't seem to be that much of an issue for the modern title though probably due to dug in defenses being a rarity.
  21. carcer

    Omaha Beach West

    Omaha West Test Map Here is a download link to a test map/mission: http://www.mediafire.com/file/549pvytaalvvc48/omaha_test_map.rar Both huge map and mission which might not be comfortably possible without using the nvidia profile inspector found in this forum: http://community.battlefront.com/topic/96330-some-performance-and-quality-tips-for-nvidia-users/?page=7. Playing turn based wasn't too bad, 40-50 seconds when reinforcements arrived, but the rest was smooth sailing. Recommend a decent rig though. The test mission shows most of the first wave (A-B-C Co 743rd Armor , C Co 2nd Rangers, A-F-G Co 115th Infantry, and 2 boat teams of the 121st Engineers). No objectives or mission parameters have been made, just a force on force example. Last set of reinforcements land at the 15 minute mark. Notes I'm going to work on the map for a while after this and play close combat; maybe someone better at scenario design could jump in. Need to wait for a patch and voice concern as well since the AI behavior with the new upgrade severely depletes the potential for entrenched positions among other things (if there's a deep water tile 100+ meters away the US infantry would make a backwards break for that every-time they were pinned down, "we shall swim back to England"). Love the new infantry spacing and Withdrawal AI plans (sounds useful though I have no idea what it does) at least. The map is still really really rough with the D1 draw messed up after I did an elevation correction. The boat teams are mostly correct except for same boat arrival times. I've split landing forces in half with the second half landing on the next reinforcement wave. Doesn't seem like the German howitzers are being used and don't know why. Haven't added mines yet either. 743rd- deleted 2 out of the 4 boats from B Co as it seems they were sunk before landing, deleted 1 boat from C Co for the hell of it, and A Co boats get complicated. Seems 1 took on water and 1 lost its engine before going in, 1 hit by artillery, 1 with a damaged ramp having to return later in the day, and another 1 only got off 1 Sherman before being hit with artillery (maybe ?). Some sources say A Co had 6 boats, others 8, so I went with 6 and all the casualties above to give A Co a total of 4 shermans so that life is hard.
  22. carcer

    Omaha Beach West

    Correction; I've decided to stick with the critical hit scenario indefinitely. Should have the test scenario up in a week or so. I believe JonS is correct in breaking up the whole thing in pieces, which translates well with adopting the board games 16 scenarios into CM. Since the scenarios are cross referenced with the same units this could become a campaign. The only exception is that I would leave out the current mission I'm working since a lot of computer's might not be able to handle it; releasing it as a stand instead. In theory this would be the 16 scenarios, a campaign with most of the 16 scenarios so unit casualties carry over, the gigantic mission I'm working on now, and background informational research in a pack. Probably wouldn't be complete without an old school remake of "Ranger Challenge" either. If this is a hit I may have to break down and go for critical hits 'omaha east' as well. I wish advanced squad leader games weren't so freaking expensive. Are there other squad leader missions that people have transcribed into CM successfully? Note on research: My initial assumption/theory based on reading material that this battle had flawed attack plans was completely inaccurate. I thought the plan was to attack the draws straight on but this is untrue. The plan was to have a connective front along the entire beach. Even if landing between the draws was a viable option (ocean current/visability), artillery would have just concentrated there any way. I also thought that there was a 600 meter gap in the Germans field of fire for small arms which is also untrue. The majority of WN maps and research leave out enfilade mg positions dug into the side of the hill. Overall it would have royally sucked to be in the first wave.
  23. carcer

    Omaha Beach West

    I appreciate the clarification Sgt. Squarehead and the info JonS. I'm beginning to understand how the A.I. works as well as the objectives and exit zones. I like the idea Combatintman mentions about short mortar reinforcements with small amounts of ammo. Good info to keep in mind scenario dependent. The A.I. support on the lowest setting (harass) is pretty intense but works for this one. Might even need to add German ammo dumps for resupply depending on what ammo counts really were but then again once the mortars are out of ammo the heavy artillery really does start to represent nuisance fire (10 minutes into scenario). I noticed that adding multiple AI support targets gets more of the artillery into the fight with closest mortar position firing on painted target. I need to try to see if the TRP's will work better now that the assault wave is a more starting force. Before I had just the DD tanks for the first five minutes so what would happen is the spotters would direct heavies on the tanks when the infantry was landing in different sectors. Currently still trying to hurry to get first wave test mission out. So far I've corrected terrain elevation, correct landing spots, and then just been trying to balance. Whats left is to fix some terrain clipping, touch-ups on sea wall, add a few bushes/trees, special assault company composition for infantry, and a little more balance. Lately I've tried messing with the idea of having A/743rd (6 tanks) land in front of Les Moulins five minutes late because a lot of Omaha scenarios have that happen. After extending research on US side it seems the scenario I've been using as a base only focuses on 2 battalions of 116th in the first 2 waves plus supporting elements. Sounds like a lot of units but it comes together to a battalion strength battle for the boats that made it in. I completely forgot there's a whole 3rd battalion. The object of the critical hit scenario is to accomplish 3 of the following: clear road up the d-1 draw, clear road up the d-3 draw, capture 3 strong-points, have about 10 squads on high-ground, or clear lane through obstacle belt (can't really be modelled in CM?). The scenario takes place from 0630 to 0900, 40 game turns, and company size German reinforcements at turn 21. Not sure if I want to stick close to just that or go in the direction I was trying to go before which would probably be more arcady. Arcade like in the sense that 3rd battalion could have platoons represent companies, full map in play representing most of the day, give support vehicles later on like the priest howitzer or halftrack howitzer, and have a different force composition similar to the table top game flames of war or something? The current issue is that once the US tanks get the upper-hand the Atlantic wall falls pretty quick. The strong-points might still be difficult to assault since the German infantry AI really just re-positions to the rear trench lines, (Maybe it's possible to get them to return with an AI plan?), but still it's high casualties for first 10 minutes (pretty historical) and then not that many exciting things afterwards. Maybe the test mission will prove different?
  24. carcer

