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grunt_GI

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Posts posted by grunt_GI

  1. 7 hours ago, Demian said:

    Hm..I realized now, that even some vanilla scenarios are crashing while loading. Obviously it isn't a problem with the mod. The strange thing is some scenarios load and some not. The campaign I tried gets also loaded. So I thought it's the mod, sorry for that!

    Do you have any OTHER mods loaded?  That could be the cause as well.  With a MOD set the size of Stalingrad you might try removing any other mods  you have and see if that helps.

    OR

    Take out the Stalingrad mods completely and see if maps and scenarios load. They may not look right, but that should definitely tell you if the MOD is causing the crashing issue.

  2. 2 hours ago, Sasa Narinasa said:

    Wow.  That makes the SE really weak.  I hope the person who made the special program you mentioned chimes in.  Thanks!

    This is the program that "unpacks" campaigns to individual scenarios that can then be modified using the editor.  it is one of my favorite CM tools..keep in mind it does NOT work on CMSF.

    CMx2 ScAnCaDe V2.0 By Mad Mike

    http://cmmodsiii.greenasjade.net/?p=5186

  3. 3 hours ago, Pandur said:

    i was not here a long time, now i find out about CMSF2, when this is out i probably will update this scenario for CMSF2. should be a blast replaying the scenario i made about 8 years ago, this time with good performance i guess.

    Ok, I must be missing something cuz I don't see it at CMMODS...can you provide a link?

    Thanks.

  4. 8 hours ago, Sgt.Squarehead said:

    I'd very much like to see UnCons equipped with NATO weapons added to the Blue force list.....With a bit of mix & match in the editor (& a few mods) this would give scenario designers a LOT of options down the road.

    So as I recall, dragonwynn's awesome campaign here had Afghan forces with NATO weapons...infantry weapons only, but it can be done.

     

     

  5. Just now, Erwin said:

    The setting/terrain can be replicated.  But, mods/graphics are limited by the existing vehicles/items in CMSF.  One can do quite a lot to change uniforms, but we can't change the shape of helmets if the shape isn't in CMSF.  One can't give troops the full mixture of weapons that are in CMA if they don't already exist in CMSF.

    It would be great if CMSF2 featured more vehicles and weapons systems than merely in Syria  and in the original CMSF.  That would allow modders to do what you suggest.  But, does BF want to do that?

    So given the OOB of forces in the Syrian civil war, Iraq (including ISIS) and Afghanistan, what would you add?  

    I think the biggest thing about CMSF1 that should port is the use of UNCONs...those can and have been modded a lot.

  6. 1 hour ago, rocketman said:

    @grunt_GI 

    @Badger73

    Why not give a H2H scenario a go? That's what I do when just thinking about AI plans make my head hurt. Other than AI plans (good to hear Steve about intended improvement of setting up) the editor is not that intimidating once you get into it. 

    HMMM, never thought about that...I have probably played 3 or 4 H2H by PBEM in my almost 20 years of CM...:lol:

    Maybe I could give that a go.

  7. 38 minutes ago, Battlefront.com said:

     

    For future development we do have it on our agenda to make setting up an AI opponent easier than the way it is now.  Much easier, in fact.

    Steve

    This is very good to hear.  I am one of those "always future scenario makers" that is more than a little intimidated by the capabilities of the AI and how to make them work.

  8. wooohooo...very excited about CMSF2...I still play CMSF a LOT as there is so much user content...glad to hear that porting that content is a priority!

    AND, most important of ALL...it will be great to be able to play QB using the upgraded engine and not have to deal with the goofy force selections of QBs in CMSF1.

    Taking on two companies of T-72s with a bunch of CFV Styrkers was never really appealing.  :D

    Also pretty excited about ginormous Berlin maps for some serious MOUT in 1945.  I'm sure some of our campaign gurus will love those.

    So IRT other questions, wonder if there could be a universal patch to fix the anomalies with the ENG 4 infantry behaviors?  I am not the best to critique those as I usually do dumb things with my infantry anyway :unsure: but I have occasionally noticed a tendency to bug out rather than take cover.

