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37mm

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  1. Like
    37mm reacted to drewshotsfan in CMBN Initial 'All in One'   
    It's ok, I found the file
  2. Like
    37mm reacted to drewshotsfan in CMBN Initial 'All in One'   
    @37mm a quick question. How do I remove the 'foliage' from the vehicles in your mod pack. I absolutely love your 'all in one's' (I have installed them for every CM series) but I would prefer not to have 'bushes' on my Panthers and Sdkfz 251s. Which folder do I need to amend/remove please
  3. Like
    37mm got a reaction from Anthony P. in Too close for comfort   
    @Thatguy as with @kohlenklau thanks for highlighting this scenario, CM really shines at the Platoon level.
    I tried it out & it seems I had a very similiar plan as @kohlenklau (even down to using the sniper team as a sacrificial scout)... however I kinda screwed up my bombardment by readjusting it when I shouldn't have. Also I went for a heavier overwatch element with several MG half squads working with the dedicated MG teams (I split off assault teams from all of my squads, this divides them into an MG element and an SMG+Grenade element). I also had my HQ unit much further forward helping to keep their morale up.
    Ultimately several of the MG half squads got pulled into the trenches anyway, still the extra overwatch fire seems to have helped me complete the scenario with somewhat fewer casualties (although it was still quite bloody).
    Here's the vid...
     
  4. Like
    37mm got a reaction from David Jaros in Shock Force2 v2.06 patch is now available   
    We've been personally assured that Charles is working 24/7, three hundreed and sixty five days a year (minus holidays) to fix this stuff & that there's no serious need to improve the patching system.
    Myself, I assume neither of us will be around when someone finally types "400" into a box.
  5. Like
    37mm reacted to Vacillator in Are there consolidated Mod Packages?   
    Thanks to @37mm there are compilations here:
    https://www.mediafire.com/folder/izmk6muctniv5/Combat_Mission
    And discussed in this thread:
     
  6. Like
    37mm got a reaction from AndriiRev in CMBN Initial 'All in One'   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    This is my initial effort for CMBN & its primary feature is a large collection of weathered vehicle & guns mods (almost entirely by @Aristoteles & @umlaut). It also features terrain mods by @SeinfeldRules, @Falaise & @patboy. UI mods by @Juju, @Marco Bergman& @Mord alongside loading screens by @umlaut. Infantry mods by Vincenzo21, @Damian45, @Vein, Jacquinot, @EZ, @mjkerner,  @Jorge MC, @nik mond& @Aristoteles. Building mods by @Tanks a Lot & @Juju as well as the ME effects package, ME soundscape, subdued @Taranis& HQS voices plus many others.
    It has integrated & default early summer & early autumn (using the [holland] tag) options as well as a couple of zip files which can activate a late autumn & late summer look.
    Additionally it comes with a vast quantity of content (hundreds of scenarios, scores of maps & 20 odd campaigns).
    Here's a taster of some of what you can expect...
     







    Here's the link for the CMBN 'All in One'...
    https://www.mediafire.com/file/bplqhvfkl4da5pq/CMBN_Initial_%27All_in_One%27.7z/file
  7. Thanks
    37mm got a reaction from ncc1701e in Shock Force2 v2.06 patch is now available   
    We've been personally assured that Charles is working 24/7, three hundreed and sixty five days a year (minus holidays) to fix this stuff & that there's no serious need to improve the patching system.
    Myself, I assume neither of us will be around when someone finally types "400" into a box.
  8. Like
    37mm got a reaction from AndriiRev in CMFI CMAK2 AFRIKA MODS EXPLOSION   
    When integrating your mods & scenarios into the updated CMFI 'All in One' I found a lot of untagged Sicily mods were perfectly applicable to CMAK2... I suggest making sure that all [afrika] scenarios are set in the Sicily months, which avoids activating any [mainland] or seasonal tags. Also don't forget the British shorts option!
    I intend to look into the modpack again eventually, especially the buildings, as I noticed issues with damaged roofs & walls.
    However overall I'm pretty happy with the 'All in One' version of [afrika] which has weathered vehicles, Aris's very dusty Germans, Kieme's desert terrain & a new mod you might like (designed to help represent US 37mm ATG's as British 2lbers).
     
