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Vergeltungswaffe

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  1. Like
    Vergeltungswaffe reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    Yes. Absolutely. The 'feedback' I got from watching that was incredibly helpful. I was actually embarrassed when he flunked the Scottish Corridor mission and went onto the Green path. That will definitely influence the remake. I want people to be able to win if they devise a good plan.
    I have a hope that one day he'll do The Khabour Trail, the Canadian campaign I made for the CMSF NATO module (the first one). That's the campaign I'm most proud of.
    I had a look at the revision that was made for CMSF2 and it looks almost identical with very little changed (probably because of the way I do the AI in my campaigns. It must have freaked them out when they realised they'd either have to do it all from scratch or try to fathom out how to update that so it still is pretty much my baby.
  2. Like
    Vergeltungswaffe reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    The thought did cross my mind briefly a while ago though. If they did want it as an extra, I'd be very happy for that to happen but I'm not pushing for it. It needs both the Market Garden and Vehicle Pack content to play so I can understand why that might not be appealing for them. 
    The same will go for the revision of the Scottish Corridor that will come along some time in the future - it's going to need Market Garden and the Vehicle pack to work. I REALLY want a flamethrower tank or two in one or two of these missions as they were present in the real operation and there's no way that I'm redoing it without one. (Or at least trying it to see if it's as cool as I think it will be. I suspect it will completely destroy any existing balance in these missions but I want to try.)
     
    Watching Hapless's Montebourg and Scottish Corridor series is what got me back into this. He did a really good job with his AARs - very professional. My wife was astonished when I pointed out to her that I made the series he was playing.
  3. Like
    Vergeltungswaffe reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Well, that was a full day's work. Fortunately, the wife has been busy and hasn't minded me spending 6+ hours doing the artwork and the briefings for all the missions while listening to some early-70s Prog Rock albums and Thin Lizzy (Johnny the Fox is a seriously underappreciated album). All of the new work has just been imported into all the missions and their variants and all that's left to do is rewrite the campaign script and compile it.
    Now I COULD upload this later this evening and be able to say that I revised it in 2023 (just) but I'd like to spend a bit more time making sure that everything is as it says on the tin (I did a lot of that today but a second pass is always a good idea.) I like to make sure that all the AI plans are active (I switch them off while testing a new plan) and make sure that the variants have the proper changes implemented.
    I expect to have this done tomorrow morning which means it will still be up before the New Year if you live in Hawaii. Or failing that, early on Tuesday (for me)
    Edit to add:
    I just tested compiling the new version and it all works fine. Yay! There were a few errors but I found them all and corrected them. Now I just have to set those parameters in the script correctly and it's a day!
  4. Like
    Vergeltungswaffe reacted to JoMac in Engine 5 Wishlist   
    Come-On Guys, you know your still going to play CM till end days...Even if BF has no more updates, upgrades, new products, etc, etc 😉
  5. Like
    Vergeltungswaffe reacted to laurent 22 in Winter vehicles and armors   
    The majority is based on Aris mods (I found a mod for the Nashorn in the mega mod "Berlin", but I don't know the author). The rest is based on the original textures from BF.c. Some snow textures and the King Tiger's snowy tracks have been added since the screenshot. I'll make some improvements before asking Bootie to host this folder.
    List:
    Russia:
    - BA 64b - late  
    - IS2-late
    - ISU 122-s
    - ISU 152
    - Gaz 67
    - HT M5
    - HT M9A1
    - HT SU 57
    - OT T34/76 1942
    - OT T34/85 1944
    - Sherman M4A2 76
    - Studebaker
    - SU 85-M
    - SU 100
    - SU 122
    - SU 152
    - T34/85 1944-early-late-latest
    - T34/76 1942-early-late 
    - T34/5 1943
    - T70
    - Universal carrier
    - Valentine
    - White scout car
    Germany:
    - Jagpanther
    - Jagtiger 
    - King Tiger Henschel (version 1944 - Germany 1945)
    - Nashorn
    - Panther A early
    - Stug 3G concrete
    - Stug 4 late
    - Kubel
    - Schwimmwagen
    - Lynx
    - Marder II-IIIM
    - Mobelwagen
    - Opel Blitz
    - Ostwind
    - Wirbelwind
    - Sdkfz 10/5
    - PSW 231
    - SPW 222-223-251/1 neu-250/9 neu- 250/10 neu 
    - SPW 251/22 
     