  9. 47 minutes ago, Battlefront.com said:

    Well, it isn't that popular if you consider that probably 1 in a 1,000,000 gamers out there would find CM more exciting than watching paint dry ;)

    The key to successful marketing of a niche product is knowing that you have a niche product.  And there's no shame in that!  For example, Firefly is the best sci-fi spaceship centric show in the know verse :D

    Steve

    Oh yes, yes it is...and we all aim to misbehave.:o

  10. Welcome to CM!  So combined arms is indeed challenging, especially when it involves calling in indirect fire support from artillery and aircraft.  Fortunately, CMSF has a pretty extensive tactics forum, so that's a good place to start.  I don't know of any CM chatrooms, but this forum is generally a good place to go if you are stuck on a particular campaign or scenario.

    I have actually had conversations with the designers on how best to play their creations.  Not many war-games where you can do that.  It's what makes CM so awesome and replayable.

    Enjoy...and save often..:D  I have found that a very useful feature.

     

     

  11. I will also toss in that I really enjoyed this...even though I suffered a tactical defeat.  Even though I captured the OBVIOUS geographic objectives I.......SPOILER ALERT..........

    ++++++++++++++++++++++++++++++++++++++++++++

     

     

     

     

     

     

    Missed all the other mission/point objectives.  AND of course I blundered into too many IEDs and took to many casualties.  You know something like this.."Hey Abdul take your squad over there and check out that abandoned taxi..."  "Sure Mohamed".....BOOOOOMMM... :D

    Yea, I was kinda stupid like that.  After a short period of time I may revist this...try and be a LITTLE more patient and not rush into things.

    Overall, I have to say this is one of the best MOUT maps I have played on CMSF, and I know there are some darn fine ones out there, so BIG kudos for the map.

    The AI is also pretty tough, although to be fair, the defenders just have to defend...but they use those #%*#^$ IEDs to great effect on numbskull commanders like yours truly.

    Someday, when CMSF2 shows up (fingers crossed) I would love to see this scenario ported over to the new engine...not sure how IEDs and VBIEDs may work, but I bet the new AI features would be awesome.

    Thanks very much for this..BZ from me!

  12. 58 minutes ago, Erwin said:

    Playing in RT, one should not have any problems.

    But in WEGO to save ammo, one can have a unit fire but have a SLOW  (or other) move order to start after x seconds to avoid an unnecessary 60 seconds of wasting ammo.

    The other method is to give a unit x seconds PAUSE before it moves to a desired firing position so that it only uses y seconds of fire B4 turn ends.

    However, in my playing of Mission 2, only 3 or 4 units were getting low (and not even dangerously low) on ammo when the AI surrendered.  So ammo expenditure is not an issue here.  (And I had an entire airborne/mech platoon and two of the three engineer squads not deployed at any time!  I like having the comfort of reserves.  But, they could be eliminated from the mission and it would have made no difference the way I played.)

    BTW:  The trickiest part for me was getting a foothold in the village so one gains the relative safety of the first building(s).  The first 5-10+ turns were spent carefully using the 2(?) ANA teams that are veteran, plus one AB squad plus an engineer team to scout and then BLAST into the first building (on the right side of the road).  I makes sense to avoid going into the road at all costs!   The two man ANA veteran team lost a man peering over the slope looking down the road.  But that team located the first enemy position and then it was straightforward getting into the first building and getting enuff firepower onto the first enemy position to degrade it man by man.

    Only after the first building was secure did I bring up the rest of the US platoon, plus some ANA.  The ANA regulars and greens are only useful for fire support/suppression, but they can put out a lot of fire and seem to have quite a lot of ammo.  The engineers were always kept safe unless a BLAST was needed to destroy a bldg. wall.  But I only needed to use the charges from one engineer squad for the whole mission. 

    My experience playing the economical Brits trained me to be very conservative re use of ammo and charges. 

    But mentioned in previous post, USMC RAMADI - RELIEF OF JOKER 3 was the best training for how to conduct MOUT ops.

    AHHH, so I was curious about the utility of the engineers.  I wasn't sure if I could blast given the limited ROE...yea, the Afghan troops are kinda useless in the assault. (realism, eh?)  That was my assumption is that getting into that first building was key to getting that foothold...and avoiding the road...that's where I think I keep making my mistake...I need to stay off the dang road, use the engineers to blast into buildings when needed.  Thanks @MOS:96B2P  I will give that a try...I find the FIRE BRIEFLY command to be very handy in the other titles for suppressive fire.

  13. 10 hours ago, Erwin said:

    Firstly, one has to have patience with all CM2 games.  Yes, it's a PITA...  but it's when I get bored or impatient is when I take casualties.

