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birdstrike

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Everything posted by birdstrike

  1. No scenarios for the US mod that I know of, regrettably. Though I have to admit I'm in part responsible for this: back when I made the mod, I started working on some scenarios for it, but in the end never got around to finish any.
  2. No, I think my post was misleading to a degree, what I meant to say was that the number of rounds remaining and the intensity would be used together to determine the maximum time a barrage would last. If that number is smaller than the planned duration then you know that you will run out of ammo before the fire mission is finished. And if that number is greater than the planned duration then you know that you will have some ammo left when the mission is finished. You could also tell that you have enough ammo for 2 similar fire missions, if the max time is twice the planned time.
  3. How about this: depending on our selections for the duration and intensity of the fire mission, we are presented with two numbers, the first showing the time the mission is planned to last (for example 5 minutes) and the second showing the time the mission will last in reality, depending on # of rounds available and chosen intensity of the barrage (for example 2 minutes for a heavy, but 3 minutes for a light barrage). Then the player could either confirm the mission or select a different duration or intensity or both. I don't know, I guess we'd still not know how much ammo would be left afterwards.
  4. Smart munitions, maybe? http://www.youtube.com/watch?v=9pxjnl1yuXk
  5. I'd need a little help to test an updated version of my Paradise Road scenario (Mk III). I need to refine the victory conditions, and apart from the usual comments, it would be great if testers could send me a savegame of the final outcome (to check the victory points, state of the map and remaining units). Scenario is 90 mins, 1 Company US IBCT vs. Syrian Uncons, urban terrain. The mission is not too difficult (especially at its current state), so you don't need to be a veteran player if you want to volunteer.
  6. Is something weird happening here? A thread I posted in the Scen&Mod forum and a file I uploaded to the repository yesterday both vanished. :confused: And wasn't there a screenshot thread around here just the other day?
  7. Scenarios are usually packed in .zip or .rar files. You need to extract these files with programs like winrar. When you have extracted the file you get a .btt file. You copy and paste the .btt file into your CMSF\Game Files\Scenarios folder. Then you start the game and the scenario should show up in the scenarios list. But if you are still running CMSF 1.0 most newer scenarios will not run. You must first download the latest patch for the game, which can be found on this site: http://www.battlefront.com/index.php?option=com_versions&Itemid=317 There are different versions of the game and you only need to download the patch for the version you have: If you have the Paradox (boxed) version, you only need the Paradox patches. If you have downloaded the game from Gamersgate, you only need the Gamersgate patches. And if you have the game directly from Battlefront, you only need the battlefront patches. Or if you have bought any of the addon modules (Marines or British, or both) you will need the Battlefront version no matter what version you originally had (for example, if you have bought the Paradox version and have installed the Marines module, you only need the Battlefront Marines patch, you do not need the Paradox patch). And "A.I." means "Artificial Intelligence" and refers to the computer. So a scenario which is playable as Blue vs. AI can be played with you as blue versus the computer.
  8. Yes, looks good. Reminds me of Axis & Allies
  9. Happened to me once, too. Also WMIK with the single left crewmember bailing out repeatedly after having recovered. I then tried to use another team to enter the vehicle - with the same results.
  10. Zombie troopers, I tells you! :eek: I found that the only way to make sure one of those pesky roof MGs is taken out once and for all (besides a shot in the head of course) is to fire until there is a visible hole in the roof or until the upper floor(s) collapse.
  11. RCMP, I also bough the Paradox version of CMSF originally, and the best thing I ever did was to buy the modules and use the Battlefront patch from there on. I mean, if you like the game (and you probably do since you're here ), there's good reason to buy one module or the other (or both) and besides the new toys you get to play with, you don't have to worry over the delayed release of the Paradox patch ever again.
  12. Aw, sorry. My fault. I got carried away a little. I've not found a way to get new ammo fromt he WMIKs, (perhaps someone could look into this?) but there is a TUM around which carries the 2 types of 40mm ammo (PPHE and HEDP) for the GMGs (plus some 7.62 ammo I think). Just enter the TUM with the dismounted GMG crew and acquire the ammunition. There also is another TUM with several types of ammo and AT rockets, inlcuding some 40mm HEDP rounds, but these seem to be for a different launcher and don't work with the GMG. Still there should be some 300 usable rounds on the first TUM.
