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Erwin

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Everything posted by Erwin

  1. Well for me at least, yes. There are some really good scenarios and campaigns that are memorable. Most others feel like am doing the same thing over and over again. But, maybe it's just me getting burned out. I didn't set out to upset sburke. Apologies if I did.
  2. I thought I installed ok in CMBN, but all my MG scenarios and saved games etc are greyed out. What to do?
  3. When I start my CMFI it is still the same "1.20 version".
  4. Well, obviously there must be ways to attack successfully on a large map with long LOS as it was successful in RL. One needs the correct tools for the job. Air, smoke etc... CM2 scenarios to date have all been "knife fight" exercises (usually assaults) leading to a sense of repetition and deja vu for all but the most innovative designs.
  5. Visualize the worst **** pile of a building you can... then make it worse.
  6. Another very interesting/useful analysis, Jason. It makes me impatient for larger maps and scenarios so we can apply these lessons. So far, nearly every scenario in CM2 has been essentially bore-sight range due to use of terrain to restrict LOS on small maps and we very rarely get to see how battles were in RL when they had 2K+ ranges and HMG's and Nashorns/Marders/88mm ATG's could fire without being KIA immediately.
  7. Are these new, or old mod from CMSF days? (Always good to have new CMSF stuff.)
  8. "...unfortunately we have no support for the [tag] feature in CMSF, that would make it possible to prepare a set of slightly modified buildings as you suggest, with damage, to fit a hot warzone where fights have been taking place for days or weeks." I wouldn't worry about that. Been to 3 countries in ME so far and once one is outside the brand new "tourist/biz" areas, all the ME buildings look like they are in a war zone - really crappily build - mostly unfinished for some reason. So, you can make the building look as damaged/unfinished as you what and it will look authentic.
  9. This is the sort of basic and essential info we really needed in the CMSF manual. I hope the Black Sea manual or future CMSF2 manuals include this data.
  10. If it was CM1, it would be relatively easy to design scenarios. But, it took me 3 months to do one in CM1 days. My hat is off to people who have the time and dedication to spend months on making CM2 scenarios (let alone campaigns)... respect...
  11. I love playing red on red like the Zawiya Uprising campaign with these mods. I think some have been updated so downloaded some again.
  12. Buzz: I know to change the names of files in a mod folder, but your instructions sound like that is not sufficient. It's still way above my poor head. I have never even dared look at the editor. CM1 editor was enuff for me. Anyhow all the file names I checked in JuJu's folder read "TRaP" in their names. PS: It bothers me that one has to practically become a programmer to get things done in CM2. My all-time favorite WW2 sim Panzer Elite SE suffered from that. It eventually disappeared into a vortex of its own complexity as more and more people gave up trying to figure out the mods stuff. I guess this stuff is really fun for many folks. But, for me it's a horror show PITA.