  9. Like
    37mm got a reaction from nathangun in CM KOREA 1950 MOD   
    The Pacific Alpha is mostly just a reimagining of LLF's stuff combined with some concepts developed by the H&E team alongside a few more, modern bits & pieces like @JM Stuff's Japanese helmet & @Lucky_Strike's foilage.
    Harvest away.
    I might look into a Heaven & Earth prequel one day (as a pseudo Korean Civil war style conflict & using CMRT as a base) so, in that case, would inevitably end up counter-harvesting.
     
    I've recently been (slowly) working my way through LLF's Makin Atoll...



  10. Like
    37mm got a reaction from AndriiRev in SF2 'All in One' Released   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    CMSF2 has been a bit of a mess on that front with separate modpacks for Syria, Afghanistan as well as old dropboxes of content from SF1 scattered around the place.
    This has now all been brought together under one package... a proper 'All in One'.
    Arguably this 'All in Ones' primary feature is a vast mass of content (361 scenarios* & 31 campaigns) which has been organized into four different categories...
     
    Syria
    The default modpack should be fairly familiar to many consisting of (tweaked) versions of @Kieme(ITA)'s outstanding terrain & buildings mods (I also added a few of @Zveroboy1's Allepo buildings), @MikeyD's horizons, @Pete Wenman's flavour objects, a tweaked version of @Sir Lancelot's realistic Syrians, @Jock Tamson's unconventional & (tweaked) British mods, tweaked versions of @AtlasActual's Canadians & a few bits & pieces from @mjkerner's USMC mods. There are also some .mds fixes by @Kevin2k & @Jace11. Many of the old SF1 vehicle mods by the likes of @Ryujin, @M1A1TC, @Kieme(ITA) & @Marco Bergman will also be quite familiar. @Mord's Marine vehicles have been given [brown] tags & so don't conflict with the US Army vehicles.
    UI mods are provided by @xacto, @SteppenWolf, @Vinnart, @Mord & @MikeyD. Whilst music is a mix from @Blimey & (I believe) @Augusto. The ME effects compliation & ME soundscape (with its expanded dynamic range) & voices by waclaw, @George MC &  @Mord complete the package.
    What might not be familiar is that I have added "rudimentary weathering" to (I believe) every vehicle in the game & used @JMDECC's .psd layers to add dust to every uniform.
    207 user made scenarios & 23 user made campaigns are set in Syria.



    There are three zip files inside the Syrian mod folder labelled Afghanistan, MENA & OPFOR. Unzip ONE of these files to activate that particular regions mods...
     
    Afghanistan
    Users of the (now discontinued) SF2-Afghanistan 'All in one' will be familiar with this mod option. It is in essence a fusion of @Zveroboy1's excellent Afghanistan, Taliban & ANA mods alongside a port of Combat Mission: Afghanistan's terrain & @Bil Hardenberger's Afghanistan trees as well as various doodads from @SeinfeldRules & @Kieme(ITA). The modpack has been tweaked & simplified somewhat from the 2021 version but little has really changed.
    There is now a folder for appropriate text changes (renaming "Syria" into "Afghanistan" for example) however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campaigns & 44 scenarios have been given an "AFG" prefix to highlight that they are set in Afghanistan.



     
    "Middle East & North Africa" aka "MENA"
    Whilst planning the 'All in One' I was considering updating the old "Road to Bahgdad" mod by @Blimey using primarily the cool DCU uniform mods by @beeron & @Damian45.
    However as I sorted through all the user made scenarios, I came to realize that there were many other Middle Eastern scenarios set in places like Libya, various fictional Middle Eastern kingdoms, various training camps & even a blue on blue battle set in an Egyptian shopping mall.  As such the MENA modpack was born... the best way of describing it is "The Middle East but NOT Syria".
    Terrain & doodads are a port of the old SF1 terrain & (I think) is quite pleasing to the eye (it also looks much sandier than I remembered). @SteppenWolf's UI & music take centre stage here & more of @Zveroboy1's buildings enter the mix. There's a few different vehicles by @M1A1TC, some more voices by @Mord (as well as a different mix of portraits). @JMDECC's .psd's have been used to create alternative red uniforms alongside his Iranian vehicles (although these have also been rudimentarily weathered &, inspired by @IICptMillerII's sandy vehicles, recoloured somewhat).
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    2 user made campiagns & 60 scenarios have been given a "MENA" prefix to highlight that they are not set in Syria.