    Omaha Beach West

    The exit zones might actually be an issue for me later on. I was under the impression you could do it for specific units, but if it's for an entire force eek. My only experience and knowledge of the exit zones plus where I got the idea from was one of the allied market garden missions where you exit 1 company of airborne troops while the rest hold onto objectives. For now the simple AI support plan works well for the beta test but once I go back for refinement it'll be fun to play around with the mortar idea. The exit zone issue is that my intention will be to have exit zones for ranger units so that the player will have to decide on picking up exit zone points, or using available rangers to help hold objectives instead. Historically the 5th (might be wrong too many units) ranger battalion (about company strength in man power) was suppose to land at dog green and then proceed to point du hoc if they didnt hear that the point was taken as a plan B. I guess radio comms didn't go out that the point was taken so they land on omaha at dog white and get tied up defending vierville instead. I think maybe a platoon didnt get the memo and pressed on to the point before German units were able to set up ambushes on the route.
  25. carcer

    Omaha Beach West

    Thanks for all the feedback. The area target for mortars sounds interesting and a go to if I can't get the mortars into action enough. So far the solution of: having the pre-support bombardment hit with the US first wave converged into a starting force works pretty well. With the support AI set to suppress it seems like the German artillery doesnt expend all their ammo and eventually switches back over to spotters setting up targets (not sure though). I added 6 trp's as well just incase (AI isnt quick enough without pre-bombardment). I also screwed up in the balance and over looked that the amount of Sherman's in front of dog red were throwing things off. Even though trying not to be too rigid with historical at this point; history might support the decrease. Originally I had A/743rd with 15-18 shermans (2 m4a1's and 1 m4 [represents m4 dozer] loaded into each LCTa mk5 boat), but looking at various sources these LCTa boats had a lot of trouble and never dropped off the full company. One source only gives a total of 6 shermans making it in, works well with game balance, so 6 shermans it is. I've added more concrete german bunkers too . This is to represent the double embrasure improved MG positions carved into the side of the hills. Might even have to turn some of the bunkers into actual MG ones instead of just having a crew or set AI ambush groups for decent engagement ranges. Mission balancing sucks lol. Here is an unmarked and unfinished aerial photograph overlay to show what I'm talking about. The double embrasures are the red squares off of the trench lines. https://photos.app.goo.gl/PpPsR7NCr3gKU2Lm1. How the mission is going so far (spoilers): Really intense for the first 10 minutes with the tanks per-occupied on AT guns while the infantry tries to make it to the shingle under artillery and mg fire. A/116th broken as per real life but I've managed to get a decent amount of f/116th to the shingle. Situation at 10 minutes seems to be that the Sherman's gain upper hand but not in a good position (middle of map) to provide adequate support so player will have to start figuring out how to re-position them. Dog red is where I want it with infantry at the shingle fighting but not able to do much else. Dog white seems to be working well, WN still holding up with gap teams making it to the shingle to start blowing gaps. Still need to add gap assault teams as reinforcements to dog red and dog green as well as the rangers at the charlie to conclude the 1st wave. Mission parameters are looking like the time covered will be from 0630 to around 1300 condensed in a weird way to make it a 2 hour'ish mission. Help with elevation: I've combined elevation data from the sources given in this forum with the google earth elevation method. I just used the real values, i.e. if it says 45 meters on the line I went with 45 meters, but noticed that CM direct elevation doesn't go below 5 meters. Does that mean I need to treat the game's 5 meters as 0 and add 5 to all my values? In this way most of the beach would be 0 elevation (5m) but then if I have an elevation line for say 10m I would actually want to make it 15m in the game?
×