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37mm

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  1. 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).
  2. Upvote
    37mm got a reaction from Gumboots 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).
  3. Upvote
    37mm got a reaction from Aragorn2002 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).
  4. Like
    37mm got a reaction from Chibot Mk IX 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).
  5. Like
    37mm got a reaction from laurent 22 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).
  6. Like
    37mm reacted to sburke in SF2 'All in One' Released   
    outstanding CMSF still stands as my favorite.
  7. Like
    37mm reacted to MOS:96B2P in SF2 'All in One' Released   
    Good job. Thanks for putting this together. 
  8. Like
    37mm got a reaction from FlatEric999 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).
  9. Thanks
    37mm got a reaction from Pr0Gam3rDude69 in Trying to modify a .bmp file with gimp but it shows the black pixels ingame and I dont get how to fix it   
    GIMP, as far as I can tell, will never transfer transparency to .bmp files (perhaps there's a plugin for that).
    You need to convert a .bmp file to a .png file (which GIMP & Paint.net handle better), use that & then convert back to .bmp afterwards.
    I use the very simple Pixelformer for a lot of basic .bmp work (there's probably better options out there).
  10. Like
    37mm reacted to WimO in Trying to modify a .bmp file with gimp but it shows the black pixels ingame and I dont get how to fix it   
    Use Greenfish Icon Editor Pro - a free app. It saves bmps with transparent pixels
  11. Like
    37mm reacted to Russkly in Initial 'All in One' modpack   
    Oops!
    My bad - I had even watched it. Doh!
    Have subscribed.
    And thanks again - really helpful.
  12. Like
    37mm reacted to klkitchens in CMBN Initial 'All in One'   
    Follow the same instructions for the Steam version?  Just use their folder?
  13. Like
    37mm reacted to Divadov in CMBN Initial 'All in One'   
    Hi guys, I only see battles and campaigns in the link, where are the mods for CMBN & CMBS?
  14. Like
    37mm reacted to LuckyDog in CMBN Initial 'All in One'   
    Fantastic - thank you, 37mm! This should be pinned. It's like a whole new game and there is some amazing work from a hugely talented group of modders. 
  15. Like
    37mm reacted to CMFDR in CMBN Initial 'All in One'   
    Long time no see.

    Posting just to "bump" this topic, as it should be pinned. This makes one life much easier when coming to CMBN.

    Thanks a ton, 37mm, for that work. You are a hero, man!
     
    Cheers
  16. Upvote
    37mm got a reaction from George MC in Initial 'All in One' modpack   
    Nowadays, the links should never change (but I do mess up occasionally)
    Either way, the VERY FIRST link in the OP is a link to all the compilations & will never change.
    Also subscribers to my channel will have a pretty good idea of what I'm currently working on & (roughly) when it'll be ready for release.
  17. Like
    37mm reacted to Zveroboy1 in Distant terrain display and ground mini textures question   
    Cool, I'll probably have something ready soon. I am not even changing all the textures really. There won't be grass; I tried but couldn't come up with anything better than what is already available and there are some other tiles that are perfectly fine for what I have in mind so there is no point in trying to reinvent the wheel.
    Yeah you could be onto something here, that would explain the presence of these extra minis. However I have unpacked cmbs' terrain brz and there are several minis for the same tile in there but perhaps it is just a remnant of a previous title and not even used by the engine who knows.
  18. Thanks
    37mm got a reaction from jspec in New campaign - USMC Gung Ho! available   
    Are you patched up?
    Not sure which patch @Paper Tiger is on but I have the latest & see the new Gung-Ho! campaign fine.
  19. Like
    37mm got a reaction from Zveroboy1 in Distant terrain display and ground mini textures question   
    This image might help explain what happens if you use larger bitmaps for the mini's...

    ... the tiles on the left are using a 512x512 bitmap of this square pattern.
    As you can see the game loads the entire bitmap & tries to spread it entirely over a large area.
    The tiles on the right are using a typical 64x64 bitmap of the same pattern & here, once the pattern is finished with, the game just loads another one & keeps going until the area has been covered.
    The reason why @Kieme(ITA) & @SeinfeldRules sometimes go for smaller bitmaps is probably because getting the colour right is the most important aspect of distant terrain.
    Creating a large repeating pattern is often detrimental for smooth distant views. Here for example is the transition from HD terrain to a full HD mini bitmap...

    Here's how it should look (with 64x64 bitmaps)...

