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Moonslayer

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Everything posted by Moonslayer

  1. Only one word for it... awesome! I was actually looking for a huey sprite for my invasion: cyprus 1974 mod and now no longer need to create one... cheers
  2. Yup... finally sorted out the problem... I am a muppet!
  3. Cheers, Fantomas, coming from you that is praise indeed Due to time issues I will probably stick to small scale conflicts like the cyprus invasion for my mods. I still have my WWII Africa mod in the 'pipeline' but feel I am unlikely to ever finish that one. I think my next project will probably be 'Invasion: Malta' based on Operation Herkules that was called off after the debacle of the invasion of Crete (another potential project). I have visions of an 'Invasion' series of scenarios
  4. They are used when identifying targets for airstrikes... assuming you have that option turned on (ie it is not a default option).
  5. That is the old version. The UN message is posted to go up on the 15th August and the game should end after the turn on 16th August. In the new version the stalemate result doesn't come up until after the 17th August turn. Also I have replaced the UN message in the newer version as it was not really accurate... UNFICYP had been there since 1964. Under no circumstances should the game progress beyond these dates. In reality the end of the war was a little 'fuzzy' also, as the ceasefire was voluntary on behalf of the Turks. The sources I have used for research put the war's end somewhere between 16/8 and 20/8. Official historical reports agree with 16/8 as the begining of the second ceasefire but some eye witness reports say that some fighting continued for a few days after this date. The newer version tests your skills a little more than the first version EDIT: I have modified the localisation file so the mod should work okay with french/german versions as well now. [ November 26, 2006, 03:02 AM: Message edited by: Moonslayer ]
  6. There is only a 10% chance of either of these events occuring... you were just unlucky.
  7. This scenario covers the three week period from when the Turkish 28th and 39th divisions started invading Cyprus on the morning of 20th July 1974 and when UN troops began establishing a demilitarised zone between the Turks and the CNG on 16th August 1974. The geography of the island and the troop deployment is as accurate as I could find the data for. I have chosen to base the scale of the conflict on regiment/battalion level. Map scale is about 5 miles per tile. There has, of course, been some artistic license taken, especially of the 'what if?' variety, so history buffs should watch out for unexpected surprises!
  8. New version of this mod is on CMMods now. Many changes in this version including some map alterations to be more accurate. Also I have altered the unit names and strengths to more accurately reflect the actual capabilities of the forces at the time. I have included garrison scripts for the Cypriots but have left Famagusta to fend for itself as historically the Cypriot National Guard (CNG) left Famagusta undefended as they rushed to protect Nicosia. The economics have been tweaked to give Cyprus a little more of a chance to defend itself and the initial Turkish positions make it very tough to flood the island with troops, quickly. The British are a little more 'twitchy' now and are more likely to enter the war on the side of Cyprus if the Turks look as if they are about to overrun all the cities. The game is much harder for the Turkish forces than in the original version and produces much more historical results (ie a stalemate result) more often than not. In the next version I hope to have the Turkish AI up and running. I have also put in a few new sound effects courtesy of Normal Dude (cheers).
  9. This is a good idea and would certainly add to the atmosphere of the game. It sounds rather HOI but to be honest, that is one of the things I liked about HOI. It would be good to see some of this in SC2 imho.
  10. Be my guest I have now used a few of your battle sounds... they do sound pretty cool 8)
  11. I have added a few new sounds... national anthems and helicopters. I had toyed with the idea of putting in more modern small arms fire but decided the game's own versions were better than any I could find. However, I have been looking to d/l your 'fortress' mods and will probably do so this weekend. I have also found a problem with a couple of the scripts in my game and have corrected them already. I will wait to update the file until I have sorted out the Cypriot AI scripts first.
  12. After some playing with my settings it turns out to have been a firewall issue (d'oh!) and so after a swift turning off of the offending item I have successfully uploaded 1974 Cyprus onto cmmods. The file is quite big as there are numerous graphical changes from the original (many thanks to the creators of those graphics... only a couple of which are actually mine!... I am VERY proud of the British scout car graphic so no knocking it please ) Anyway I hope some players are brave enough to download it and get some enjoyment from it. And I promise to continue working on the AI scripts... having a few issues with amphibious transports at the moment [ November 24, 2006, 04:57 PM: Message edited by: Moonslayer ]
  13. Anyone know how to use cmmods then? I am getting a little jaded with it tbh. I can only assume that I am making some kind of noob mistake.
  14. Just finished playing as the axis on blashy's mod (admittedly my first v1.05a game) and my navy was attacked by 10 amphibious transports from the UK. Not all at the same time but one by one so I didn't bump into a d-day event. Also RN ships with strength 1 to 4 were singly attacking my fleets both in the Irish Sea and in the Med. The AI must have gotten out of the wrong side of bed
  15. I have created a scenario of the Turkish invasion of the island of Cyprus. I have tried to put it onto cmods several times but have been unsuccessful so far. I would be happy to email anyone the zip or rar file if anyone is interested. At the moment I an still working on the Turkish AI so it is only really practical to play it 2 player or as the Turkish side. The Cypriot defenders don't do too bad a job without scripts but I will also be adding these when I can. I will update the scenario when I have sorted out the AI.
  16. My Kriegsmarine have even been 'attacked' by UK Corps in Amphibious transports... several times! Perhaps this is an effect from v1.05a in general?
  17. I like random too. Life is random and luck based... a game should be too imho.
  18. Tried to upload a mod on cmods just now... doesn't seem to like what I am doing. I get to the point where it says 'sending request to cmods.com' then nothing... How long should I wait before giving up? I was waiting for about 15 minutes before deciding nothing was going to happen. Can anyone shed some light on this for me?
  19. Cheers, Hubert, I spent some time looking for that very thread. Seems like it does exist after all
  20. Is v1.05 compatible with all previous user created mods? I would hate to lose my new creations.
  21. I had a similar problems with sounds that were stereo 8bit wavs with a sample rate below 11kHz. Mono 8bits seemed to work fine, however.
  22. Cheers for these, I have used them extensively in my current project... I was wondering what I was going to do about putting jets into my scenario
  23. Problem solved... The map was 56x22 and although larger than the minimum size allowed the war-map was unable to be written by the programme and it went mammaries up. All working fine now after I added a few extra tiles to the map.
  24. I used this idea today to make up my Cyprus 1974 mod... worked like a charm. Sadly the mod keeps crashing on me before I can get to playtest it. I can thoroughly recommend this method of map creation. One caveat... the water on google earth is the 'wrong' colour and unevenly coloured... it takes a while to paint over it.
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