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Erwin

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Everything posted by Erwin

  1. Maybe it's politically incorrect, but has anyone made an ISIS mod so we can try Red on Red and Blue on Red missions vs ISIS? We already have black uniform mods, we just need the flag (we already have Al Nusra flag mod which is similar).
  2. I doubt there will ever be any new iteration of CMA as it was IIRC a Russian developer and it wasn't a happy story for BF. I hope someone makes some new campaigns for CMA, but it will always be limited to the weapons we now see in the game. Altho' one may be able to fake US or NATO uniforms (if they use the old-style US helmets whjch are similarish to Soviet helmets of the period), one can't change AK's into M4's etc. Same with vehicles. One could create a back story with US/NATO special forces undercover using Russian equipment found in the game.
  3. I don't have a lot of time. But, am stuck in Europe for a few weeks, and I will do what I can to test it out for you. Am really happy someone is doing something new with CMA. Drop me a PM if you like and we can communicate via e-mail and post progress here...
  4. Way back in CMA days it was essential to area target tentative contacts as when playing the Russians one often heard the Taliban, but there was no visual until they were on top of your units and it was too late.
  5. Is this compatible with Worghern's ("SweetFX") winter mods, or should all of W's mods be removed b4 one tries the Aris mod?
  6. +1 All the folks who worked on the CMFN maps and scenarios did a great job. The maps and missions seem better made, more interesting and unique than previous titles.
  7. Argh... You know what I did wrong - I renamed the folder SweetFX and added CMFB to the name as I didn't want to get it confused with default folders. But, the system needs the original name to locate it. Works fine after I renamed it back to original name. Ok, so now I have to adjust the NVidia settings. What are those required to be please. (And is that needed.)
  8. That's a good idea, (altho' more work for a designer). Like you say, one could have "Attain Objective A if you want to use Platoon or KG 1 in the next mission", "Attain Objective 2 (or simply CF) if you want Platoon 2/KG 2 to be in the next mission" - sort of thing. CM2 allows the designer to designate core and non-core units, but the system seems confusing. One of the issues is that one is tempted to waste the non-core units and protect the core ones. I hope there is a way to have the effect of selecting the best shape units to carry on in a mission. It's frustrating to replay one (or more) missions to protect one set of units because later on in the campaign (when it's too late) you discover that you will need them again, and if the units are too depleted, the campaign becomes impossible. When replacements are available that's less of an issue. But, in campaigns like this where there are no replacements or ammo after mission #3, one needs the ability to select the better shape units to carry on with.
  9. What I see when I start the game and a mission are warnings like: "Compiling effect... Failed" C:\sims\CMFB\sWEET.FX(236, 35): error X3004 undeclared identifier "Reshade start enabled" and another line similar to that + "Syntax error". Any idea what that is about? The strange thing is that I think I am seeing some of the desired graphics effects - but it's partial... or maybe am seeing graphics from Koh's mod.
  10. "I'd rather have one full-strength or near full-strength section in a platoon than 3 sections of 3-4 guys each." Actually, I like the small sections (so long as they have automatic weapons) as that's more flexible, they are a smaller target, and one or two guys with a SMG or MG can do a lot of damage. However, I completely agree that it makes no sense to be forced to play with a platoon or tank that is combat ineffective, when there were other units that were just fine at the end of a previous mission.
  11. I am seeing some improvement to the graphics but am not sure it's totally working. I don't think something is loading correctly as I get warning text messages that stay onscreen even after a scenario has loaded. Also, while I don't see any sound files in Worghern's mod, my music sound mod isn't working and I get CMFB default intro screen and scenario loading music (rather odd). Just to confirm: The SweetFX Reshade folder goes into the root folder as is. One does NOT take out the subfolders ("Docs" and "Shaders") or the two files "Global_Settings.txt" or "SweetFX_settings.txt". The files "opengl32.dll", "sweet.fx", and ReShade.fx go into the root folder as is. Did I do that correctly?
  12. Sadly, my system doesn't seem to like Worgherrn's mod. I get "Failed to compile" message on start up (at the top left of screen) - the warning text stays even in the scenario itself. Will Koh's winter mod work by itself, or is it specifically to add to Worghern's mod?
  13. I play WEGO as well. Obviously it's harder than RT. That's why real men play WEGO. I am halfway thru Stoumont. Was doing good so long as I kept the armor in front. As soon as the inf has to go in there is that inevitable drip drip of casualties - no matter how careful one is - even if it's only one or two per turn it adds up. Most annoying is the frequent friendly fire incidents. Almost all due to guns firing HE thru woods and nearly always exploding on a tree one cannot see. Guns that insist on firing many rounds thru the same tree is an aspect of CM2 that's increasingly irritating. So far I love this campaign and am very impressed with the maps and situations. The problem with all campaigns is that one doesn't know exactly which units are going to have to fight again in later missions. (Or is that in the briefing? If so that info was buried.) It's too easy to have one or two platoons take a lot of casualties, while others are mostly intact... it's frustrating when one gets the beat up platoons to fight with in the next missions, and it's often impossible to get a win. One would think that in RL, the better shape platoons would be used for important combat missions and the beat up ones would be sent to the rear for security work.
  14. Does one have to take the 3 folders and 2 files out of the "SweetFX" folder and put them in the root folder separately, or just move the "SweetFX" folder into the root as is?
  15. Yes, these are possibly the best quality screens I have seen for CM. I assume they are colorized B/W shots. Someone did a very good job on them working on the contrast and other aspects to make pics that really "pop". Thanks for giving us these. Are the pics all specifically Ardennes-related? I would like to use em for some of the other titles, but am not sure if the uniforms and equipment in these pics would be correct for CMBN, CMFI or CMBB. Anyone know?
  16. +1. I always thought the TC's were sitting too high to be safe. The default position is more for travel on safe roads.
  17. Hey Ian... I made it to London finally. Will be in around for a month or two if you're have time to get together.
  18. Yes, one does receive a 2nd 105mm battery later. However, the briefing says there are two 105mm batteries at setup. But, as noted there is actually only one. Am about halfway through Stoumont. The missions in KG Peiper get better and better so far. Stoumont is a great scenario. I appreciate the large map, large number of units (so one can keep a reserve) and the opportunity for maneuver, rather than being forced into a frontal assault on a short frontage.
  19. I find the "reshade" makes the image look "grainy" - like you can see the pixels.
  20. Go into your game folder (my default location is Libraries/Documents/Battlefront/Combat Mission/Final Blitzkrieg) and look for "display size.txt". Open it and change to size that suits your monitor. I find that is different depending on the monitor one is using. If you have a large monitor you can replace whatever the 3 default numbers are with "1920 1200 0" or even larger. Save the file and start the game. If the game doesn't look right or the text is too small, try other numbers. (Eg: For my laptop I use "1600 900 0".)
  21. What is most impressive to me is that the camo'd vehicles and troops actually blend into the landscape now. Remember how, in the early days of the CM games, the vehicles especially stood out like brightly colored toys in the landscape - the opposite w\of what was supposed to be happening. But, now things look about "right". Thank you to everyone who's worked on these mods.
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