    View URSS :
    https://www.mediafire.com/view/xmetfrtowhm3uab/RT_winter_Allied.jpg/file
    View German:
    https://www.mediafire.com/view/4ccikcg0mfe63mh/RT_Snow_Axis.jpg/file
    Zip:
    https://www.mediafire.com/file/vsuxuvuebpbeyvi/Winter_vehicles_Axe_-_Allied.zip/file
     
    🍾🌲Happy New Year🌲💫
     
  6. Like
    Vergeltungswaffe reacted to Paper Tiger in The Road to Montebourg revision for v4.0 is available   
    https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/the-road-to-montebourg-revised-for-v4-0/
    Don't worry, this won't overwrite or otherwise delete the original campaign that came on the disk. IIt's a completely different file. This is substantially different from the vanilla campaign and the number of changes made is huge but the most important one to note is that you will need both the Market Garden module and the Vehicle Pack to play this.
     
    Other important highlights are that the 2/8 INF core units are now mostly Green with High morale which means you'll need to manage them more carefully in a firefight.
    All-new AI plans using triggers and most of the tricks that came with later versions of the game.
    Flamethrowers are included in some missions.
    Some maps have been revised, most notably the map for Turnbull's Stand which veterans of the original campaign will probably notice quite quickly.
    A 'new' mission has been added although those of you who found and played the earlier revised version that was uploaded to BFC's old Scenario Depot will recognise it. The campaign has a prelude phase consisting of the new mission and then the old campaign opener Beau Guillot. You should notice quite a few changes made to that mission as well - some extra help to make up for the drop in experience.
    There is air support in quite a few missions now and less artillery, at least the bigger guns anyway.
     
    Anyway, let's post this and then I'll see what needs to be 'fixed' or not in good time. This is an old campaign so i'm not expecting a ton of feedback for it for quite a while but let me know and I'll fix things. Now I'm taking a break from CMBN. I haven't quite decided what comes next - finishing Hasrabit or a new version of Gung Ho! for the German forces. Later, I'll get to work on the two Scottish campaigns I'd mentioned elswhere.
     
    Have a Happy New year.
  7. Like
    Vergeltungswaffe reacted to kohlenklau in Kohlenklau's 3rd Annual Christmas 2023 Scenario Challenge!   
    Merry Christmas!
     

    Alrighty, here is what I have to offer you all for under the tree. The mod with 1 scenario to play as allies versus axis AI. Maybe more to follow later.
    @Bootie Please upload to CMMODS. There is an image and a readme to paste for your website description. 
    https://www.dropbox.com/scl/fo/geb3uexdjidapkteoq4gx/h?rlkey=upqq0d2hpfszu0tv38cst5h1l&dl=0
     
  8. Like
    Vergeltungswaffe reacted to kohlenklau in Kohlenklau's 3rd Annual Christmas 2023 Scenario Challenge!   
    Well, it is Christmas. This scenario challenge ends and was somewhat dismal versus the other 2. I personally didn't make as many as I wanted. I didn't see much new juice bubbling up. Oh well.
    Until next year!
     
  9. Like
  10. Like
    Vergeltungswaffe reacted to Paper Tiger in Revising The Road to Montebourg campaign   
    Here's an update on how this is going. I have changed the structure of the original campaign to give it a new opening mission which, together with the original starting mission, Beau Guillot, will form a new campaign prelude, the outcome of which will determine certain parameters for the three Chapter 1 - Georgian Ridge missions. 
    Having revised and tested the new AI plans for both the prelude and all the chapter one missions including the variants, I'll be picking up where I left off with Turnbull's Stand tomorrow. This is one of the very few AI attack missions so it will require a bit more time to get right but I learned a LOT from making USMC Gung Ho! so I'm guessing this will be better than the previous revision I made earlier this year. I'll just have to make sure that it's winnable. It's almost certainly going to play very differently from the old version, that's for sure.
    I seem to be taking about a day to revise a defensive mission at the moment so if I am able to stick with a decent schedule, I should have most of this done before Xmas. However, the two blocks to swift progress will be Le Ham and the finale, Eroudeville. Le Ham didn't have any AI plan associated with it - it was a pure set-up with no variants and I can't let that stand. Eroudeville has a pretty sizeable AI attack so that will take a few days to revise as well.
     
