japinard
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Posts posted by japinard
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Some scenarios have defaulted to use different graphic sets. This has to be editable in the files somewhere doesn't it? Otherwise we wouldn't see the changes in the D-Day and North African campaigns?Originally posted by Normal Dude:I don't believe you could expand the bitmap, I think that it is hard-wired into the game what pixels on the bitmap are used for what.
However, you COULD replace certain tiles with others. For example, replace some of the mountains with a different terrain. The big drawback being, the other terrain type would still have the name and characteristics of mountains. But you could, per say, replace some of the forest tiles with the palm trees to represent the desert equivalent of forest terrain. Honch has done that in his scenarios I believe.
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But how do I get rid of the gridlines then? It seems like it'd take a really long time to manually erase them all?
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Sorry if this sounds stupid... but what's the best way to use this?
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Is there anything preventing us from using all the sprites from the desert scenario, D-Day scenario and the default scehnarios together? It looks like it's normally 4x22... but it'd be great if we could expand that to 4 x 34
Thanks!
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Looking very cool Fantomas!
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Wow, I must be behind the times. A beta patch 1.06? What's Hubert got in store for us with the upcoming patch? :cool:Originally posted by Honch:Now that Xmas is out of the way I hope to have it posted by the weekend. I have upgraded to the beta version of patch 1.06 for widescreens and I hope that this is still usable by everyone else.
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Hello Honch and Merry Christmas! How are you coming on the scenario?
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YeaOriginally posted by Battlefront.com:Yup! You can see one if you look closely at the first page. Look under where the explosion in front of the building is and you can see the crater it formed.
Steve
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Sorry if this has been asked. But is there ground deformation from artillery blasts?
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Gorgeous! Simply fantastic. In fact, better than I imagined it could look. Hope you're in the home stretch.
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Sweet. I wish I had the time to play right now... but as soon as this project I'm on is complete - I'm going to play your mod like crazy. Can't wait!Originally posted by Honch:Version 11 (1.05) is on cmmods!
Changes since V10:
Renamed units:
Battleship -> Heavy Battle Group
Cruiser -> Light Battle Group
Carrier -> Carrier Group
Air Fleet -> Tactical Air Group
Bomber -> Bomber Group
Changed the Engineer NATO symbol to "Militia"
Changed the Militia/Garrison bitmap to one figure to differentiate it from partisans.
Reduced Militia/Garrison soft and hard attack values to zero. They can only attack other land units if given some infantry weapons tech. Therfore, minor militia/garrison can only ever defend in combat with other land units.
Reduced the Soviet Siberian Transfer slightly.
Updated all scripts for patch 1.05.
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oh man. You've got me super excited. How soon will it be up? I can't wait!Originally posted by Honch:Good idea Normal Dude. I have actually reduced their stats to SA 1, HA 0, SD 1, HD 1. I may reduce it even more. I see no problem with tech advances for them as even garrison units can be provided with trucks and armored cars as well as better rifles.
Version 10 is ready now and converted to patch 1.05. (I had this available to me for a beta test) I just have to wait until the new patch is available to everyone. The new patch really enhances the AI options.
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Sweet. Excellent to hear! Beautiful map too!
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I've got to admit, that makes no sense to me :confused: heheOriginally posted by Kuniworth:Hey I understand but what should be a more vital change would be fewer experience bars. Or the oppurtunity to toggle how many you want to have 1-5.
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Everything is working great in the game except for one thing. Manually having to move every unit every turn. Is there a way to do waypoints, or do like other tbs games? If you overhoot their range they continue on in their next turn? This would be a wonderful addition.
Another nice thing would be "repeated attacks". Set a bomber to bomb a certain space forever until you stop it. This would make some strategic operations a lot less tedious.
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No, the setting timeframe. If we moved CM:SF to a release date of 2008 it might as well be 2009 because it will take about that much longer to heal from the beating my wife would dish out. This is, of course, assuming that I survive. She knows where the keys are to the trigger lock. 7.62 is bound to sting a lot more than a BBOriginally posted by Battlefront.com:Whoops... I should have been more specific
japinard,
</font><blockquote>quote:</font><hr />What, release date?!?!?!
Steve </font>
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I'd like to second abukede's suggestions. Nice!
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I was waiting for this. I was beginning to wonder if by the time we got to see a demo, 2007 would be a historical scenario. </font>Originally posted by DaffyDuck:</font><blockquote>quote:</font><hr />Originally posted by Battlefront.com:
One note though... we might bump up the date to early 2008 timeframe.
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See, the processing time for my has gone down since the last patch (I'm pretty sure). Though maybe that's just a feature of my OC'ed cpu.
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Perfect. You could make a statement that as US invades Syria, Russia comes in with full military force to aid Syria... something likeOriginally posted by JOCH:Syria with Minor Backstory and Fictional Subsection sounds perfect.
It will keep the "realists" like me happy since we have a real war against Syria, plus the flexibility to explore various "what if?" scenarios to extend the lifespan of CMSF.
Syria attacks Israel, which triggers the U.S. to invade Syria, which triggers Russia to become allies with Syria and Syrian forces are thus supplmented with new Russian military tech and training.
I don't think the above scenario is too far-fetched as Russia seems to befriend and side with extreme Middle Eastern nations more and more. Personally I think Russia with its oil-rich resources is setting up a collsion of oil rich nations to try and push prices up to maximize their own income.
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I also had trouble with units that seemed to revert to or lose their attachments. But I think with the help you've all posted above I can get a better grip on maintaining the attachmenets. Thanks!
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I also had trouble with units that seemed to revert to or lose their attachments. But I think with the help you've all posted above I can get a better grip on maintaining the attachmenets. Thanks!
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I've read the manual a hundres times about manually assigning units to an HQ, but I just can't see to make it work right much. I unallocate and the try to re-assign units to him over a couple turns, but I can never seem to get the units permanently assigned... or even assign some units period.
So I guess I'm asking for some good advice on the use of your HQ units... especially manaing assignments.
Thanks!
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I've read the manual a hundres times about manually assigning units to an HQ, but I just can't see to make it work right much. I unallocate and the try to re-assign units to him over a couple turns, but I can never seem to get the units permanently assigned... or even assign some units period.
So I guess I'm asking for some good advice on the use of your HQ units... especially manaing assignments.
Thanks!
Is there a sprite limit: terrain_sprites.bmp
in Strategic Command 2 Scenario and Mods Forum
Posted
Thanks Normal Dude. I'll do that