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Scipio

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Everything posted by Scipio

  1. As said, this is just the 'beta'. I'll upload it on CMMods if I shouldn't run into suprising errors or find something that doesn't match my imaginations after some days watching. There are always some small things, you know... By the way, I assume you have not registered to my site, that's way you can't DL!? I'll do my very best
  2. It is a good idea to create a subfolder named 'z' within the data folder and put your mods into the z folder. The reason is simple: the *.brz files are loaded by CMSF in alphabetic order.
  3. Here's my lates mod : Full colour unit 'silhouttes'. Support units (Airforce & Artillery) and Marines Module are included! I'll test it for some days before the final release, but you can get the beta from my site at http://www.unitedwargamers.net/forum/showthread.php?tid=19
  4. I disagree. WEGO is the only real way of playing CMSF, preferably as PBEM! :cool:
  5. A propaganda rule says that things become the more relevant the more they are repeated! So: Don't forget to visit my website http://www.unitedwargamers.net if you're looking for PBEM games! :D
  6. What means 'the first module not done in-house'? Sounds to me like it is done by a third party, but maybe I translate it wrong!?
  7. Scipio

    Cmak Pbem

    Check my site www.unitedwargamers.net. It's a special opponent finder for PBEM. There are some people who are looking for battles!
  8. I looked into this, but the covered arc seems to be hardcoded. At least I can't find a matching editable file in the data files.
  9. Silly me, seems I have forgotten to hit the send button after 'Preview Post'. ! Luckily I had it already uploaded on the server. It is posted now!!! Look at http://www.unitedwargamers.net/forum/showthread.php?tid=15 By the way, to all people who currently play vs the PC only: you should consider to join my site and find human opponents from all over the world. It's completly different experience!!!
  10. I have revised my weapon icon mod - some graphics has been replaced, the icons are now divided with a small line, and the red cross for wounded soldiers is now standard! I'm a bit short on time, so you can find the mod at the moment exclusivly on my site http://www.unitedwargamers.net. Look in the CM-section of the forum! I will upload it to CMMODS next week!
  11. Oh, here's another small thing! Soldiers with a PM pistol use the AK-47 model/animation!
  12. Great, thanks for the hint! I haven't read the design part of the manual in detail!
  13. Can somebody gimme a hind which Syrian units use the AT-7 & AT-13 ATGM? I just can't find them...
  14. Thank for the good critics folks! Stikkypixie, I see what you mean, but I prefer a different approach: the reinvention of the CMx1 red cross: You can DL the additional 'Red Cross'-set update from my site http://www.unitedwargamers.net. Look in the CM-forum. The Redcross-set is now included in the full version, too!
  15. I have created a full set of green/yellow weapon icons. Marines included. You find'em at http://www.cmmods.com!
  16. Screenshots are the reason why the ?-icons should be removed! We had a special key in CMx1 to remove all 'gamehelps', that's what I have mind!
  17. Updated List: a) When I press ALT-I to hide the floating icons, the '?'-icons are still shown. I assume that's wrong? At least would I prefer if they can be hidden, too.
  18. Here are two small things that should be adjusted: a) Please activate the 'Clear Target' order in the hotkeys.txt When I press ALT-I to hide the floating icons, the '?'-icons are still shown. I assume that's wrong? At least would I prefer if they can be hidden, too.
  19. It seems to me that 'Clear Target' doesn't work right!? Waypoint 1) Ordered: Pause 15sec/Target Waypoint 2) Clear Target But the target is NOT cleared at waypoint 2 - the tank keeps fireing til the end of the turn!?
  20. But the delay for the Javelins applies only once, or not?! I'm not sure how this is handeled
  21. Why not adopt the artillery mission dialog? Target can be 'point', 'area' and 'line'. Instead of the number of guns we set 'light', 'heavy' and 'special' (like rocket launchers) with selection boxes, what would automatically allow any combination (depending on the available weapons and ammo, of course). Duration and delay can be entered manually or in 5 sec steps while mission, effect and delivery are not needed.
  22. That's a good workaround. But am I the only one who think's that 15sec steps for the pause command are to long? Maybe it is possible to add 'fine tuning' in 5sec steps, for example Shift+P (or whatever key is assigned to the Pause-command).
  23. Well, after playing with v1.1 for a day now, I must say that I'm pleased. Well, at least partially... ! No need to rest on the laurels now! I have two small ideas for the area fire command: a) 'action spots' as we have them for the movement commands now. This would help to have an idea which area is targeted. Since I prefer turned based/PBEM games (WEGO), I have noticed a small 'problem' with area fire. While it's no problem to stop an area fire order in realtime-mode, you can't do so in WEGO - the order is executed for a full minute. But I frequently do not want my men to fire all there Javelins into the same building, or let my tanks waste there ammo for this job when I expect that a single Javelin or maybe 2-3 tank rounds would be enough. My idea is to add a simple dialog that allows to restrict the number of rounds. Maybe something similiar like the 'Pause command'?. Would be necessary only for heavy weapons, I guess.
  24. Don't forget to visit my website http://www.unitedwargamers.net if you're looking for PBEM games!
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