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sherman M4 105mm


Arzok

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Thank you !

Help is very appreciated.

Test is very time consumming, and as you know the "trick" of the mission, you never play like players will do...

I sent you a PM with the link

If all is OK with this tank, it will be included in a much bigger mod...

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Hi Arzok! That's one beautiful tank you have there. Great job!

Still, there's one thing I'd like to ask you. As far as I know, M4(105)'s weren't in production until Feb'44. So you surely wouldn't meet one during the North African campaign. Will it be a part of some other campaign you're working on then? ;)

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Thank you !

Help is very appreciated.

Test is very time consumming, and as you know the "trick" of the mission, you never play like players will do...

I sent you a PM with the link

If all is OK with this tank, it will be included in a much bigger mod...

Thanks - got it. Hopefully I will be able to experiment this w/end. :)

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The 105s work well. Response to damage etc all good.

The mission AI deployment is detailed & shows some good planned defence. :)

Couldn't decide what the group of allied AI troops & the truck were for, they eventually came under fire & just sat there=

14o8y2x.jpg

assume there is a trigger issue for that group.

Is there a time limit for completion? I was busy micro-ing around & it flagged I'd failed, tho only 1x105 was gone & I still had most of the troops.

Not that I mind as I shall play it again later :P:D

Installation was easy, I don't normally use JSGME but it certainly works fine with this mission. I would add a line to the instructions -

"Install JSGME if not already present", so it's clear that the mod will go into the MOD folder JSGME uses by default.

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Thnak you for the feed back.

I will check defeat triggers, cause there is no time limit...

The ally AI troops just represent your headquarter.

You have to protect them, but it is not written in the briefing !

I will add this point.

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Ahhh. I had just gone into it as an assault. Perhaps someone who was 'important' was killed & so I failed?

You are creating some good content for ToW, I like the Uchronie mod too.

Seems like 1c need to give you some recognition :)

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The first defeat condition was less than 22 soldiers alive.

But if you had few losses, it can't be that.

I have to retest if with new victory(some errors) and defeat conditions...

By the way, churchill AVRE is in progress (for Caen and TOW 1) :

churchill_avre_04.jpg

churchill_avre_02.jpg

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I will need to play it again & see how it goes, I hadn't counted exactly who was left but maybe I lost a unit when I was studying the 'command' group.

I didn't save it just came up with a seconds to close dialog.

Now I know who should be protected I can do better :)

Nice Churchill BTW :D

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Had 10 minutes to quickly load the mission & I noticed the halftrack crews behaving strangely (as they did in the uncorrected 1.5.2 mod.)

Halftrack lost its gunner, driver took his position then when I added a soldier with no driving skill to the gun position the HT wouldn't move. :confused:

I discovered that the HT would then only drive if the driver was in the gunner position & the soldier with 0 driving skill was in the driver slot...:confused:

This kind of thing hasn't happened in other missions since the corrections were made to 1.5.2 by Gooana.

Weird

Am hoping to try & play thru the mission today so I can give more details.

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  • 2 months later...
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I can send you the one I use, but none are complete.

for Kursk Caen or Afrika ?

What do you want to do with that ?

Usually, the whole list is not needed.

For extractor, sometimes, it is weird.

I think you can use the one you have put in TOW/mission editor to extract TOW 2.

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My original plan was for Afrika, but Caen would make more sense. I am learning how to transfer objects and models into the game. Basically the same as what Tartari is doing to TOW3 WWII. I mostly want to put more into TOW2, but extracting some items helps me to understand the structure. My first task is to pull some items out of TOW to move into TOW2.

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