    2nd: one needs to use the minimum necessary force to achieve the desired result.  Putting a lot of guys in danger like a medieval attack is also a great way to take heavy casualties. 

    Yes, use an indirect approach.

     

    ********* SPOILERS **********

     

    I spent a lot of time working towards the villages making sure the initial force, maybe only a split squad, was using cover so they didn't suffer from snipers/MG's etc from either flank.  I also was careful to use max air attacks on the RHS hills since once the flank is "safe" on can move around the RHS of the village.  I did use air on the LHS hills bit found that was ineffective and a waste of HE.  However, one has a lot of air HE and I wasn't close to running out at the end.  But, recommend you make the RHS hills the prime objective for air support. 

    It seemed quite easy and safe to move the recon platoon followed by one airborne/mech platoon and the snipers across the valley to the RHS hills.  Use cover as always.  Then work this force along the hills killing the Taliban defenders.  This force should be able to move much more quickly than the main force in the village. 

    One has plenty of time, so go slowly and very carefully.   I did use smoke a few times to cross roads etc, but I wouldn't say that is critical.

    CM2 training in MOUT is very useful/essential.  I learned by playing USMC RAMADI - RELIEF OF JOKER 3 (back in 2011!!) on the amazing Ramadi map.  Once you master MOUT on that map, I now find that building assaults are fun.  B)

    Thanks, I will give this another go.  It is becoming my CMSF white whale..I really want to conquer one of @dragonwynn's major campaigns...I usually make it 3 or 4 scenarios and then get stuck.  :huh:  

    MOUT is very tough for me, although I really like these types of scenarios.    Building assaults are a particular weakness of mine.  I am slowly getting the hang of a multi-prong assault with suppressive fire...I just wish CMSF has a FIRE BRIEFLY command.

    Cheers  

  14. Ok, so, this mission is endlessly kicking my ass, so...well, I decided to try your plan and see how it works.  

    So, I used TACAIR on both the RHS and LHS hills as best I could from the get go...used a flanking force to attack RHS, and had some decent success...think I took too many forces out...almost 2 full platoons...patience is not my strong suit, so figured I would bull my way into other end of village.  That did not work so well.

    My huge challenge is I can't get the first 3 objectives without taking a god-awful amount of casualties?  I play in RT, so managing everything is a chore, but how the hell do you get through the first 3 objectives without taking heavy casualties?  I use lots of covering fire, but without being able to use the ATK HELOS in the village, I am really stymied how to get past the halfway point without becoming force ineffective.  Should I stay off the main "street" and use an indirect approach?  Do you head down the street and try and use covering fire and maneuver?  I was able to move some forces down the right side, but eventually they need to get into those damn buildings.

    I have tried this particular scenario 3 or 4 times and it is endless frustrating..I know I need to keep casualties low and avoid collateral damage, but damn, I really want to just level the place.   This is my one thing about playing campaigns,  I seem to get stuck on 1 mission impossible and lose interest cuz I can't seem to get past it. <_<

    Oh, well, I guess that's why there's saved games...once more into the breach.

     

  15.  027Attk Large Town (steep hills).btt  Just finished playing the map with a Minor Defeat (mostly cuz I was a knucklehead and did not have my units FIRMLY on one objective)....  I was at least hoping for a draw.

    Totally different play experience.  The terrain and lethality of modern weapons really make these maps a challenge.  LOS is everything, because I had several instances where I couldn't use Javelins or mortars because I was too close to the enemy by the time I spotted him.  Drones are very useful here, but are also limited by LOS and terrain.

    And of course the more aggressive AI...I think those Russian bastards were launching a counterattack when time ran out...and of course I shoulda set more time.  Lesson learned as well.

    Wow, I can't wait to have a straight infantry battle on some of that mountainous terrain...see who is really king of the hill.

  16. @DougPhresh  Hey, I would LOVE to get all of your CMFI maps that were converted to CMBS.  I am playing the  027Attk Large Town (steep hills).btt map and it is awesome.

    TOTALLY different experience with mech forces...movement paths are very tricky to control, especially for vehicles.  The terrain really cuts down on the utility of heavy forces as they are held to roads and can't quite go as freely cross country or should I say cross slope.

    Maybe you can PM me?  Depending on how big it is, I would be happy to set up a shared Google or Dropbox folder...

    Thanks...

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