     
    "Generic OPFOR"
    The old SF1 content creators (and some of the newer SF2 ones) were an adventurous & experimental bunch and, with only one CM game to work with for many years, unsurprisingly made a considerable amount of content set in alternative theatres. There are scenarios set in Europe, in Chechnya, on Artic Islands, nuclear wastelands, Africa, South America, New Zealand, New England, various fictional countries... I think there's a Chinese invasion of the United States & a zombie attack or two.
    To mod all of these places would be impractical to say the least, so I came up with the "Generic OPFOR"... they are everyone & nobody, everywhere & nowhere.
    Terrain is a mix of the old Euroscape & Syrope mods by @dpabrams & @birdstrike respectively as well as their US vehicle mods. @Kevin2k provides the Syrian & British vehicle mods whilst @JMDECC provides the various woodland uniforms. I also added some @Oleksandr uniforms to the mix.
    Yet more of @Zveroboy1's buildings are added to the mix alongside the modern UI mod by @Kinophile. I have no idea where the music tracks are from.
    There is also a folder for appropriate text changes however this will only work for the current game version (2.06). This folder will have to be deleted for all other game versions prior or to come.
    4 user made campaigns & 50 scenarios have been given the "OPFOR" prefix to highlight that they are not set in the Middle East.



     
    There's also another two additional folders...
    Extras & Options
    Here you will find various extras which can be activated when needed or desired for example there's a modern version of @RockinHarry's re-animate mods (I used a lot of SF1 animations for the modded stances) designed to keep the pixeltruppens heads down & (possibly) increase their survivability.
    There's the old SF1 marsh & mud to water mods which can be used whilst playing SF1 campaigns which are meant to have water on them (the old content creators did not have access to water so often made do with marsh).
    There's an untagged night effects pack designed for dawn/dusk scenarios (this will also have the added benefit of removing all those sunglasses... your troops will no longer wear shades at sunset) as well as @Kieme(ITA)'s optional HD highway pack (these look good but don't work with every maps highway set-up).
    Modtags
    There's not many but here you will find @Zveroboy1's ANP pick-up, a weathered & desert version of @Chelentano's T-34, the old "Road to Bahgdad" cemetary mod & @Pete Wenman's squalor mod. They're activated automatically.
     
    DOWNLOAD LINKS & INSTALLATION
     
    https://www.mediafire.com/file/hk8tt6jfxv2ro8l/CMSF2_%27All_in_One%27.7z/file
    https://app.mediafire.com/izmk6muctniv5
    Unzip the file & add the "Z for Syria" folder to your games data folder (the folder with the .brz files in it)... that's it.
    For the content, add the campaign .cam files to your games campaign folder & the scenario .btt files to your games scenarios folder... I suggest adding the content to folders which only contain base game scenarios & campaigns.
     
    *I have updated a lot of the old SF1 maps which featured marsh being used as pseudo-water with proper SF2 water however there's nothing much I could do about the campaigns (other than provide the old "marsh to water" mods as an optional extra).
  11. Like
    37mm got a reaction from Traitor in Shock Force2 v2.06 patch is now available   
    The Syrian Airborne & Special Forces still only carry 100 MG rounds as standard.
  12. Like
    37mm got a reaction from LongLeftFlank in CM KOREA 1950 MOD   
    The Pacific Alpha is mostly just a reimagining of LLF's stuff combined with some concepts developed by the H&E team alongside a few more, modern bits & pieces like @JM Stuff's Japanese helmet & @Lucky_Strike's foilage.
    Harvest away.
    I might look into a Heaven & Earth prequel one day (as a pseudo Korean Civil war style conflict & using CMRT as a base) so, in that case, would inevitably end up counter-harvesting.
     
    I've recently been (slowly) working my way through LLF's Makin Atoll...



  13. Like
    37mm got a reaction from Ironcross12 in CMBN Initial 'All in One'   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    This is my initial effort for CMBN & its primary feature is a large collection of weathered vehicle & guns mods (almost entirely by @Aristoteles & @umlaut). It also features terrain mods by @SeinfeldRules, @Falaise & @patboy. UI mods by @Juju, @Marco Bergman& @Mord alongside loading screens by @umlaut. Infantry mods by Vincenzo21, @Damian45, @Vein, Jacquinot, @EZ, @mjkerner,  @Jorge MC, @nik mond& @Aristoteles. Building mods by @Tanks a Lot & @Juju as well as the ME effects package, ME soundscape, subdued @Taranis& HQS voices plus many others.
    It has integrated & default early summer & early autumn (using the [holland] tag) options as well as a couple of zip files which can activate a late autumn & late summer look.
    Additionally it comes with a vast quantity of content (hundreds of scenarios, scores of maps & 20 odd campaigns).
    Here's a taster of some of what you can expect...
     







