Jump to content

Trenchmouth

Members
  • Posts

    19
  • Joined

  • Last visited

Posts posted by Trenchmouth

  1. Another option that could speed up map creation, for example, would be the chance to save into a dedicated library partial map sections, full with terrain, foliage and flavor objects, a 5x5, 10x10 or 20x20 Tiles worth sub-creation that would let you make a nice farm compound, for example, with all its props, and then reproduce it in various maps whenever you need that kind of farm compound.

     

    Yes, exactly! This needs to be a thing.

  2. Gave up trying to download in UK last night when I realised the whole of the US had probably just started trying :)  Started again this morning and dowloaded fine, up and running without a hitch.  First impressions after only playing through tutorial.... brilliant.  Much faster load times than v3.0 Normady on the same machine.  Everything just seems faster, smoother and nicer. 

     

    Thanks everyone for the hard work, thanks especialy to Chris for all the youtube vids which sold the game to me and then kept me from going crazy while I waited :)  I am just going back to my other PC, I may be sometime.....

  3. Chris, during the vid of the graduation exercise pt 1 you mention that this is the map created during a previous streaming session on the editor (did I hear that bit correctly) I don't see it in your youtube uploads.  Is there any way that could be uploaded for the benefit and delectation of those of us who haven't use the editor since CMBO?

  4. I am pretty sure the barrels will be there, you can mod them as well as you wish.

     

    About the craters, you can paint them as you like, but no liquid surface reflections can be added, you can try some tricks nonetheless.

    That's good to know.  Reflections would've been nice but didn't expect that to be possible anyway. I shouldn't need them, this toxic stuff is going to be such a lurid colour that a few bubbles should suffice :)

  5. I expect there will be quite a bit of 'electronic interference' experienced by both sides during this scenario.  Just watched a YouTube tut on AI triggers in Red Thunder and that gives me a few more ideas :)  Definitely looking at doing some terrain mods scorched earth/burned ground on the list and I was thinking of turning craters into toxic puddles, didn't I see some barrels as flavour objects in one of Chris' playthroughs?  Lots to play with :)

  6. Thanks for the speedy replies. 

     

    I do intend to have a crack at some texture mods seeing as my day job is as an illustrator :) I'm intrigued by the idea of tagging mods specifically for scenarios, I must look into that. Cheers.

     

    I was hoping that I could play with unit stats to mimic disorientation and confusion effects of light exposure and maybe the exhaustion of working in suits.  But until I can see the CMx3 manual I’m not sure how things have changed in the editor since I played CMBO, CMBB and Market Garden. Sounds promising though.

     

    I have no intention of trying to shoehorn in something that is beyond the scope of the current game, ie full NBC battelfield conditions, this is more of a meeting engagement with a more exotic interpretation of area denial :)

  7. I’ve been trying to keep myself busy until release by researching an idea I had for a scenario.  I’m still in the reference stage, trying to get my head around the practicalities of ‘modern’ warfare.  Going through the technical specs of things like BMPs and BRMs I keep coming across a reference to the’ WPChR military chemical detection device’ but I can’t find any more details.  What I’m interested in is how it functions in practise.  Do the crew just get a warning noise that chemicals have been detected and an all clear when they are out of the area /the chemical has dispersed or do they get specific info on what was detected and where?

     

    I am thinking of scenario with very localised chemical hotspots/leaks rather than deliberate, targetted use of chemical weapons.  Also environmental conditions that would suppress the spread and 'damp it down' thus restricting the toxic effects to small areas of the map.  As far as I can tell all armour is now NBC protected with overpressure and filtration systems so as long as they stay buttoned up they should be unaffected. Obviously dismounted infantry units are not modelled with any NBC protection so they'd need to be kept well away from the hotspots but I don't see this as a major obstacle to the design of the scenario.  Is there anything else I should consider?

  8. Can I request that if anyone is thinking of modding trees could we have some with whitewashed trunks?  I've seen them a lot in pictures of Ukraine and Russia usually along the roadside with the first 5-6ft of trunk painted completely white (see here) .  I initially assumed it was were to stop cars hitting them at night, but apparently it's to do with reducing their exposure to extreme temperature changes in the spring by reflecting some of the heat away from the bark.  Freezing night time temperatures and rapid heating during the day cause them to ooze sap which then freezes and damages the trunk letting in disease.  I suppose they don’t want trees by the road to keep dying en masse and block the roads.  I think it would really help add a touch of realism.  I haven’t tried modding since CMBO and am still getting my head around windows 8 so it may take me a while to have a crack at it myself so in the meantime I’d appreciate it if someone would consider it.  Cheers :)

  9. The first thing I wanted to try when I installed CMBB was sewer movement. I put together a hasty Stalingrad style scenario (October 42) and made sure that I had plenty of experienced German squads.

    I'd designed the scenario so that the only safe way to get across a frozen canal which divided the two sides was by sewer movement (the Russians had it totatally covered). I decided to try sending a platoon of pioneers through the sewers to take a heavy building and give me a bridgehead on the other side of the canal. That way I might be able to secure the bridge long enough to get my Stugs across.

    I was told that it would take an estimated 15 minutes for the HQ to arrive and 17 minutes for the others. When the HQ unit turned up early they found themselves surrounded by smg squads, they didn't even manage to get a shot off. A few minutes later another couple of squads arrived simultaneously, one exactly where I had planned, the other in a building across the street. Both were wiped out before they knew what hit em. The other squad/s vanished, never knew what happened to them. They just didn't arrive. It was a 45 minute battle and I searched the map at the end but couldn't find any trace of them, poor sods are probably still wandering about down there.

    As for the battle, I was wiped out in a big factory complex, those smg squads outgunned me every time. An OT-34 flamethrower tank firing cannister caught a whole platoon in some rubble, wiped them out. It was eventually immobilised by a tankhunter crew and finished off (with some irony I thought) by a flamethrower unit.

    Great fun but hate the fact that they've got access to smg squads and I can't have em. :mad:

  10. I made the mistake of odering through Amazon - I had a £5 voucher so thought I'd save a few quid, but just checked my order status which says release date 11th Oct, estimated delivery date 14th Oct. Doh! :( That'll teach me for being a tight git.

    On a more positive note I've been lurking on this forum for years with nothing much to contribute... but once I'd downloaded the CMBB demo I knew I'd have to break cover, it's just too much damn fun. So here Iam in open ground at last and that trenchmouth has cleared up nicely.

×
×
  • Create New...