  13. Glad to help. But keep in mind I ran out of time (could have used another 15 minutes at least) so try to do things a little quicker than me . Anyway as a starting point, here's what I did: ---SPOILER WARNING--- The basic idea was that I'd never attempt to move across the center bridge, and kept clear from the whole area around the school. (you may not want to read the rest of this if you want to figure out the details yourself) Following flamingknives suggestion I tried to use more area fire and because I wanted my WMIKs not getting shot to pieces while doing so, I dismounted all WMIKs and positioning the GMGs and GPMGs on the roofs of the central store houses. I split my infantry into 2 forces. 1 platoon moved along the left flank towards the S-bridge, but got stuck there for too long and came under mortar fire (dividing attention in RT = bad results ). The other two platoons were advancing on the right flank, towards the North Yard on the hill right across the river. I used a small team to check for a route along the nothern edge of the map which did not expose me too much to the enemy MGs, then moved each squad along that route to the south of North Orchard. It took some time to let my Apaches and Grenade Launchers deal with the enemy MGs and to clear the trenches just east of North Yard with mortars, but once it was safe enough, I advanced in force across the river and up the hill, securing Northern Yard. While doing so I came under fire from enemy units in the buildings in the center (tool sheds, pump houses) but some air strikes and a mortar barrage could deal with this. Additionally, as soon as possible I moved some GMGs and MGs to North Yard. From the trenches there I had a good LOF to the buildings in the center and on the southern edge of the map (work sheds and garage) Once North Yard was secured, I moved to James VI and James V then towards the edge of town towards the Bank. Then I pushed into town and took the mosque and made it as far as the hospital, but couldn't finish the job before the time limit ended. Using the North Yard as a new base of fire, I also managed to clear the way for the stuck platoon on the left flank which then quickly crossed the river and pushed through the west orchards to the buildings just SE of South Yard and on to Duncan I on the South Block Objective. That's when the time ran out. I ended up with 16 men killed, 23 wounded and 112 left (I could have easily saved a couple more, if it weren't for the mortar attack and the usual 5-minutes-before-end-rush). The enemy still had 83 men left, 119 killed and 69 wounded. Final score: 75 (me) 193 (enemy). If I were able to occupy the objectives this could well have ended with a victory. Nevertheless, my best result so far. ---END OF SPOILER---
  14. Can't say too much about baked scenarios, but you cannot use nbaked orders and AI plans at the same time. However I seem to recall that reinforcements in baked scenarios do use AI plans. I might be seeing things, though.
  15. After all this talking I was in the mood to give this scenario another shot. I think I did quite good this time, could keep casualties low, made some good progress and reached the objectives, but eventually ran out of time, before I could clear the area from enemies. Seems I found a tactic which could prove succcessful, if I figure out how to speed things up a little. Of course, finally finding out how to acquire additional GMG ammo from one of the TUMs helped quite a bit, too. Oh, and thanks all for the suggestions.
  16. Well, at least you managed to capture all 3 objectives. Never could do that myself. Preserve can be tricky, basically anything above 7.62 can damage a building and may cost you preserve points. Should have given you at least 50% though.:confused:
  17. Hehe . Either that or in case we're still stuck on this mission by the release of CMSF2.
  18. Combatinman, yes, the map is awesome. Perhaps that's why I'm playing it again and again. ---- SPOILERS--- John, those buildings right up that hill, at your strarting positions? yes these are great observations points, I always set up my HQ there (also has enough space to park the TUMs ). And luckily the AI hasn't found out so far I'm using it every time . And I also couldn't to get more ammo for my GMG teams, even there was still was enough left in the WMIKs. Anyone else noticed that? Anyway, I will try to follow flamingknives suggestion use more area fire, but I agree, it's difficult to be thoroughly in clearing the area from any possible resistance still have enough time to secure the objectives in the end. Another thing I was thinking about was to skip the area around the bridge in the center and the school entirely (perhaps drop a couple of Mk84s around the area) and move right to the objectives. Perhaps that's a possibility.
  19. flamingknives - that's what I try to do, but by the time I assault the buildings, those sobs have taken position in the first floor, hidden behind walls. And every time risk I moving a TUM across the river for close support, I need a new crew.
  20. Finally, someone!!! Thanks for the reply. I used a similar tactics in one of my attempts - with similar results. ---SPOLIERS--- I think my most "successful" tactic was to use 2 PLs to push over the left bridge north along the left flank towards the south yard buildings then set up a base of fire and attack the south block buildings (engineers were split up among the units as needed). Meanwhile 3rd PL is slowly advancing across the bridge in the center (using the harriers to blast through the buildings there) towards the school. I then use a combined attack of whatever is left of the 2PLs in South Block and 3rd PL at the school yard and fight my way through the "James" buildings towards the bank. I was able to take the mosque but was repelled trying to get to the central and west blocks. And with only 6 mins left and quite frustrated I called a ceasefire prematurely. I checked the save I took before, and I had 26 killed and 30 wounded, 94 still ok which seems quite good, but of course about 95% of casualties were from the rifle and engineer platoons and vehicle crews and FOs making up the bulk of the 94 remaining troops. I had probably only about one rifle platoon (+ 1 engineer squad) operational at this point, with the others reduced to 3 or less men each. OPFOR had 278 taken out or missing and 67 men left who were all holed up in buildings around the mosque. I had almost 400 points casualties, so there's no way I could have turned this into a victory, even if I could take the objectives in the remaining 6 minutes - and I doubt I'd have received all the "Preserve Objective" points... I think it's really about more effectively attacking those buildings - I don't have enough reserves to cope with the casualties I suffer while clearing buildings, and of course lose too many victory points to the enemy for losing men.
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