    Here's the link for the CMBN 'All in One'...
    https://www.mediafire.com/file/bplqhvfkl4da5pq/CMBN_Initial_%27All_in_One%27.7z/file
  14. Like
    37mm got a reaction from Rob2020 in Buying a new PC - what minimum specs should I get?   
    Currently the top pinned thread in Tech support is " AMD 22.8 series breaks game again"... you will note the "again".
    I also just noticed that the Stealth option has no dedicated graphics card & so would rely on the integrated AMD GPU.
    I'm pretty sure BFC officially recommend avoiding integrated GPU's whilst the GTX 3050 from the Premier is ~600% faster than the Vega 7/8.
  15. Like
    37mm got a reaction from Rob2020 in Buying a new PC - what minimum specs should I get?   
    You'll want to avoid AMD for Combat Mission so that means The Premier.
    I will point out that this costs the same as the Premier i3 except it's an i7 with a beefier CPU & comes with a much better graphics card & more power (although the i3 is more modern & has better potential for future upgrades).
    Either should smash CM however CM is a badly optimized game running on an old engine... I doubt it'll ever be amazing.
  16. Thanks
    37mm got a reaction from kohlenklau in CM KOREA 1950 MOD   
    The Pacific Alpha is mostly just a reimagining of LLF's stuff combined with some concepts developed by the H&E team alongside a few more, modern bits & pieces like @JM Stuff's Japanese helmet & @Lucky_Strike's foilage.
    Harvest away.
    I might look into a Heaven & Earth prequel one day (as a pseudo Korean Civil war style conflict & using CMRT as a base) so, in that case, would inevitably end up counter-harvesting.
     
    I've recently been (slowly) working my way through LLF's Makin Atoll...



  17. Like
    37mm got a reaction from Vergeltungswaffe in New campaign - USMC Gung Ho! available   
    Here's how mission two went for me...
     
  18. Like
    37mm got a reaction from CraftyLJ in New campaign - USMC Gung Ho! available   
    It's taken me awhile to try this one out but I finally got around to playing the first mission...
     