    A few observations about the new core forces - having the US 2/8 INF mostly Green makes for a rather different experience and I nearly undid the change as it was definitely harder to manage these forces in combat. But instead I've added some extra firepower to some of their missions to compensate them for the loss. In Guillot, you get a Destroyer on call to help soften up the defenders and there is air power in a couple of the Georgian Ridge missions. In Hameau, I've added an AA Quad Half Track to provide the attacker with some extra punch as well. The defenders get a little boost too to keep things interesting - nothing massively OP of course, but after all, most of you will have already played the original campaign so these changes should make it feel fresh.
    The new AI plans are a considerable improvement over the old as well and the AI is much better on the defence now than it previously was so you'll need to be a little more cautious. Except for the new opener, there are always two or more AI plans in each mission, usually five. The opener is a recreation of a certain famous, historical action which I released as a stand-alone scenario to the old repository so it's intended to be fixed.
    I have also found an old mission, Maxwell's House, which I kept a back up of on the Beta boards. It was offered as a possible scenario for the Arnhem module but it didn't cut the mustard. Fortunately, it was still in my folder there so I have been able to revisit it as well. it's a German attack on a tiny but highly detailed rubbled map defended by a very small but elite force of Red Devils in Arnhem. NOT Historical at all, just 100% for fun. It's definitely NOT going to be added to the Nijmegen campaign - that one is finished and I have no plans to touch it again (play perhaps  but definitely not redesign) The Breakout from the Neerpelt Bridgehead and the Aalst missions pretty much broke me, the work that went into them was tremendous. The other two Irish Guards missions that formed that series were no picnic to make and test either.
  11. Like
    Vergeltungswaffe reacted to Mr.X in Announcement of the Combat Mission Battle Pack "Summer of Destruction" and pre-order counter   
    And here's a little update for anyone who doesn't want to read the entire thread:

     
    And another overview of the strategic situation and the localization of the individual campaigns:

  12. Like
    Vergeltungswaffe reacted to Mr.X in Announcement of the Combat Mission Battle Pack "Summer of Destruction" and pre-order counter   
    @Phantom Captain and @Vacillator:
    Thank you very much for your kind words and your valuable support as a tester 🙏 Fortunately, so many pre-orders
    have been received that my mailbox here in the forum has reached its storage capacity. At this point many thanks to 
     the many people who are interested 🙏👍.
    That's why I decided to invest some time in completing the BattlePack, at least in the evening, despite my current
    professional commitments. I actually wanted to let the final tests run and only get into the home stretch from January 11th.
    This means that nothing should stand in the way of the release on February 1st 😎.
     
    Regards
    Mr.X
  13. Like
    Vergeltungswaffe reacted to Phantom Captain in Announcement of the Combat Mission Battle Pack "Summer of Destruction" and pre-order counter   
    I'm so happy to see so many signing up for this! 😃
    Believe me, you all will NOT be disappointed!!  @Mr.X has really created some amazingly fun stuff here!
    I should be quiet and get back to the testing...  Nothing to see here!  
  14. Like
    Vergeltungswaffe reacted to Phantom Captain in Combat photography: Photos from the front..   
    The struggle at Ogledow continues in the fog.


