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Cambronne

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Everything posted by Cambronne

  1. Well, then maybe Battlefront should remove them from the "available troops" roster since they add needless crowd to the panel (and can also mislead some of less informed players).
  2. The airborne branch of Syrian army is part of the Special Forces category. But the scenarios made with airborne units in them cannot be loaded at all. The marines module is required. I only have the base game as of now. So the airborne units are part of the base game(because I can see them, select them and even deploy them in 3D) but the scenario cannot be loaded.
  3. Nope. I was forced to temporary install and use another browser and I finnaly managed to get the patch. Thanks
  4. this is what I get when I try to download the patch. I use brave browser. screenshot.bmp
  5. I converted another several flavours from CMRT: Barrel: 5(Gravestones), 6(heystack), 7(fuelpump), 8(mailbox), 9(bicycle) and log6(harvester). I don't have a cmmodsiii account. Can I send them to Pete to include them into his mod so that they could become available for all?
  6. Aha...I get it. I initially thought that maybe the model "mdr" files of the building had something to do with the facade hardness. Thanks for the info, it is of great help for deploying the units.
  7. Hi, is there any difference between stone, brick and dirt mud buildings regarding cover? Thnks!
  8. just tested the new "fire" command of the editor and I found out that the on-map mortars of the AI group can execute indirect fire on the designated target. I assume the human mortars can do it too, it's just the user interface that's missing.
  9. Please, can a Syrian medium machine gun be added to the "specialist teams" list of the editor? As of now there is no one, only one HMG team. Thanks!
  10. Yeahh... annoying like hell! Please, fix it as soon as possible!
  11. Chinstraps missing for syrian infantry (both regular and special forces). The bmp and mdr files are there but the chinstrap is not visible in game.
  12. Looking over the table of equipment list I failed to see any AA dedicated weapons. If this is correct how can aircraft be shot down?
  13. Is the points system an engine issue? I mean will the CMSF2 units have points attached? We play a global campaign based on Hearts of Iron and CMRT combo, using Combat Mission to conclude the HOI battles from the tactical point of view. But as it is,wanting to run in parallel a CMSF based campaign, we find it difficult to replicate HOI units into CMSF since there are no points to simulate the unit combat power. And this is more important in modern warfare since there are tons of internal sensors, optics, armor material and other modifications that make a seemingly similar tank/unit completely different from others.
  14. I started all over again and now it seems to work all right. Perhaps I missed something first time thou I could swear I did the same steps. Moreover, thanks for support!
  15. The Russians are missing no matter if they are AI or player. I tried it both ways. The scenarios played separately are working well. I'll check the script but shouldn't it pop up a warning message if something wrong? There it is: /*campanie*/ [PLAYER FORCE] red [HUMAN OPPONENT ALLOWED] no [bLUE VICTORY TEXT] You won! [bLUE DEFEAT TEXT] You lost! [RED VICTORY TEXT] You won! [RED DEFEAT TEXT] You lost! /*Battle #1*/ [bATTLE NAME] bat1 [WIN THRESHOLD] tactical victory [NEXT BATTLE IF WIN] bat2 [NEXT BATTLE IF LOSE] bat2 [bLUE REFIT %] 0 [bLUE REPAIR VEHICLE %] 0 [bLUE RESUPPLY %] 0 [bLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /*Battle #2*/ [bATTLE NAME] bat2 [WIN THRESHOLD] minor defeat [NEXT BATTLE IF WIN] // end campaign [NEXT BATTLE IF LOSE] // end campaign [bLUE REFIT %] 0 [bLUE REPAIR VEHICLE %] 0 [bLUE RESUPPLY %] 0 [bLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0
  16. Hi, I was trying to engage into the campaign making so I started with a small two battle campaign to observe the behavior of the campaign maker engine. Everything is going OK... except that the Russians are not appearing on the battlefield. I checked and re-checked both scenarios and everything seemed in good order. In the first place I thought that the bastard cowards deserted en masse from the Red Army but then I remembered it was just a computer game so it must be something else. Anybody else met this problem? What could I have done wrong? The campaign script doesn't report any errors and, yes, the Russian core units are activated.
  17. I was just wondering if is there any way to import the map together with the order of battle attached??! Previous versions of CM (CMBO, CMBB) had this nice feature, I don't know why it was dropped.
  18. Well, that seems not to be true. I did a test, setting the timer between 40 and 50 and made the enemy troops to hit the trigger terrain after about 5-6 minutes after the start of the scenario. The AI group simply sat "in situ". Besides, the manual is very clear about it saying that: " The first time tells the AI to NEVER start the Order until that time even if the Trigger is tripped. The second time tells the AI to NEVER start the Order later than that time even if the Trigger is not tripped. The time period between the first and second settings is when the Order is paused waiting for the Trigger to be tripped.If you want a Group to always wait for a Trigger to be tripped leave the first time to 00:00 and set the second timer to something greater than the scenario's maximum game time." So Steiner must be right and the triggers in the Quick Battles are broken... or there is some weird trick not mentioned in the manual.
  19. same here, I have CMRT but I guess it doesn't make any difference from CMBS regarding QB triggers. I dig into the manual and I found this about QB : "All terrain objectives are converted to OCCUPY objectives automatically" . But if terrain triggers don't work why are they in the QB maps???!!
  20. It must be something wrong coz I still see no difference. I choose armored infantry and give standard uniform to one squad and panzergrenadier uniform to the other but they are identical.
  21. hello, I didn't notice any difference between standard appearance and panzergrenadier. I tried a few settings but to no avail. Could be a bug there? I thought it was possible to hand-pick uniforms in the editor on a unit basis but it doesn't seem possible( at least for me).
  22. Hi, what are "m43 soldier uniform" files and what are "wm m43 soldier uniform" files ? Does it make any difference this "wm" added ? I didn't figure what is the role of "wm" files. Any help? Thanks!
  23. Well,my understanding is that CMBN simulates small scale tactical encounters between two groups of people,not necessary regular forces. So I cannot imagine the partisans missing from it after the last module is released.
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