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RockinHarry

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RockinHarry last won the day on November 7 2022

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    Wargaming, music, treasure hunting

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  1. that was exactly my same impression. Whoever will be purged now, I don´t think Prig will be among them.
  2. Exactly. That´s what makes me hate seeing timber frame type roof sides on more modern city buidlings quite in particular. Can only get rid of them by replacing with own modded roof types (brick wall or plastered). Still remains the annoying random swapping of roofs once a map/mission gets saved and reloaded. Not to mention the Potemkin type attributes related to CM buildings generally. (fake windows/doors, damage and cover modelling)
  3. thanks. The trade off is you´ve less shooting and spotting in lowered stances, thus "lowered carnage". That was the initial aim of the concept. Medic makes a difference for sure as this was my starting point for all other stance edits. Otherwise I wouldn´t have had wasted time on those. The modular concept (if beeing used) gives all players choices which the stance settings to use and which not. In my personal set I´ve lowered stance reload anis beeing active all the time. These and medic is good starting point. Every other depend on how much daring or agressive I want the opponents be. Pity that animations is almost all or nothing, as ani files are shared between opponents. So you can´t make one opponent more cautious and the other more daring this way. I.e I´d like having snipers keep a lower profile, but they don´t have seperate animation files unfortunately.
  4. Just out of curiosity. Which parts of the "concept" do you use here? Does it have a noticeable impact on game play for those using it? I got fairly little feedback on original "mod" (simple file renaming), thus I ask. Thanks.
  5. yeah, there´s an offset and sandbags rotate around a given center point in a radius. IIRC I once found the Meta Data dealing with just that (Meta 1 or 2 maybe). If changing these it can become tricky to get any CM units aligned to them properly. Though you can make sandbags rotate on the spot, just like most the flavor objects i.e. I oftentimes find it much more useful to mold combat positions by use of (blue) ditch locking straight into terrain mesh. It also yields way better footprint for protection and vs enemy spotting. Anyway, like most CM forts sandbags are just a bad looking "here we are, shoot at us" features I´d rather avoid using.
  6. saw that in social media earlier. Impressive and most effective defensive artillery (or mortar) fire I´ve seen in such a small area. Almost hunted the mofos all down singly.
  7. Gorgeous, Butschi! Yet need for WW2 titles as well (CMN, CMFB and CMRT)! Btw, that would be the right moment for BFC to contact you and discuss/work out an interface! Well... earlier would´ve been even better.
  8. wow, looks cool and highly elaborated, thanks! Hope I´d find time for it anytime soon! Good luck and have fun with other interest then. I´m in very similar situation btw. https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/mission-boston-objective-la-fiere/
  9. thanks QP That 3D effect is intended actually. It´s part Reshade DOF (depth of field) filter, further enhanced with GIMP´s soft focus filter put on top. Other things is white point and contrast improvements, but nothing else. Yes, I tell you. lol Original map setting is clear hot summer (august) 1944. Didn´t change it. Luckys´ mods is activated in my CMRT by default and after opening the maps first time, I didn´t see a reason to change anything. Though I added some foot paths to simulate vehicle tracks in the greenery. That was just for the snapshots and aren´t part of the original map. Yeah... LuckyS added lots of nice optional stuff in there (or variations) and swapping some to something you need or want is fairly easy. I just normally swap some ground textures to some I tweaked myself. Like i.e making foot path texture look way darker in wet weather (ground) and so on.
  10. you mean player fall back? Yep, fast and face. Fast is the main issue, since fast lets the TacAI choose the most obstacle free terrain/route to anywhere. If there´s a bottleneck (door, hedgerow or wall gap) then weird things do happen.
  11. Wondering BFC didn´t implement the "retreat" order that you can use for scripted AIP. It´s different from player "retreat/fallback" in that it´s beeing covered with a smoke grenade throw and ordered retreat for single pixeltroopers with squad leader bugging out last. Very nice and versatile feature actually.
  12. No cleverness at all. Just dumped it into CMRT mods folder, selected options (like you do for CMBN as well) and here you go. Hm... pity with Lucky. Hope he´s going well at least.
  13. hehe... of course. Method for when the guys in the building received some considerable suppression and player maybe wants moving them out through the backdoor during next few turns. Timing is crucial and as said Plt HQ (or any other taking responsibility like Coy or Bn HQ) should be in C2 to speed up the process.
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