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benpark last won the day on June 8

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  1. That map looks great. Time to play some CMFI for a bit.
  2. The AI seems to like to select groups in QBs with a preference for allocating entire higher command groups to their own AI Group. I tend to hit the Random selection when playing a QB, and fixing that somewhat with adding another 2 formations, with the expectation that they will then be assigned to their own AI Groups. It seems to work for QBs larger than Tiny pretty decently, and seems more cohesive. The player would still need to prune these formations, to match the point total, using the system above. I will also start a QB, then save it, and forget about it for a few weeks. That keeps my selections forgotten, and random enough. Saved games are underutilized. It seems that they could also be saved and forgotten for a while/shared, to get the feeling of being dropped into command at a particularly busy phase of combat. I had considered a system for FR where I'd use AI Groups 1&2 for foot, and AI Group 3 for wheel/tracked plans. That way, people could select based upon those presumptions, and get a more appropriate AI Plan. I'm not sure adding lots of additional AI Plans above 5 or so would be to the strength of the AI, with the above in mind. Lots of penny-packet randoms running around, without the illusion of cohesion in many cases after testing this for some time a long while back.
  3. That could be a game engine thing, I believe. I think I had some of this when I was taking whacks at the buildings ages ago (they are...complex, and best left to Cassio's particular genius). The game doesn't do the next-generation ray-tracing deal, but there are directional shadows mapped. It seems to be based upon what models should be there, rather than what we might mod them to be. That may not hold for everything, though- helmets don't seem to cast shadows- but they can come off. If they are 2D based, the solution above would certainly do the trick. But these deep dives are rarely easy, as we know!
  4. The Alpha Channel on anything you want to not see will need to be converted to all black (0,0,0 RGB). It will be rendered invisible afterwards. As suggested, you will want these ModTagged. I'm not sure what other associations that file/files may have (other branches that may or may not be present in the scenario), but it will also affect any shared textures. Shoot me a PM if you run into issues with it still showing up.
  5. I'll post a bug report if it isn't producing a screenshot as intended with the standard combo, as I expect that impacts all titles if not working as intended. I don't expect that has been changed since the advent of CMx2. My old go-to screenshot utility FRAPS stopped working for me, maybe with Windows 10. I've had to go to the NVidia Tools as a replacement, which is good but you need to be NVidia-based.
  6. The best method is to play to whatever strengths are available. In most cases, this is longer-range firepower (particularly medium machine guns) that should be tasked to keeping the SMG forces at arm's length. Any armor or half-tracks available can work as mobile "bunkers", as well. In terrain that has longer sight lines, this is an easier task than towns and urban areas. In these cases, the fire-lanes should be investigated and strong-points established where these can be as well situated as possible. These scenarios (defensive ones, in particular) involve displacing your forces as the enemy advances. It also helps to establish pickets in any building interiors where the enemy may be infiltrating forward to flank your MMGs. In the attack, use scout teams to identify enemy positions- I tend to give these a fairly tight covered arc, and withdraw them at the first sign of trouble with smoke- easier said than done, but better than risking entire squads. Smoke any lane of fire prior to crossing, if enemy forces may have a good lane of fire. Recon by fire is also a decent tactic for keeping those street-lanes quiet. Infiltration is also useful, but that tends to play to the Soviet SMG strength if surprised- so head in close if the enemy has their heads down, from a direction they don't expect.
  7. Wild Bill has a dedication in FR. He was a generous and helpful guy.
  8. I'd try the delete that portion (by vertex, so you don't miss any faces) option first. The more "gone" it is, the better chance of losing the shadows.
  9. Is that an Alpha Channel knockout? If so, the light tracing will still be stopped at the "invisible" model and cast a game-shadow. Probably best way to do it without any unwanted lighting would be to remove the offending part on the actual model.
  10. There should be longer than 45 minutes, if that's the first Soviet campaign scenario. Should be 1:20, or something. Double check that you have the patch, I had to fix one or two times and it should be in there. The "group move" at the start is a great time for setting formations. If you can do a setup zone, you can position everyone then give the orders. I use that for the bigger first moves stuff, then expand out as chaos ensues.
  11. Those are done "on the fly" along the set path - I don't believe there are any 3D models for that, only textures. The FR new rubble walls are 3D models, however. The fences were the base for guiding sizing. They could be adapted into any number of things.
  12. Haven't seen that. Let's figure it out. -Make sure all mods are out of the Mod folder. Retry (I figure you have done this already). -Post your Save file here It may also help to know where it is in the loading when it crashed. Some idea of system specs may help, as well.
  13. I found genealogical websites had helpful lists of name conversions, when a place was particularly difficult to locate. The real problem we need solved is why crucial map pages always seem to be missing from archives, when every one surrounding is easily found.
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