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Pete Wenman

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Everything posted by Pete Wenman

  1. I've just tested this and a Javelin team on hunt will indeed pause when tired. I'm seeing pauses, with the numbers showing 60 - 90 seconds plus. The pauses seem to prevent the hunting team from going to a lower fatigue state with them remaining tired. Edit to add - I repeated the test with a FO team and it takes longer from them to reach the tired status and their pauses are shorter, presumably because they are carrying a lighter load. Tired when hunting seems to be the key here P
  2. OK lets see if this works Place the two texture files into your mod folder Then add the text file in the editor and place some red dirt tiles on the map and see if you get a lawn. P lawn tag.txt mini ground dirt red [lawn].bmp ground dirt red [lawn].bmp
  3. GR - I think you are missing how mods work. First the mod itself must have a tagged name, and I'm not sure Vein will have done that. In this instance the tag could be [2R]. You will therefore need to unpack the brz. file and add the tag if it is not there, and then add the files to your Z folder. You then need to create a simple text file and import it into the game with this quoting the tag name. In simple terms a tagged file, whether it be a texture, sound etc is a file that is only called when the mod tag is loaded into a scenario. If you have BS play around with the tagged textures that came in game.  Stock Mod Tags [lawn] - Turns Ground Dirt Red into a mowed lawn. [trash] - Turns Ground Hard into a pile of trash. [softtrash] - Turns Ground Sand into a pile of trash. [rubble] - Turns Ground Heavy Rocks into urban rubble. [night] - Adds camouflage face paint to soldier faces. [brown] - Used for US soldiers. Replaces camo pattern on gear with solid coyote brown. [digital] - Used for Ukrainian soldiers. Replaces older uniform with new digital uniform. [ukraine] - Used for Ukrainian vehicles. Vehicle models in both Russian and Ukrainian service use this mod tag to differentiate between Ukrainian and Russian vehicle textures HTH P
  4. Like you I can't find a button for new content. However you get pretty much the same content by selecting More activity stream and set content type to topics To refresh just swipe down when on the main page Just to add I log on with the same user name and password on all my devices and at the same time. HTH P
  5. It's good to hear that this map and others are getting plenty of use. I hope you are enjoying them P
  6. This one is on the repository http://community.battlefront.com/topic/118498-crossing-the-dnieper-master-map/ http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3509 HTH P
  7. Glad to hear you guys are enjoying this one. Zone 2 is an occupy objective, so you need to hang on to it until game end P
  8. Well of course Imperial for Commonwealth forces and Metric for ze Germans. (Not sure about the Red Army though, although I doubt anybody made reference to anything Imperial ) P
  9. Well if you want the absolute basics have a look at this file https://www.dropbox.com/s/6fofm6fimk1cefp/k1.btt?dl=0 Study it in the editor and then watch the movement in scenario author mode until you get the relationship between the editor orders and what the and when the unit carries them out. P
  10. Pre-intel are not sound contacts. They reflect gathered intelligence - recce patrol sightings, aerial recce, etc set by the scenario designer. If pre- intel is zero as you stated you are unlikely to get sound contacts at game start. P
  11. The Allied player has 20% pre intel at game start so I assume this is what you are seeing. P
  12. Give me 10 minutes and I'll re do it in BN edit have a look at this https://dl.dropboxusercontent.com/u/5530406/f1.btt AI grp 1 is the control. Gr2 & Gr4 are work arounds for the facing issue Gr3 is a move once option. Play this as a battle - select Axis player in scenario author mode. This will let you see the AI working. Just hit the BRB to get things going. Its worth looking at this in both RT and WEGO as it does affect how things work in each - as it's not quite the same. Any questions just yell P
  13. This is a longstanding issue which is most noticeable with vehicles. It is often described that the AI will face the next waypoint,and this is pretty much true, although it might be more accurate to state the a vehicle will face the direction it was last travelling. Do you have Black Sea as I have a test file I can let you have that shows this in action and the workarounds that can be used P
  14. Interesting article - thanks Ken. I was quite taken by this quote in terms of applying it to CM Obvious, but worth remembering P
  15. Pretty much covered here http://community.battlefront.com/topic/120002-interview-with-steven-zaloga/ P
  16. Evening tea here - In a large mug of course ! P
  17. I'm not sure Ian read your question correctly. Most of what he says is true, but the AI won't/can't fight itself. AI vs Human, or HvH are the options to fight a battle or scenario. The closest you can get to AI vs AI is to watch an AI attack against a static defence. P
  18. If you download the demo you should get the manual pdf within it. P
  19. Looks like a bug, and I've reported it. Thanks for pointing it out P
  20. I also agree with the OP and Ken describes it beautifully above. It's a mixture of table top wargaming and ASL with a level of detail that creates numerous immersive and amazing vignettes almost every game. I do wonder having read a good number of these post over the years, which draw up the battleline between (and my tongue is in my cheek here) the fanbois and haters what the correlation (if any) is between those that really think the CMx2 games are the bees knees and the number of computer games played by them. I only play one set of games on the PC - CMx2. The kids have an Xbox which I occasionally use, but otherwise it is CMx2 all the way. I suspect that many of those that don't regard CMx2 as highly play a lot more games and just see CM as another game in a wider pool. Nothing wrong with that but I do wonder if it goes someway to explaining why views sometimes get polarised. just my 2p P
  21. The scenario timer allows for up to an extra 15 minutes being added to the clock, and so that is the case here, and the mission will end after 15 minutes of overtime. if you've ceased fire and got a minor victory than that is almost certainly what you will get when the mission ends. I can think of nothing that will see the victory level change in those last few minutes. Note scoring is not binary, and in the Blunting the Spear missions, the Red Army scores points for successfully withdrawing units off the map to fight another day. HTH P
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