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RockinHarry

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Everything posted by RockinHarry

  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.
  14. thanks! Yours are surely the reference for everything else here. My friend you should actually recognize all the terrain beeing @Lucky_Strike ´s gorgeous works! https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-other/cmbn-lucky_strikes-hedgerow-hell-or-how-not-to-be-seen/ Where is he btw? Everything else is @Zveroboy1 ´s work. (1/ Estonia - Kapera (raw map) ) Excl. forces. Might try the first map/mission in single player (looks like it can be played from SOV side only), then do some captures with original forces.
  15. Not combat actually, but pics from (near) the frontline. Map is from latest Zverovboy1´s Baltic map/battle pack here: https://community.battlefront.com/topic/142405-baltic-mini-map-pack/ Forces is not from actual battle. Bits of spiced up with Reshade and some GIMP filters. German SS Engineers checking soft ground in front of an armored column.
  16. Sure, but we mostly almost all play it at this level and splitting/squad composition is the running topic. But it´s understandable that BFC won´t change or improve anything due to the reason you just mentioned. Maybe in Pro version that we unworthy ones never get to see. Or next game version in say... 10 to 20 years. Current CM base engine ain´t that innovative anymore like it was 15 years ago.
  17. exactly. But there´s yet another method. Turn the unit away from the enemy by assigning a half-circle target arc towards the backside of a building and "hide". This keeps the pixeltroopers in, while allowing the enemy to loose LOS/LOF on them. The larger/deeper the building, the better it works usually. Give 1-2 game turns for the units(s) to recover, then turn them around under "hide" again and do what you got to do with them. Plt leader should be at least in vocal C2 range all the time to preserve influence.
  18. No go. BFC apparently just allows the gunner station to be used fo LMGunning. In RL the system was much more flexible, not just for Panzergrenadiers. The squad leader employs and divides his squad as he sees fit for a task or situation. That could be both lmg guys in a support group and the rifle guys in a maneuvre or assault group. The squad leader can also decide to just have a sniper employed and keep everybody else under cover. Also squad leader position is flexible. He´s in most important element during an engagement, i.e leading the lmg guy, assigning him targets while using his binocs. Also could be he lends the binocs to one guy in the squad for observing with everybody else beeing kept in cover. So compare that with BFC system and you see serious limits concerning "realism" in the game. Not that it would be easy implementing all that, particularly for AIP use, but all infantry combat is just a very rough approximation of the real things.
  19. Looking great from screenshots. Downloaded and will check them out ASAP, thanks.
  20. Misleds are part of the game. Call it disinformation or Maskirovka. But you can do it in more creative ways actually. While BFC does not allow to "reveal" particular enemy units dispositions, there´s some workaround to get it into a mission nonetheless. However.... who says that an enemy unit (most the time beeing unspotted at mission start) is and will remain at "known" position? You can make the AIP move them off via scripting, set up traps or simply...misled. Yep, standing patrols is something doable in the game. I´m sure the wishlist threads are full with good ideas, but it likely remains like that. Many good ideas that never get picked up by BFC. So us players and wannabe mission makers need to be creative. However, while doing ingame recon can be and oftenly is fun, parts of that can eat lots of mission time, both for battle planning and its execution. If it´s missions with limited execution times (game turn amount) then it can lead to hasty playstyle and applying not well thought out tactics and battleplans. Of course this can be made a particular mission type, but IMO needs beeing combined with other mission design measures for credibility. Just making a mission with limited game turn amount and declare it "difficulty level" is bits of...well, not my desired playstyle at least. But that´s all matter of tastes of course. all made in GIMP. Basically captured the original ingame maps overhead looks with FRAPS, then apply some filters for certain effects. Above map/briefing style is just an example from couple years ago. Worked that out with @GeorgeM during CM1 (BB, BO and AK) high times. Today I simplify even more (sketch type) and outsource unnecessary info to a PDF or Word file. But depends on mission type and other things.
  21. Thanks. Yep, depends upon which player types one wants addressing I think. With BFC format it´s very hard to make all happy. I rather tend to make two scenario/campaign versions, each addressing the grog and one more the beginner or interested. It´s not considerably more workload for the maker IMO. Otherwise I´d rather provide some internet links to historical stuff or add additional reads like i.e @GeorgeM with the zipped mission package. Did I mention that BFC briefing format s*cks? lol But to be fair, I currently don´t know any wargame that provides more flexible and creative means to design briefings, so... Heavily desaturated or grayscale maps... I find too much color is straining for the player/reader as well, similar to text info overload, all worsening the situation IMO. But I own, read and evaluate dozens my original WW2 period german (and US, UK, few Sov) manuals and regulations. Map/sketch formats, intel providing and gathering, orders schemes and other stuff have big parts in those. So I have a strong bias towards those methods that stress simplicity, clearness and leading to results in quickest and most efficient ways. It also adds a nice "historical touch", depending for which player side one got to make a briefing.
  22. US HT (and lend lease SOV) were on my list as well. Didn´t came to it unfortunately although doing it the same way like german HT would be fairly "easy" (though time consuming). Anybody with halfway good knowledge in Blender (I just can bits of tweak and rearrange CM stuff) can do it principally. Needed info is to be found in Nigel/NPye´s Berlin thread IIRC.
  23. lol. Without giving names (we know who they are) there´s many who deserve better here. Good that I´ve never a boring moment in my life and can switch to way different (non CM) projects any minute seamlessly. Lack of time is the actual problem and we´re not getting younger. And we´ve exiting and turbulent times ATM
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