    Oh & here's how it looks if you shrink the mini's to 8x8...

     
  20. Like
    37mm reacted to jspec in New campaign - USMC Gung Ho! available   
    That was it! Could swear I was patched, but turns out somehow I had managed to patch the patch to it's own game folder inside the actual game folder (as in ..\Combat Mission Shock Force 2\Combat Mission Shock Force 2).
    Thanks a lot, thought it was user error just needed a little help figuring out what it was.
     
  21. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    That's Ramadan finally and officially over so I can probably expect to get an uninterrupted night's sleep once again. When I'm a bit sleepy, i tend to spend more time working on maps and I've now updated all the maps for the campaign. I even reworked the 'Breakout' which I was kind of dreading doing as it was the most ASL-like of all the maps. I also got 'Overkill' finalised last night so that one's behind me. Now I'm on holiday for about 10 days and today I got started on serious AI planning. This is the plan going forward.
    I'm going to focus on getting all the Special Forces missions up and working so that I can compile them and test them together. This shouldn't take long as the maps for all of them are now done and I've already imported all the core forces and placed the enemy forces. Today, I worked exclusively on 'Ambush' and it became very obvious early in serious testing that the river and the bridges were going to have to go. The AI really struggles on the attack even in the best of circumstances so add two bottlenecks across a river and have a mech infantry company try an assault across it and you're really flogging a dead horse. So the river was removed as well as the bridges and it plays much, much better. This is the type of mission that I'm likely to play over and over again while working on the campaign, short and small, fun but dangerous, so it'll get iterated upon as testing goes on.
    Tomorrow, I'll get started on Strong Stand and the airfield missions and that will be all the Phase I SF missions done. However, the Phase II missions are almost entirely new because of the extensive map reworks as well as me rationalising the campaign so that there is some consistency to the friendly board edges. so will take a lot more time to test.
    Here's the old Breakout map:

    Here's the new one from the same angle.

    And from the other end

    Gone are the elevations, the mud, the foliage and about half a million flavour objects. I've added a river (the player has to move across it so there's no worries about the AI being able to navigate across it). Gone is the massive, boring workshed complex and it's been replaced with a real-world farm complex, only a few kilometers west of 'Hasrabit' as it happens. I was lucky to find a large, square farmhouse to replace the old one too so I'm happy with the result. 
  22. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Strong Stand and Adan Airfield are both done now, AI plans made and tested and victories scored in both missions. With extensive use of triggers in both missions, they make the Adan mission feel alive with units reacting to your moves. They're scripted not to be 'John Wick' efficient but to behave realistically. But they'll still fight.  
    This is Adan Airfield. I've reworked the Minakh Airfield map and made a whole new mission from it. There will be two versions, the Attack version, which will be the new opener (because the result will have consequences for the rest of Phase I) and the Defend version in Phase II which is intended to be a real tough one and will similarly have consequences for all the Phase II missions.

    I suspect some folks are going to rage at me for giving you 40 minutes to capture the airfield. I just forced a surrender with just over 9 minutes on the clock so it's more than doable.
    Here's the Strong Stand map:

    It's been extended a fair bit and the compounds have all been reworked to make them more realistic.

