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Erwin

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Everything posted by Erwin

  1. However for those with high def screens (1920x1200+) the text is way too small for older eyes. There was a mod for CMSF that increased the text size. It would be nice if there was an option for larger text.
  2. This was dealt with elsewhere. IIRC: If you order men to dismount first, THEN order the vehicle to move, the men dismount. If you order the vehicle to move FIRST and then give the men waypoints, they will stay in the vehicle until it ceases movement. I do not believe thre is any way to have men dismount at a waypoint in the middle of movement. Hopefully, more knowledgeable types can correct me if I am wrong.
  3. The SCENARIO DEPOT rates just about all scenarios ever made.
  4. Thanks... I may have to wait till I get back from travels to my main machine. So, don't get mad at me if I ask exactly the same question in a few weeks. Actually hope thuis becomes a sticky, or in FAQ's.
  5. Frankster65: It's only an issue of processing power. But, yes, I have had up to 3 battalions of inf (at least on one side) attacking plus a several companies of armor (and arty support). It's one reason that while I love CMSF and CMBN, I find the relatively small scenarios and "trickiness" of everything to become literally a headache after a while. So, I always enjoy getting back to CM1 where errors are generally not so catastrophic as one can play with plenty of units.
  6. So, when (say) "fred" makes a mod but it only includes a bunch of bmp files, I should NOT simply put them all in a folder called (say) "fred's mods" and copy it into my Z folder?? I have no idea how to open or crete a brz folder. I was an expert at CM1 mods and could even make pretty good maps/scenarios. But I find CM2 waaay too complex/intimidating. It's like MS products- created by engineers for engineers to play with heh. Your suggestion: "I explode all brzs and then put the BMPS and wavs into individual folders and name them...like Scipio's Silhouettes, Weapon SFX or what have you...something that tells me right away who made it and what the mod is for. That way when I install another mod I know which ones I have to take out if there's a conflict...also I can go through and look or listen to any of the files I have loaded to decide if there are any that don't quite catch my fancy and I can easily replace them...my weapon FX in CMSF is a collection of all the best sounds from like three different modders...but I have it where I like it and it's now set in stone...but having exploded everything I could test without having to start the game every time to hear a particular sound." This sounds like what I need to do. But, boy it sounds like a LOT of work. Maybe you could make your modded Z folder available for d/l for us Luddites?
  7. In cases where the modder (eg "Sam") has only provided .bmp files, is it good to put all of those bmp files into a folder called (say) "Sam Mods" to avoid a Z folder with tons of .bmp files for dozens of mods - that one can't recall what each are for??
  8. In the cafe I am at, they have kitty products with exactly the same logo. Is that whre you got that from? I recall many years ago there was what we think was a girl who posted CM1 pics (kinda like yours) using the name "Kitty." Wonder if she made a business out of it.
  9. Am really curious how your full-size map will run on my system. But, having played JOKER 3 threee or four times, I can recommend it unreservedly as a great scenario. It taught me a lot of new lessons (and why some of my old successful default tactics did not work and had to be changed). Hope someone does somehing similar for CMBN.
  10. A bit gamey, but you could smoke the objective then occupy it. If the IED triggerman cannot see his IED, he will not detonate it. Otherwise, yes, you have to clear every place that could have LOS to the possibe IED location.
  11. What I liked about the HUGE maps in CM1 is that one had operational-level choices and much more opportunity for maneuver combat. I most enjoyed playing with regimental or even larger formations in CM1 Operations where one could maintain reserves etc. I hope that CM2 maps will get to be larger for that reason.
  12. Thank you for all the wonderful work you modders do! You have kept CM1 alive and vibrant for over a decade!
  13. It's all the talented mod-makers like you guys who have made CM1 such a succesful long-running game. I doubt if we'd still be as enthusiastic about CM1 if it still had the original toy-like graphics. Actually, in some ways, the unmodded CMBN looks a bit toy-like in comparison to a well-modded CM1.
  14. Yes, one needs a huge map to use Wespes, Marders, Hummels and other lightly armored units effectively incl 88mm guns. They need to shoot from 1000m MINIMUM and preferably longer range. And to be effective at longer ranges, they need to be Elite or Crack as the CM engine doesn't make those supposedly accurate weapons appropriately deadly accurate at long ranges otherwise.
  15. Another issue I have encountered is seeing what appears to be a gap in a hedge and ordering inf to run to it and move thru it. only to find they run to the "gap' and then move away and go around the hedge as apparently there was no gap.
  16. Some mods come as individual .bmps. some are .brz files, and same are packed in folders, and some mod folders have one of more sub folders. If you put .bmp's into the Z folder you end up with lots of .bmps' and it hard to figure out what to change/deelete whe want to change a mod. So, can mods that come as .bmp's be placed in folders one creates and names as one wishes? And when you have mods that are in folders with subfolders, does one need to pick and choose which folders to use, or will all the main and subfolders work together to create the mod. The lack of consistency amongst mod creators re what you provide us (much as I appreciate your work guys), is confusing.
  17. "If the weapon were damaged it would still be retrieved for repair lest it fall into enemy hands..." You should definitely mention this new feature to Steve.
  18. Great work! Hope someone can do same with vehicles and uniforms etc one day.
  19. Like others have said, the CMSF tutorials give many of the basics. Substitute ATG's for ATGM's is about it. Am curious how others do it, but my SOP playing Elite WEGO is split into a few scouts, and move them forward as observers. They move mostly on HUNT and HIDE with arcs restricted to 50m-75m so they don't open fire and reveal thei positions prematurely. When they find a great LOS position or an enemy, let them HIDE, sit and watch. Bring up an appropriate weapons system to deal with the target. Arty/mortar spotter vs inf and guns/mortars. Zook/Shreck vs armor if close enuff. Use smoke to move your main forces safely across enemy covered ground. Mass fire on a single enemy unit from (preferably) keyholed positions, so that other enemy units cannot fire back. Move within a couple of minutes to avoid getting your important units mortared etc. That's 90% of it I think.
  20. When the track is bombed, how long does one have to wait for the repair crew?
  21. Thanks for the comments. My experience was with the demo scenario, so there was no room to maneuver and range was short as you know. (My 2 Panthers bogged down before even getting anywhere useful. - Realistic? Maybe. Fun? No...) The new opportunities of use of arty and mortars is fun however.
  22. I presume this is the latest version and we do not need the earlier 5/21 version???
  23. Glad you did this Vin. I was using the old CMSF version and all my Germans were talking Syrian!
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