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birdstrike

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Everything posted by birdstrike

  1. 10 years? Wow, that's awesome! I think I joined after CMAK was released, only been playing CMBO for about half a year before that. With so many day one veterans around here, that makes me somewhat of a noob in CM terms, I guess - and it makes me feel so much younger.
  2. Bumping an old issue here: Is there any chance, we'll get the possibility to mark reinforcements in the scenario editor to arrive later than 1h into the game sometime in a future patch?
  3. Thanks D, I'd gladly expand the time limit, but this is one of those "never arriving reiforcement" íssues. (I'm thinking about a possible workaround - by creating an unaccessible area somewhere on the map to dump the reinforcements there). The best advice I can give right now, is to be aggressive and don't focus on occupying the mosque too much, it really is only a secondary target. @Ricochet, sorry for replying a little late , I missed your post completely. Thanks for the comments, though. If you're still around, you might want to try out the new version.
  4. This is some great stuff. Thanks all for working this out.
  5. The rest is now up, too. All in the Repository, look under CMSF Base Game; Unforms and Weapons. Have fun
  6. I took my time, but finally, here's the dirtied Syrian uniforms for my Syrian Ragtag Mod 1.1. Special thanks to Mord for his suggestiions and for reviewing the initial batches - while he got prepared for bootcamp. Kudos, man! Hope you're well! Apart from my own 5 camo patterns I also added a dirty version of the stock olive drab uniforms. The mod comes in two flavors: 1) a "light" version; the Quick n'Dirty Mod 1.1 available here: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=175 this package is NOT a ragtag mod, but includes all pouches and uniforms once, so you only have to download it and pick your uniform. This is easier to install and meant for people who don't care whether their soldiers look all alike, or who want to save some space on their HD. Or for those who want to take a look at the different uniforms in the game, before going through the hassle of the ragtag version. 2) the Ragtag version; first you need to download the shared Pouches and Crew helmet files, which can be found here: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=176 then you need to download whichever uniform you like seperately. Uniform packs come in seperate files for regular and reserve troops (including vehicle crews). Mod is setup, so you can mix up to two different camo patterns for each regular and reserve troops (and a further 2 for crews). When used with the pouches, you get up to 120 different soldier models (more or less ). Right now only the S1 camo is up, but the other 5 will follow soon, a little patience, please. As always, feedback is welcome. And please ask if there are any installation problems. And if anyone notices something weird, like uniforms looking odd, please tell me, it is possible I missed something when putting the final mods together. Enjoy. EDIT: the S1 Ragtag version for Regular troops is found here: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=177 the S1 Ragtag version for Reserve troops is here: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=178
  7. Thanks, guys. Part of the fun of designing scenarios is to hear people enjoy playing them. handihoc, can't remember exactly, but I think there are 4 different AI plans. For Red, this mainly affects starting positions (since there isn't much of movement for the defender). Blue AI plans use different lines of approach, or split up forces in different ways.
  8. Thanks for the comments! I hope you'll enjoy the rest of the battle aswell. The Humvees are also a good way to protect your flanks, while using the Brads for the main assault.
  9. Once the AI surrenders, you gain all VP-locations automatically. Right now, I have the impression the AI tends to surrender too early - even with fanatic troops. A little insight on the mechanisms behind that would be nice. BFC anyone?
  10. This is hilarious! Just like the movie! Thanks for sharing.
  11. Yes, I've deployed MGs inside buildings since 1.10. Funny thing is, I used to issue the deploy command and left the units alone. I never checked whether they actually had LOS to the target. They seemed to shoot, though... But it was only the other day when I noticed that walls totally block LOS for deployed MGs.
  12. Okay, checked back and indeed, once they do not deploy their MG, they can see over the wall. Thanks. This solves the issue for me. But I'm still concerned that the AI might deploy its MGs behind walls, blocking its own LOS this way. I hope BF finds the time to take another look at this.
  13. If you're referring to the soldier's names, I think these can only be changed though the soldier names text files (soldier names american.txt and soldier names arabic.txt), but AFAIK as these are assigned randomly in the game.
  14. Best chance to take out the ERA Bradleys is a turret hit. Try to avoid frontal shots and to attack from 2 or more directions at once and retreat the RPG teams after one shot (of course this doesn't work often )
  15. I have an issue with MGs not being able to see over low walls. I think I remember something in those lines being mentioned in another thread, but I thought this was solved in 1.11? Anyone else still got this problem?
  16. Thanks. If you're referring to the red numbers - I needed something to stand out when zoomed out. I tried blue and green numbers, but these were hard to see, especially when placing trees on grass. Though, as in general, more color options are possible.
  17. I was assuming the apocalypse was not until 2030 or something? Anyway, In addition to what Seabee said, especially about the search and submit button and being glad that the repo exists , I think the current container setup is sometimes a little cumbersome. I understand the reasoning to have categories for each module, but when I'm looking for a new scenario, for example, I need to scan through all module containers and their "scenario" subcategories to check what's available. Same goes for mods and other stuff. I think it would be better to first sort the containers by type (scenarios, mods, etc), then by module. Or even no subfolders for the modules. Or have the option to display files in a container, regardless of their module. For the containers, I'd suggest a general Shock Force container first, then subcontainers by type (I think we should have 3 seperate containers for maps, scenarios and campaigns, and one general folder for mods which will break up into subfolders as needed (for example once there are 3 or 4 different mods of a type, like vehicles, they should get their own "vehicles" category). Finally either sort the files in each container by module or list them all. So for example, if I'm lookin for a British scenario, I'd go to Shock Force/Scenarios/British. If I decide to look for a Marines scenario, I hop back to the Force/Scenarios/ container and then into the Force/Scenarios/Marines container. This seems more fluently than the current setup, where I'd need to get back to the Main Shock Force container, then to the Modules container, then to the scenarios container.
  18. Kyle, sorry for the late reply. I hope it's working now. And once it's ready, I'll upload the updated version to CMMods, too.
  19. Thanks. Much appreciated. An update for Yuma scen is currently in teh works.
  20. You must be reading my mind I was just thinking the pickup needs a repaint, the other day. Any plans to make some other colored versions, too? Red or blue, perhaps?
  21. I'd also be interested in some more details about how the auto surrendering works. In a scenario I'm making, even fanatic troops surrendered too early sometimes (IMHO). I used the workaround, also mentioned by Blücher - added some "dummy" reinforcements which now makes them fight through the end. But of course, that's not a perfect solution.
  22. Recently I've preferred the faster up/download speeds of the repo (especially for the big mods), but I agree, the current category setup (or lack thereof) is awkward. There is a search option, but it's somewhat hidden. (Perhaps we should open a seperate suggestion thread of how to imporve the repo interface?) I also fear I've already used up too much of CMMod's valuable space for my mods , so I've only posted my latest scenarios/mods upon request on CMMods. But I promise I will try to post new scenarios on CMMods and the Repo in the future, again.
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