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birdstrike

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Everything posted by birdstrike

  1. I have the same issue as cabal - can't change to the scenario directory (which is on another drive than C). But it's no big deal, so you can take your time as far as I'm concerned. Otherwise, I really like what I've seen so far, thanks.
  2. Thanks all. Much appreciated. Cog, I hope "painted Salamander" refers to one of my uniform mods.
  3. Yup, you're missing the mini texture, ND. No big deal. In general it's a resized version (16x16 pixels) of the normal terrain texture with the "mini" prefix. So in your case, I reckon "ground dirt.bmp" (?), you need a "mini ground dirt.bmp".
  4. Wii Wars - could be a big Christmas seller. The right thing to bring the family together during the holidays.
  5. Tired of playing your amphibious assault maps in the middle of the Syrian desert? For those who'd like a more appropriate landscape, I created a little beach mod: The mod should work with all the existing amphibious scenarios, including Pete Weneman's awesome From the Halls of Montezuma map, and those included in the USMC module (Mark Ezra's Day at the Beach and MikeyD's To the Shores of Tripoli - which are also awesome, of course ) The background mountains, marsh and ground textures are replaced by new and modified textures to create the impression of a coastline and the amphibious fleet on the horizon: The UBK also includes various options and features to pick from: - cyan or dark blue water textures - light green or dark green background mountains - western horizon textures with or without ships - optional mud2shallowwater textures - and optional Mk45 naval gun icons for US M777 and Syrian D30 artillery - inspired by Scipio's excellent Unit Silhouettes Mod. However before you're getting too excited about this, there are a couple of drawbacks: - The mod as is, will only simulate the western coastline (perhaps not a big problem, with the Mediterranean being the western coast of Syria and all...) - The backdrop ground tiles (below the map) use the same texture as the standard ground dirt tile on lower resolutions (ground dirt.bmp). The mod replaces this ground dirt.bmp with a new one which looks like water. As a result, if you are using 3D Texture settings other than Better or Best, all dirt ground areas on all maps will look like water. SOLUTION: Set the 3D texture settings in the game options to better or best. - the backdrop sea tiles stretch out to the mountains, making the maps look like an island. - there are two thin, black, vertical lines visible on the NW and SW horizon, where two background textures are supposed to meet. This is the result of me using an alpha channel instead of a solid texture. - similar to the above issue, for the NE and SE horizon, at the edges where two mountain textures meet, a thin line of the blue shines through. I have no idea why this is happening - I tried to get rid of it, but to no avail. If you think you can live with these issues, the mod can be found at the Battlefront Repository: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=showdown&id=139
  6. Right now, would be fine. Nah, just kidding.
  7. +1 for the ability to call in reinforcements. That's exactly how I'd like to see it. A point penalty for calling them up, and the ETA counted from the moment the request is made. I'd also welcome the support condition parameter, and I'd also like to know, how these assets are currently calculated into the total. How is a JDAM taken into account compared to a FFAR or mortar round? If such a support condition parameter would be included, we'd need a distinction between different ammunitions, based on their real world availability and cost.
  8. Yep, this mod is great. Way up there in the must have list!
  9. AI will not recognize Destroy objectives and will also get no points if the player destroys it (I tried to use this instead of preserve to punish the player for causing collateral damage - which didn't work, however ) Probably the only way to get the AI to use this objective at the moment would be to use baked orders or pre-planned artillery strikes. Though I would like to see the points awarded to the AI, even if the player destroys the objective.
  10. Yes, I think if multiple vehicle skins were introduced (like multiple uniform skins at the moment), I think we'd come a long way without adding more vehicle models. (This doesn't mean we don't want Syrian trucks ). And I think the vehicle cover issue has already been adressed in the recent patch - at least I had an instant recently, where a destroyed red pickup was blocking shots from another red one firing from 50m away on a blue squad - can anyone confirm something like this?
  11. Take you time, man. I think we all appreciate the time and effort you put into this thing - and still working on a campaign at the same time. Thanks.
  12. Thanks, very much appreciated. Yes, it's very well possible there was someone left in the building. When I tested the scenario, I usually moved one or two units through the whole building, to make sure I got everyone. I just started playing your CaPD scenario, and I'm only some 15 mins into it, so I haven't had much combat so far, but the map looks great. I just hope my guys don't end up like those in the movie.
  13. Yes, you're right. I fear that to be the case, too. Though, I hope it's not and/or there's a way to implement it somehow.
  14. I've had very positive experiences with using the Assault command since the recent patches, especially in MOUT. However, as we all know, this order is only available to squads, but not to split squads, scout teams or HQ teams. I figured the reason behind this was a design decision, because of a certain manpower needed to use leap-frogging effectively, but I realized that the Assault order can still be issued to depleted squads with only a handlful of men (4-5) left. So I'd like to ask if it can be taken into consideration to add the ability to use the Assault command for split squads and teams consisting of 4+ men, too. This is especially needed for the MOUT HQ teams with their high manpower whose tectical usability would profit from such an enhancement, IMHO.
  15. No problem. And thanks for the suggestion, Chainsaw. I will try that out.
  16. Sorry, didn't mean to rush you. I got a warning, I used up the bandwidth of my email account because of the size of the file - so I wasn't sure the mail was delivered. I guess I will need to use another account the next time. Anyway, thanks for taking the time to take a look at it. I'll keep you updated on the progress.
  17. Hi Mord, did you get the email I sent you? I'm not sure if my service might have caused an error when I tried to send it.
  18. Thanks for the comments. That's quite an impressive result, I'd say. And yes, those fanatic troops can be quite a pita. Concerning the ERA, I was a bit on the fence whether I should upgrade the AFVs with it, or if it would make it too easy for blue; but I think there are enough RPGs around to justify the need for it.
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