Erwin
-
Posts
17,459 -
Joined
-
Last visited
-
Days Won
32
Posts posted by Erwin
-
-
"If you break off a scout team via a hotkey you typically get a two men with rifles. If you break off the team via the pop up menu you get a larger than normal team and sometimes they have autoweapons. These extra guys also happen with anti-teams and assault groups too."
It is erratic, but not as predictable as the above. I use pop up menu exclusively and get varied results.
I suspect it has something to do with the number or men in the squad and the order in which one splits off teams. I play mostly German and the larger 11 man squads with three columns in the bottom window can be broken into 3 teams.
If the first team split off is AT, or scout, one gets the appropriate 2 man team. If the first split is something else, then the 2nd split off of an AT team gives a two man AT team with an INF icon, and usually a 4 man team WITHOUT any AT weapons which has the AT symbol.
I can't recall how I get the 4-man scout team, but it could be via the 2nd split phenomenon, or when the 11 man squad occupies only 2 columns in the bottom window.
-
I love all the wonderful helmet and uniform mods with patches etc.
However, I bin watching a LOT of WW2 docs on Military channel etc, and I find it very rare to clearly see ANY patches/icons on helmets and uniforms, except when it's clearly a propaganda or peaceful rear area garrison location.
While it's great to see these colorful mods in the game, many of these obviously mitigate the effects of camouflage.
Can anyone clarify how commonly they actually were kept on by combat troops - as opposed to being ripped off or obscured by dirt etc (as Aris successfully does in his vehicle mods)?
-
Really need those flamethrowers though...
-
Just got it. Thanks.
-
You'd be better off doing a scenario on the US attack on that other little island of Grenada. That used more modern weapons.
-
You will have to renumber them regardless. Nearly all mods seem to be created with the numbers 2 and/or 3.
I must have well over a dozen helmet and uniform variants now esp for the german camo versions. So, some are renumbered up to... 20(!) I just checked my Z folder.
If they are in .brz files I always explode em, so one can see which are the better mods in game. But, I find most of the helmet and uniform mods are good. Which are historical and would be seen together in Normandy..?? Have little idea.
-
At least SOME soldiers should be picking snot out their noses. I mean C'MON!
-
Re: "german-waffenss-asg-uniform-blue & german-waffenss-peaked-hat-blue" being Luftwaffe.
Should we rename them, or do they now have to be named as above? (And what would we rename em to anyway?)
-
Much improved. Thanks.
-
-
I have a variety of uniform mods for the Germans (esp SS) that have confusingly different names and it's unclear which are showing up in the game (where # denotes a number):
german-waffenss-asg-uniform-grey #.bmp
german-waffenss-uniform-black #.bmp
german-waffenss-uniform-m43 #.bmp
german-waffenss-uniform-m43-ankle-boots #.bmp
Will all of the above show up in the game if SS are present? Or, are some named incorrectly?
-
I was also wondering about the naming issue.
I thought variants of a mod all have to have the same name with only the addition of numbers.
-
Thanks. However, for those who like em worn/dirtied there are already some dirtied/worn ones at Repository from earlier last year.
-
This is the same uniform as the older Erbsentarn d/l? So, only the helmets are added?
-
Maybe that's what I remembered from waaay back...
Do you have the d/l link? I'd like to try them in CMSF as well...
-
What about dead platoon HQ's? Are XO's and 2IC's able to provide C2 and bonuses, or is it only the Co HQ (unless he's KIA)?
-
I doubt if it's "realistic" but an effective tactic is to call for prep fire turn one on an unseen location, then move units to LOS of that location to correct the fire. Also, one can even move units close to that location to determine if there is any enemy there at all... saving ammo.
It seems to be accurate and even quicker(?) when one adjusts a prep fire order than a regular order made during turns 2-onwards. I wonder if correcting a prep fire is treated as if there was a TRP at the new strike location??
-
I love all these uniform variants. Were they ALL used in Normandy? ie: Can we simply mix and match all of them?
-
This a repost of the one yesterday?
-
Is this an updated version of the one posted a couple days ago?
-
If one can do a Muj mod for blue forces, couldn't it also be done for Red? In CMA as well?
-
I am not a techie, but compatibility of maps has been ok in the past re CMSF modules.
-
Some power users have reported problems and some with lesser machines seem fine. So, it could be another issue. Component quality/compatibility? Settings?
-
Been many threads re using the otherwise mostly useless XO's and Support HQ's and 2IC teams as medics.
Since medics are far more used than the above HQ units (I don't recall ever seeing an XO take over command of a leaderless platoon in any of my games), it may have been better to have them designated as medics.
New file at the Repository: Wespe (2012-04-20)
in CM Normandy Maps and Mods
Posted
Looks really nice. My only concern with mods is when their camo makes them stand out from the BG as opposed to blending in.