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Erwin

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Everything posted by Erwin

  1. Nope, the HQS 2.6 at CMMODS download as .man files. I guess I'll try and redownload. But, gawd... Why couldn't he upload in one file. One has to d/l like 11 small files. Would be wonderful if it was one .rar file. Anyhow, I did a whole new set of downloads, but every time I try to extract, I get "file broken" message and it freezes my computer. I have to start Task Manager and shut 7zFM down. So.... Just curious: Why do some well-meaning I am sure folks insist on using weird programs like .man, or insist that we d/l from weird sites that are designed to trick one into downloading some other crap?? zips or rars are standard for all of us and CMMODS or FGM are the standard places for CM2 mods. What's the issue?? I don't suppose anyone has HQS2.6 that can be downloaded from a different site either in a rar, zip, or already extracted? I have fast internet.
  2. The game itself looks interesting at first. But, why Matrix chose an intellectually challenged adolescent to do a playthru is baffling and discourages one from wanting to actually play it. Eg: He is so ignorant that he thinks that a Chinook is some sort of Attack Aircraft. Also he can't seem to master the controls: Lots of "whoops, I didn't mean to do that..." etc. If this is the current target market for a wargame, we all got problems...
  3. Oh wow... that would be wonderful!! After doing all that extra work, it would make the game amazing and much more valuable. In order to pay for all the extra work, BF would have to increase the price several times of course. So CMBS with all these fabulous features would be what - US$250 per unit? But, it would be well worth it to have all the extras.
  4. Eg: HQS 2.6 downloads in several .man files. I forget what to do with em. Do I need an unzip type program?? It looked like my 7zFM unzip works to get the HQS folder. But, when I try it seems that every single .man file has a corrupted file in it and the process freezes up. So, what opens these and where to get?
  5. 'Once they have separate movement orders, they will not recombine." Xnt point. This is true at all time when one splits a unit and want to ensure the teams don't recombine regardless whether they are in a vehicle or in the same action spot.
  6. Only 100 miles??? That's a short walk to the garden lavatory for anyone who's lived in the states for more than a couple of weeks!! When did Brits get so lazy?? Can't you rent a black cab or somesuch...? This is why I left the UK... Too much gratuitous violence. Actually, we been getting a lot of news about it on every channel over here. Even video of the car mowing down the peds on the bridge.
  7. "teams suffer a small loss in morale & efficiency when they are first split" This was certainly true in CM1. Haven't found reference in CM2 manuals.
  8. Oh, since you have the time and are so close, can you run down to the bridge and let us know what's going on? Can't trust fake news as you know...
  9. Yes, MOS' strategy of crossloading teams is the best way to do it in the game. Am not sure if teams get any penalty if from different squads and are trying to work together - am assuming that it wouldn't happen in RL as it makes more sense in RL to keep teams from one squad working together (cohesion, morale benefits...?).
  10. Yup... new events in London as we speak...
  11. Oh, and if anyone is interested and can't break it out, I can give em my "SET-UP" file of the "Turning Back The Tide" mission and they can change it and play as desired.
  12. OMG. I haven't seen PT here for ages. So, he was last seen at Mord's...?
  13. Yes, but as someone who has to do this dozens maybe hundreds of time every mission, I know that you can set a new covered arc at every waypoint to do exactly what you want. I always set 180 degree arcs, so a tank can rotate the turret to engage targets 90 degrees to the right or left of center of arc. But, without the so useful single click 180 degree arc of CM1, it takes a bunch of clicks and wastes serious game time to do this in CM2 if you have to use the current process for dozens of turreted vehicles over dozens of turns.
  14. For desperate zombie/sci fi fans, some years ago someone did a "TWILIGHT 2000 CAMPAIGN" for CMSF along with mods.
  15. BTW: Would sniper rifles like that be given to Green troops? I have a theory that snipers would received significant training before being so assigned.
  16. Superb site!! I thought it was game at first. Had to figure out what ABMC stood for.
  17. "Touching on the way to win, could it be that your forces are too depleted and you don't have enough left for the win? Are you fighting with forces that have been taking casulties along the way? If so it is possible that you set your self up for an impossible job in previous missions." Fortunately, one gets fully-staffed and equipped troops, arty, ammo and vehicles in "Turning Back the Tide". If they were depleted, trust me I woulda already have gone back a mission or two to sort that out. As I said I had EXACTLY the same problem in one of the last missions in Paper Tiger's superb Red On Red CMSF "ROAD TO DINAS" campaign. I think putting in what seems like an impossible mission towards the end is his signature. Speaking of the devil, where is Paper Tiger these days??
  18. I know I am beating dead horse here, but that's why I have been surprised that no Mosul scenarios were done so far. The JOKER scenario on the Ramadi map was intensely entertaining and I figured that Mosul would be like that but with more units - with elements from Iraqi Army, Kurds, "Iranians" etc etc, along with a few Crack or Elite US forces. RE LLF's point: "...most CMers want tank fights... lopsided turkey shoots." is a bit misleading. Gamers don't want "walkovers" but challenging scenarios that feature mobility and AFV's cos those are fun features. While there may be a place and demand for historical simulation, designers shouldn't get hung up on only wanting to do strictly historical situations. Most players want to have a fun challenging game with verisimilitude - which is not all the same as "historical".
  19. "...this campaign after all was directly or indirectly the trigger for countless world changing events across the globe." So, not like poxy little conflicts like WW1 or WW2 right...?
  20. Thank you for finding that!. I had no idea the campaign was that huge. I am stuck at "Turning Back The Tide" (mission #54, 55 or 56). So, only "Hunner Park" next to complete the campaign. But, good old Paper Tiger. I think he likes to stick a really hard mission in his campaigns. Got stuck on a similar one in an otherwise xnt Red vs Red CMSF campaign of his called "The Road To Dinas". After a dozen tries over a year I had to stop playing it as I had burned out. But, am stunned at all the Nijmegan missions I never got to play due to the complex tree. Wow... Also, it appears there is no way to "win". Every campaign final result is either Major Defeat or Total Defeat. Am I reading that correctly??
  21. What would the difference be re the current "covered arc" feature? My request would be the old CM1 style one-click 180 degree covered arc so that one can quickly change the direction that the turret is facing without the current slow and irritating method of physically placing a start point the reversing the screen to place the end point.
  22. IIRC CMA has a slightly different engine being made by a sub-contractor Russian firm - if so, may not be easy to upgrade at the same time as CMSF.
  23. It's a terrific campaign. But I suspect many played it years ago and have now moved on. All I want to do is finish the beast. I think I only have one mission after the one I am stuck on (assuming this one isn't the final one). Actually, can someone figure out the "campaign map" of missions. It would be v helpful to know if this is the last, the penultimate or if there are more missions to come.
  24. Much appreciated that you guys are taking the time to do it right. Thanks...
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