  19. Like
    37mm reacted to Paper Tiger in New campaign - USMC Gung Ho! available   
    Ah, you have no idea how much that is appreciated.  Thanks for posting that. You have re-inspired me to get back to work on this with more enthusiasm so that all that hard work doesn't just go down a black hole. 
    Your opening is almost identical to mine but I am much more aggressive with my Humvees than you and much less aggressive with the AAVs (They're carrying so much valuable ammo). I tend to hit the northern yard HARD with heavy artillery and send 1st platoon into the town from the north yard while 2nd platoon and the engineers go in like you did. If you clear out the north yard, the Syrians in the centre usually surrender more quickly.
    There are several AI plans in that mission and two of them will give you quite a different experience so your video and my post won't spoil much for others
    If you record yourself playing the next mission, I'll be curious to see how you approach that one.
  20. Like
    37mm reacted to Paper Tiger in New campaign - USMC Gung Ho! available   
    I see this situation has been resolved. Sorry, I've been very busy with both work  and AoW4 this past week.
    Hope you enjoy the campaign. I've yet to hear from anyone who has completed it or at least any feedback on the final three missions.
  21. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    The campaign covers about 30 hours of real time so there won't be any replacements for losses. However, the Special Forces don't fight alone in most of their missions so I'd suggest you let the help do the door-to-door.  There's no option (that I'm aware of) for replacements to be of lower quality. It's a good suggestion though. Fortunately, you can combine two or more depleted units into one large squad now with the new engine so at least you're not stuck with several 1-man squads running around in later missions anymore.
    The Guards are on their own in their missions though so I'm trying to keep the difficulty of their missions down. Once I've got the RG missions all crafted, I will compile the missions into mini campaigns to test them to see if the campaign is viable.
    I prefer the Red v Red myself but I'm missing hearing artillery and air strike call-in voice acting when playing and the Syrians also have very poor co-ordination of artillery and air strikes in particular. After Gung Ho! and the new German version I'm working on, the contrast is striking - the voice acting helps to create the impression of a living battlefield and the call-in times are really short, sometimes just 2 minutes for battalion mortars and less than 10 minutes for sir strikes called in with an air controller. But the actual balance of forces is better and there are fewer constraints  on your actions in a mission so that you don't have to worry about civilian casualties so I really let rip with Red v Red MOUT. 
  22. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    A quick update on progress - I've been trying to decide how best to get this project moving and one of the reasons why it's proving hard to do is that some of the new missions are just too damned hard and just not fun for me to play. I don't enjoy playing really, really hard missions any more and prefer something doable with proper planning and a little bit of luck. So I'm dialling down the difficulty in some of the missions so that they're not all hard.
    I thought I'd get this finished quite quickly as it's already a working and finished campaign and just needed some AI improvements but it's turned out to be much more work than that. I forgot that pretty much every mission has an AI attack and they're a lot of work to get right. I want to do a good job with this and try to use as many of the improvements to the game engine since Hasrabit was released. I did a quick and dirty v2 back in the days to add AI fire plans and well, I was a bit over-zealous with that feature and that has required quite a bit of tinkering alone.
    Apart from the finale, 'Hasrabit', the Special forces missions, both Phase 1 and Phase 2, are all pretty much done with new OBs for both sides, AI plans and very extensive map reworks. The first three missions of the campaign are tested and finalised now and am trying to get the Phase 1 Republican Guards missions into a similar state. As I mentioned in an earlier post, almost all the RG missions are AI attacks or meeting engagements and they're really hard to do. 'The Guards Counterattack' mission is almost there but I've decided to make 'The Barrier' mission an AI-defense mission instead of the meeting engagement it was. Now it's the AI that is forming the titular barrier and that should make it easier as it doesn't take so long to devise a good defence with 2-3 AI plans.
    I've been scratching my head what do with Hill 142  - the delay calling in Syrian air strikes is appalling and so I'm pondering redoing the entire mission to skip the long recon phase. There was no Syrian air support in the original version and so adding it has changed the balance. I find it only works well in very slow missions with long waits for things to happen or if it is available from the get go in which case, it's often too OP.
    As for the Phase 2 missions, there are only two RG missions and they're both proving tough nuts to revise. 
    Heavy Metal - now I've decided to go back and use the original map with some tweaks like I have done with The Guards Counterattack for this one to avoid having to redo it completely. That means I will be able to tweak the existing AI plans instead of crafting whole new ones. I will keep the new map shown above for a future project - I have some ideas but I'll hold on until after this gets finished.
    Saudara - I've completely redeveloped the small built up area and expanded the map but otherwise it's not going to change that much. 
    That's where I am at the moment. I have to admit that I'm enjoying the newer, easier versions and the ideas are coming along slowly for the Hill mission. There's no rush to get this finished, there's no release date to consider so I can take my time. If it gets too much again, I'll maybe do some work on the German version of Gung Ho! to reinspire me.
  23. Like
    37mm got a reaction from Vergeltungswaffe in Too close for comfort   
    @Thatguy as with @kohlenklau thanks for highlighting this scenario, CM really shines at the Platoon level.
    I tried it out & it seems I had a very similiar plan as @kohlenklau (even down to using the sniper team as a sacrificial scout)... however I kinda screwed up my bombardment by readjusting it when I shouldn't have. Also I went for a heavier overwatch element with several MG half squads working with the dedicated MG teams (I split off assault teams from all of my squads, this divides them into an MG element and an SMG+Grenade element). I also had my HQ unit much further forward helping to keep their morale up.
    Ultimately several of the MG half squads got pulled into the trenches anyway, still the extra overwatch fire seems to have helped me complete the scenario with somewhat fewer casualties (although it was still quite bloody).
    Here's the vid...
     
  24. Like
    37mm reacted to George MC in Tank Tactical Problem Series (German)   
    Ah brill  Nice to hear. Trust you deal with the tactical problems? Have you checked out @37mm ‘s excellent vid of the first scenario? 
     
  25. Upvote
    37mm got a reaction from MOS:96B2P in Initial 'All in One' modpack   
    Playing one of @George MC's new tank training scenarios...
     
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