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MDA

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Everything posted by MDA

  1. www.cmmods.com Some of the early ones are still in the CMBO database. If you don't like purely functional, ugly black grids, avoid the one I did for the demo. There are plenty of low contrast ones that do the same job and look "pretty". terrain bmp numbers for the demo and full game are probably the same
  2. Good old Google. The Littlejohn Adaptor http://www.quarry.nildram.co.uk/sgun.htm
  3. The weasel in all its glory. Linked from Battlefront. http://www.m29cweasel.org/
  4. I agree 100%. They weren't meant to be pretty, only functional. I didn't initially occur to me that they might be usable for more than the few weeks people would play the demo. I should have called it Gridded-on-my-lunchbreak terrain.
  5. hexed and gridded terrain that work for the demo are posted at CMMods. They should work with the full version - unless extra terrain bmps have been added - the demo tiles may have been lower res or just different than in the final release as well, but the file numbers likely match up. I suggest backing up your BMPs and giving one of the demo mods a try. Barring that, do it yourself and upload it. It's suprisingly easy if you have ANY experience with photoshop-type programs. I won't pick CMAK up until Christmas or shortly thereafter, so I can't really help much. [ December 05, 2003, 02:36 PM: Message edited by: MDA ]
  6. Done. Well, that couldn't have been easier. I had more trouble seeing the desert terrain, but the Italy scenario does have a lot more in the way of elevation changes.
  7. It takes a real nerd to mod the demo terrain, but I don't have a problem with that particular label. Anyhow, after taking a quick look at a gridded tileset mod for CMBB (Cap'n Wacky's at CMmods), I created an identical edit:128x128 grid and pasted it into the terrain for the CMAK demo. Beta liked it enough to suggest I offer it up here. Anyone interested in hosting this? I'll assume if you're hosting it you understand any Battlefront rules about publicly distributing mods, because I haven't a clue. I'm sure a mod or admin will chime in if I'm screwing up. I understand that some of you think that using gridded tilesets are gamey. If that's the case, then I do not recommend using this one. [ December 01, 2003, 12:22 PM: Message edited by: MDA ]
  8. Columbus, Ohio USA ...soon Germantown, Maryland USA.
  9. It needs WinRAR or something similar to unpack it. Its an avi file when unpacked. Mine's corrupt, though.
  10. http://users.erols.com/chare/cm/ Chris Hare's CM1 tables are linked near the bottom of that page, just after the scenarios for CMBO. I use them a lot, myself. Just in case that email addy was a filler.
  11. That was on cable recently, and I think you're right. He was carrying around the .50 cal, IIRC, and was refusing to give a lift to some retreating infantymen. It stuck in my head because it was a very "movie" (read: silly) scene. I didn't realize it was Telly at the time I watched it, but you're probably right.
  12. Oh. I never had the guts to try firing them without LOS, I guess.
  13. :eek: I suppose you make your troops run with scissors, too.
  14. Works fine for me when I have line of sight to the target. All bets are off on out-of-LOS targets, though.
  15. The AI often takes a gorup of 20mm flak, they tend to leave Shermans gunless and trackless and they're nearly always in trees at the very back edge of the map. Mortars (on or off board HE) are your best bet- or you can smoke them and move in with infantry.
  16. I played through (as allies v. AI) what is probably an earlier version (downloaded on August 13?) and ended in a 47-48 draw. That's about what I'd want from a good scenario the first time I play it. The gun on the hill overlooking town and the late appearance of some armor was a nasty surprise. My first tank over the river got plinked, and the Priest behind it was lucky to escape. I really liked having to actually *use* my engineers to clear minefields. I was a little surprised I did not encounter *any* germans on my side of the river. Probably difficult to do in a semi-historical scenario without getting them killed. You could place green or conscript troops in ambush (preferably supported by one or two of the guns from the city side of the river) at points where it would be convenient for them to retreat back across the bridges or fords(unless there's some way to script a retreat that I'm not aware of, I haven't fool around with the editor much). Hidden greens or conscripts might attack from ambush, then quickly break and flee across the river, simulating an ambush and retreat? This would ruin the historical bend on your scenario, though. Its a fun and challenging one as is, in my not so expert opinion. I'm just throwing out something I may have done differently. I hear lots of talk on these boards about defense in depth and having fall-back positions for your troops to retreat to - but since I don't design scenarios, I have no idea whether you can effectively simulate it with the AI in a scenario. Did I mention how much I liked *using* my engineers to clear minefields?
  17. in CMBO... H-39 Hotchkiss (37f) 705m/s slow turret 7 shots/min (for regular crews) 5 blast from Chris Hare's CM1 tables.
  18. if you're hiding/not visible to the AI, sometimes it will just sit on its hands - if this is the case, showing a unit or two will usually trigger an advance.
  19. For what its worth, You've converted me to Hetzer fandom. The front armor slope is sooo nice. I still like the Comet best. No particular reason.
  20. Did the units that fired smoke (and weren't supposed to) also back into cover? It seems to me that the tacAI favors either firing or releasing smoke and then backing out of LOS for light armor up against heavier stuff.
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