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para

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Everything posted by para

  1. Ju Ju 's building mod no updates for a while, wonder how it's coming along.
  2. amazing stuff already use your earlier version, can't wait for this update.
  3. Yeah I only noticed that recently, surely ammo is ammo in a battle and if you have the correct calibre why cant it be shared
  4. Is it me or has the announcements for the commonwealth module disappeared from the forum page? Does this mean something is about to happen?
  5. I am not talking about 100% historical accuracy only fairly close would do me.A mapper/modders interpretation would be good.
  6. There will be Brit paras in the commonwealth module, unless I am mistaken. I'm no grog but with the release of the CW module won't there be quite a large proportion of the units that took part in OMG? I was hoping someone clever modder would be thinking of knocking together his version of the operation as a campaign. Something akin to CC2:ABTF would be rather good
  7. Any of you modders and mappers got any plans to do a Market Garden campaign when the commonwealth module is released? Are the current buildings and scenery able to be modded into the Dutch country city/town look? I realise we will eventually get the MG module but that is at least 10 months or more away.
  8. Myself and PJ Maybe were playing a RT game against each other. Once his reinforcements arrived the game slowed down dramatically then crashed. I am guessing this was an out of memory problem too.
  9. Cameron's (looking after the tossers in the CITY) veto on the new treaty re:tax on transactions. It could mean the UK being outside of Europe therefore having to pay twice
  10. Best is direct fire, sneak your spotters up to good observation positions. Tanks getting hit straight away means you haven't spotted,suppressed and destroyed all the AT guns. Keep tanks well back till you are happy that you have spotted,suppressed and destroyed all the AT guns. Pioneers/engineers should be moved close to the area where you think the mines are..then the mark mines button will activate. At that point your men need time to mark the mines, so keep them from being killed, wounded and suppressed by the enemy.
  11. I left a message for you the other day on the download area at Battlefront. I did this mainly because I was sure, that after completing so many model textures, you might be feeling demotivated. As I wrote there, the community will really miss your work if you choose to terminate because we are all so utterly grateful for your dedicated and high quality work. However, with respects to your words as quoted above. if you do feel like you could do with a 'second' who could work under your direction then I am available. I'm very fluent with PSP 9, I'm fairly skilled producing various gaming art (having previously worked on Total War mods) but moreover I'm inclined to perfectionism and very self-critical. Should you need me I am completely at your disposal!! ... I've already assembled all the Aris' mods into a single package :cool:. I've also extended Aris' numbering for entire platoons (only the Panzers though at the present stage (numbers for an entire company of Pz IV's are complete)). Those decals are all nicely weathered, scratched, dirtied in keeping with Aris' oustanding work. However, the issue that arose here is that once I realised that the alternative texture selections are only selected randomly I stalled on the idea of doing the halftracks and the US vehicles: it only seems worth the effort if the game code is selecting textures with a predictable logic. Still if the devs address this in the Commonwealth patch (which seems a good bet since many have pointed this issue out and it's a straightfwd coding task) then I will be reinvigorated to do more.
  12. If possible use very small amount of men to sneak/approach the barbwire and if available lay down smoke. Try moving your forces up from the assembly area, the Germans may have that area zeroed in. I'm no expert though, try to use the terrain to conceal your movement forward,spread your forces out, use smoke, suppress the enemy then move, are all your forces bunched at the set up zone? try to place your forces along the width of the map with MG's, Mortars, tanks, scout options on the flanks, maybe pioneers,engineers central etc.. anyone of you Grogs able to give more or better advice?
  13. The smoke screen question is best answered by one of the other guys, who have played the map. I haven't played this map yet, so do not know what is available in the set up. From what i remember him saying... you should keep as much of your forces hidden as possible, make sure your mortars and mg's have clear lines of sight from the flanks. Use scouts to reveal hidden enemy positions.When revealed suppress and destroy MG's and AT guns as a matter of urgency. Use small force to recon and clear the barb wire on bridge, use smoke if available. When cleared lay down more smoke and cross bridge in quick but orderly fashion, keeping good distances between squads. Don't forget he also used tanks to spot and suppress from the flanks any thing that popped up. Let me know how you get on, i'm hoping tio have a bash at this tonight.
  14. Oh I see, thanks for clearing that up
  15. So according to ClarkWGriswold .30 and above will cause friendly casualties?
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