  13. Pretty much everything in the ME is decrepit with poor construction. So, bear that in mind as well.
  14. I see the railcar mods and I think I see others, but can't be certain that I see all...
  15. ******SPOILERS******* Firstly, it's a very interesting scenario and it looks great with your mods. I had two (perhaps personal) problems. 1) My inherent impatience. 2) I could not find a use for the initial arty as there was hardly any smoke, and the 81mm and 120mm are not that effective vs units in buildings. I couldn't see any obvious exposed areas to bombard. My plan was to try and get around the flanks of the objective and attack from the rear. As your defenders were placed well back, it took time to scout out with the right and left flank platoons. (I loved the Hermit btw. The team WIA one of my guys, but I was then able to suppress and hunt down the Russian snipers after that using sensible tactics. I loved that as it was like a mini-scenario within the larger scenario.) It wasn't until halfway through the map that I met serious resistance. By then, lulled into a false sense of security it was like hitting a brick wall of well-placed enemy ambushes and I took a lot of casualties. It appears that trying to flank via the map edges is not viable. I still couldn't find a use for the mortars as I didn't see or realize just how many Russians were hiding in the woods on my right flank until after I killed em and occupied the woods. I beat up the Russians in the woods on my right flank and killed the ATG there with inf and two AC's. But, it cost me a lot of inf and an AC. On my left flank I almost got past the town, and then turned inwards, but ran into fierce resistance there. Basically those blocking forced killed enuff of my guys that I didn't have enuff to actually attack the railyard. Also, my two breach teams got themselves killed thru my carelessly using them for support. They need to be protected. I wasn't sure where the tanks and mortars would arrive (the AC's arrive on the other side of the river so don't require a bridge). As it was, when the tanks arrived, they were not in position to help my inf and I was scared to move them forward until the front of the town was cleared. So, I had to reposition a left flank platoon to ensure ther were no ambushes aimed at the bridges. But, as the attack options are limited, I feel that replaying will not have the wonderful elements of surprise that you designed in. I rarely replay single scenarios. (One often has to replay campaign missions just to get to the end.) If I play again I would be more careful until the tanks arrive, and attempt to take the front of the town, covered by the two tanks and HMG's, so that the tanks and inf could work together - and make for the RR yard trying to ignore/isolate all the Russians in the town. I think they are a decoy/distraction from the main objectives. On the right flank, smoke would have been useful to shield an attack with the 3 AC's and inf on the front of the RR yard from the ATG and inf positioned in the woods. It seems that this is one of those rare scenarios where it makes more sense to bulldoze in thru the front and work one's way systematically to the rear (rather than maneuver around the flanks). Once the on map mortars appear, they do have more smoke, and had I waited for them I could have used that smoke. But, by the time they arrived all German units were committed and casualties were already high. It would have been very useful in the briefing to explain that the on map mortars would arrive with more smoke, and on trucks with lots of ammo (one always needs more 9mm). Also where the trucks and the tanks would arrive so one could better plan ahead. Otherwise, I would say this is one of the better scenarios I have seen. PS: So what's the deal with 'trap' vs 'TRaP'??? I thought I was seeing the mods ok, but not sure if I missed some.
  16. "CM players would consider it perfectly normal and sensible if every rifleman in a squad carried spare magazines for the squad's SMG gunners instead of more rifle ammo for themselves. Nobody in WWII would have considered that anything but crazy." That certainly describes my style. I always feel it imperative to load up on 9mm (and usually still run out) and hardly ever run out of 7.62mm. Maybe part of the problem is that nearly all CM2 scenario engagements end up being at rather short ranges due to terrain being designed for short LOS since the maps are generally small. HMG's are generally hard to position and use effectively (with taking casualties) cos they are so vulnerable at the short (200m and under LOS) ranges that seem to predominate. Hope that as maps and scenarios get significantly larger, HMG's and rifles will again become more important.
  17. Really like this scenario. The map and the mods look absolutely fabulous, dahlink. But, it has some horrible surprises and playing WEGO ELITE I ran out of troops and tanks with about 25 minutes to go. Probably partially due to my impatience (esp when it takes 8+ minutes to get mortar support), but I think it tough with enemy in "perfect spots" for keyholed ambushes. I also had a hard time figuring out what to do with 81mm and 120mm mortars (with few smoke rounds) in an almost urban environment. I really want to play it again, but I fear that this otherwise excellent scenario may not be very replayable once you know what to expect. So, I have to wait till my Alzeimer's kicks in...
  18. Man, it's like a completely different game. Amazing work.
  19. I use those sound mods and they are very good.
  20. Maybe you need a lot more wrinkles, shadows - dirt and weathering. From the photos I have seen their uniforms were often bulky and "unflattering", so you have that correct.
  21. Very nice weathering work on that last tank! However, I think it needs more shadows that make the details/features/equipment "pop" out. Otherwise it all starts to fade into a 2D picture. (Or maybe it's too close in color to the terrain - which if one is close to a vehicle is not the case.) The thing about terrain is that it's rarely that featureless unless on is on mud or salt flats. I go to Nevada and Utah often and there is a lot more on the ground - there is almost always some life. Need little scrubs/bushes/cacti - also some indentations.
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