    The steel beast



  15. Like
    Vergeltungswaffe reacted to Paper Tiger in Gung Ho, Hasrabit and other stuff   
    This seems to be an appropriate thread to post the following musings. Obviously things didn't pan out the way I expected them to and work on both Hasrabit and Retribution has stalled.
    Hasrabit is getting there but I have to admit I haven't enjoyed these missions nearly as much as I thought I would. They're just too damned hard and that's not fun for me any more. One hard mission in a chapter is fine but not all of them and that's been my problem, there are too many hard missions.
    The new opener is a cakewalk if you do it right but if you don't, it's a nightmare. I'm not going to change that as it should be obvious what the commander in charge is supposed to do. However, the new 'Ambush' mission is proving really tough to win. I've added air support to the mission but it takes absolutely ages for it to come in and that's not fun. I'm losing this mission quite badly and often during play-testing so the difficulty has to come down. By how much though?
    Strong Stand is finished and it's reasonably difficult but you get a LOT of fun toys to play with so I'm going to ease up the mid-game difficulty a bit and that's a day. The initial entry to the map will be challenging but that's fine by me.
    The new Guards Counterattack is a beast. I've redone the AI attack plan and it's much more challenging now, so much so that I've removed a whole mech company from the AI OB but it's still very hard to get a win so I'm going to have to ease up the difficulty here.
    Hill 142 is in a very strange place. The original was in a very bad condition so I've reworked it and now it's really tough to win. The trouble is that I'm struggling to find the hook for this mission, the feature that sets it apart from the others. It just feels meh to play.
    The Barrier is another weird one but I have found the hook. I just need to get the AI working properly.
    Now, Buying the Farm is my current favourite of the new missions but boy is it TOUGH. I really need to scale back the difficulty here but I want this one to be a bit of a stinker. But not frustratingly so. This is my chapter stinker and it's at the end of phase 1.
    Silence the Guns is probably fine as is and so done but I will need to add more time as it's a bit too tight.
    Heavy Metal is kind of stuck - I made an all-new map for this but that means that the original AI plans are lost so I've reverted to the old map and improved it so that I have at least the rudiments of an AI to work with.
    Sadara is in a similar condition to Heavy Metal - I've improved the map considerably, especially the town outskirts which look really good now but haven't done any real testing yet. I expect it will take a while to rebalance but the original AI still works and just needs to be improved. This is the Guards finale so it can be a stinker.
    Finally, we come to the finale, Hasrabit. I've greatly expanded the original map and reworked the town so that it resembles its real world counterpart. Like the previous two mission, no real testing has been done.
    So there's till quite a bit of work to do on this but I'll get through it after I finish the Montebourg rework or at least while I'm doing it but Montebourg is the priority for now.
    As for Retribution, we'll see. I'm finding Red v Red a bit too slow when using artillery and air strikes and I've grown to love them both in Gung Ho! and Montebourg. It's a nice idea and I've got some really good maps for this short-ish campaign and I haven't done anything with the Syrian Airborne formations so I'd really like to do this eventually.
    Now, let's touch on Dinas. I'd really like to revise both my earliest campaigns to take advantage of the changes to the game engine and if I real the community correctly, Dinas is a very popular one so I really should revisit it.  That will be a massive amount of work to do so it's later next year at best. But having just finished making up an new core unit file for the Scottish Corridor and importing and placing all the units, I know how much work will be involved. Dinas has a nearly a regiment of core units and some of the actions are huge so placing is going to take a lot of time.
    And that brings me to artwork - both Hasrabit and Dinas are completely fictional, as in the maps are all made out of my head (except Strong Stand and Hasrabit which are real places in Syria). I will have to redo the artwork for these campaigns completely as the original is definitely a bit naff now. Working with GIMP is okay now but it's certainly not fun for me so this is one of the things that deters me from working on this.
    So that's where I am with this. It's not forgotten. I just don't enjoy playing and testing really hard campaigns any more and just want to have fun while facing a reasonable challenge. After all, the REAL difficulty comes from the accrued losses in each mission over the span of the campaign.
  16. Like
    Vergeltungswaffe reacted to Paper Tiger in Revising The Scottish Corridor   
    I've got a fairly easy three weeks ahead of me so I've decided to revise this one but it's not going to be a straight up remake. Rather, I'm going to split the campaign into two separate campaigns, one for the 9th Cameronians (9 missions) and a second, shorter one for the 2nd ASH (6 missions). I see no good reason to keep this as one long campaign as it's not for official release and splitting it up will make it much easier to manage script-wise. There will be some tweaks to how the player goes to the Veteran or Green branches but I want to get core units done before tackling the new scripts.
    Although it was made prior to the 16 AI groups patch, I'm quite happy with the AI as it stands so don't expect any significant changes here. However, the most important change will be that the core units will not start at 80% strength but rather at full strength. While these units were at 80% strength historically, it's not a particularly good way to represent this in the game so I've decided that the fighting strength of these formations should be at 100% and the 'reserve' companies are seriously under-strength. That seems to be a better way to represent this. One side effect of this though is that I'm going to remove the PIAT team attached to every platoon and give 1 section its PIAT instead. This also serves to reduce the number of units the player has to manage and that's fine by me.
    I made the new Cameronians core units file last night and have started importing units into the Cameronian missions. I don't expect this will take very long and so it's possible this will be finished later this week. After that, I'll do the same for the ASH missions. I don't want to make any changes that require significant play-testing either. The plan is to have this campaign 'working' again for possible future revisions. But I'm happy to 'fix' any issues you guys might have with it as long as they're quick.
    If, and that's a big IF, there is the interest, I may decide to enhance one or both of these campaigns adding flamethrower units as well as further improving the AI, especially the big attacks at the end of each. Regardless of interest, the next step after this is to finish the Montebourg revision so if you have any comments or suggestions for  this one, let me know and I'll see what I can do.
     