    That's not a small amount of work but it's all done and the mission appears to be doable too. The original version was a real dog to play, 2+hours fighting in the dark against a numerically superior mechanised force that was well trained and equipped. It's a Light Infantry action and Special forces are just not that good against mechanised forces and, to be honest, i was finding the prospect of testing it a bit daunting so I decided to rip it all apart and start again with a whole new Red OB with new AI plans. Now it's a lot of fun to play.
    So that's all the Special Forces phase I missions finished. So it's on to Phase II now which will take a bit longer as the maps have been changed so substantially that they'll need a lot of testing to get right. The Phase II missions are
    Adan Airfield (Defend)
    Buying the Farm
    Breakout, and
    Hasrabit.
    After that, I'll get to the Republican Guards missions.
  23. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    I have to say that the game engine has improved massively while I've been absent. Today, I really got my teeth into my first proper AI assault and the new orders really, really make a huge difference to the AI's effectiveness. It's still nowhere near as good as a human opponent but it's about as good as an AI can get and it means that I can keep the numbers roughly even, with BlueFor outnumbering RedFor. Of course, a substantial part of that force is going to get wiped
    In the original 'Buying the Farm' mission, a small force of reserve infantry started in the centre of the map and were attacked immediately by a mech company. Later, when we were able to add Artiilery Fire zones to our AI plans, I subjected the poor sods to a massive artillery barrage. In the meantime, your Special Forces were building up and getting ready to come to the rescue.
    I wanted to maintain as much of that as possible but I was struggling to get the AI to attack a well-defended railway station surrounded by berms. No matter how big the barrage (and it was getting really stupid) when the attackers crossed the berm, they were mowed down. There was nothing for your Special Forces to do so the berms had to go and what a difference that made! Now the AI artillery barrage has been massively reduced to sensible proportions and the AI clears the station very efficiently with few casualties. I tested and tweaked the AI attack all morning and early afternoon before finally bringing in the core forces and play testing.
    It's still 'Buying the Farm' but it's tougher and more fun, at least for me. I might have to rename the mission though as it's a railway station instead of a large square block of 1-story buildings, perhaps 'Repo Men' as the AI takes control of the station and it's your job to repossess what was stolen. Now I just need to make sure that it's winnable without being too bloody, a three-hour slog or too demanding of your core artillery assets. As before, you'll have some very shaky reserve infantry forces and some bottom of the barrel tanks to help you win the fight. 
  24. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    I've had a really bad cold this week and didn't make the tremendous progress I was hoping for but regardless, I soldiered on and got something done while I was sniffling and coughing and dosed up with the really potent medicine they prescribe out here such non life threatening illnesses. (I'm not complaining though) When I'm feeling really, really crap, I work on maps as it requires almost no concentration so I started adding some new terrain features to the Guard Counterattack mission (that name's going to have to change - it's SO ASL!) as well as making other similar tweaks to other missions, in particular to the Breakout mission which I'll talk about below.
    But the MAIN work has been on the two Phase II Special Forces missions, 'Buying the Farm' and 'Breakout'. Since observing the AI carry out its plan is quite easy work when you're feeling sick, I can settle back with a cup of tea and make  notes and the necessary adjustments. I had big ambitions for the AI attack in the Farm mission but I have had to temper them as the AI really, REALLY can't make any sort of attack across a bridge. I can't get them to manage the crossing unopposed either as it's an absolute mess to watch as the vehicles just get confused and just mill about. I really don't like to undo hours of work planning and adjusting AI plans to reposition the forces for the assault and was even trying to justify leaving it in to myself as making the player's job easier. But that's just a poor excuse for crap scripting.  But it's not for nothing as I will be working on the AI for the Republican Guards later and there are no bottlenecks on their maps so the experience will serve me well when I get around to that.
    'Breakout' is a much simpler beast to script. It's another 'living' battlefield experience but you'll be on the clock on this one - find the AA guns, knock them out and exit your forces from the map. Getting the timing right on this one will be challenging - it's not a hard mission to kill the guns but getting off the map is a different story. While having too much time will just make it a filler mission.
  25. Like
    37mm reacted to Paper Tiger in Updating Hasrabit   
    Not going to lie, I'm kind of burned out on doing infantry-centric missions at this point. I don't know if it's the cold and the resulting poor quality sleep or if I've really just played too much of the same kind of missions for too long. Whatever the reason is, I know that I just can't face playtesting either Farm or Breakout any further without doing something else instead. Fortunately, 😉 the campaign has a mix of Infantry (Special Forces) missions and Mech (Republican Guard) missions to mix things up for the player so I'm going to avail myself of that option as well and do some work on the Guards missions for a few days before returning to work these two.
    Besides, working on the AI attack plan on the Farm mission has got me enthused about reworking the AI in these set of missions. The AI attack plans in The Guards Counterattack mission are abysmal. (Although there are four of them and some are very aggressive which compensates a bit) You're still fighting an entire battalion in the original version of this mission which is just too much. While I've already removed an entire company from the AI's OB, that might change if the T-90s are just too OP for the AI to go up against. The tools exist now to make the AI much more effective on the attack (though nowhere near as devious as a real opponent) and I've got far more experience with the editor now so I don't need to rely on maxing out the AI's OB to create a challenge.
    I seem to recall sneaking along the board edges to get LoS on the enemy in the earliest versions of this game and I don't want to be doing that again. I'm looking for a better experience this time around.
    I'm a bit disappointed because I'd rather hoped to have almost all the SF missions in the bag before I return to work next week but what's the big rush? I need to spend quite a bit of time playing each of these missions properly before I can make it available for the community so I'm just going to go with the flow and accept that it's time to work on the Guards missions for a few days instead. It's not like it's time wasted.
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