    Move it! Move it! Let's go!
  17. Like
    Vergeltungswaffe reacted to Paper Tiger in New campaign - USMC Gung Ho! available   
    I've done a pretty substantial rework to mission 4, "Detectives' so I think I'll wrap this one up and upload the revision to the FewGoodMen site.
    You'll be pleased to note that I've added a Grenade launcher Team to the OB for mission 1 only as you recommended.
    A full but short list of changes will accompany the post I make when it is available. I could have made much more substantial changes but until I hear ANYTHING AT ALL from folks about missions 4 and 5, I don't feel encouraged to put in a lot of further work to improve these. As a result of these changes, personally, I enjoy playing mission 4 much more now and mission 5 is still my favourite of them all.
  18. Like
    Vergeltungswaffe reacted to Paper Tiger in USMC Gung Ho v2 is up   
    I have posted a new version of the USMC Gung Ho! campaign I updated earlier this year. Here is a link...
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-campaigns/cmsf2-usmc-gung-ho-v2/
     
    What's changed?
     
    The campaign script - winning a mission will guarantee that any vehicles that are immobilised or damaged will be repaired for their next mission.

    Mission 1 - a Grenade Launcher Team is temporarily attached to 1st Platoon.
    Mission 2 - an extra 30 minutes added to both versions
                        all mud tiles removed
                        Syrian Grenade Launchers replaced with MMGs and a Recoiless Rifle team
    Mission 4 - an extra 30 minutes added to the mission
                        helicopter and air support assets are doubled (the second Cobra arrives as a reinforcement with a full load)
                        added transport vehicles to 1st Platoon and the engineers.

    Briefings clarified for artillery assets shared between missions (hopefully)
    Missions 4 and 5 are now must-win scenarios to progress.
     
    Many typos fixed as well but I'm sure you'll find some new ones.
  19. Upvote
    Vergeltungswaffe got a reaction from A Canadian Cat in Not something you see every day!   
    Wow, the starship bounced one!
  20. Like
    Vergeltungswaffe reacted to Mr.X in Announcement of the Combat Mission Battle Pack "Summer of Destruction" and pre-order counter   
    Some more advertising 😎 the product is now 98% finished

  21. Like
    Vergeltungswaffe reacted to Probus in How Hot is Israel Gonna Get?   
    Watch out guys.  You may be starting to echo chamber yourselves into saying that the Oct 7 attacks were not terrorism when CLEARLY, CLEARLY they were.
    If what Israel is doing now is considered a War Crime, just as Hamas knew it would be. Then I ask you this:
    What, in your opinion should Israel do strategically to fix the situation in Gaza after being brutally attacked?
     
  22. Like
    Vergeltungswaffe reacted to Halmbarte in Not something you see every day!   
    I had a M60A2 tank a hit w/o any casualties or subsystem damage!

    It was from a T72 firing at ~2200m so the M60 had that going for it. 
    H
  23. Like
    Vergeltungswaffe reacted to Mr.X in Preview: First FanMade BattlePack for CM Red Thunder   
    Short update:
    4 of 5 campaigns are running their final test 👍 this means, 44 single missions are almost ready for the release.
    But there will be a small delay until the last campaign "Our Father" is finished, because I have enlarged this campaign 😉
    More news to come...
     
    Regards
    Mr.X
  24. Like
    Vergeltungswaffe reacted to Yardstick in 1/75th Ranger Regt Mod   
    I really should dive back into this. It's cool to see little parts of this live on in other's mods lol.
  25. Like
    Vergeltungswaffe reacted to Mr.X in Preview: First FanMade BattlePack for CM Red Thunder   
    Within the next 10 days, I will finish the fifth and final campaign of the BattlePack.
    During the campaign "Our Father", the player will command various units of the German 39th PanzerCorps, encircled in the so-called "Fortress Mogilev". In the period from 27th June to 4th July 1944 there are 7 to 9 missions, depending on the decisions, the player will make. 
    For this I need volunteers one last time to test the beta version 🙏
    PM me 👍😎
     
    Regards
    Mr.X
     
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