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umlaut

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Everything posted by umlaut

  1. OK, now I found it. It wasnt among the campaigns but placed in the scenario section: http://www.thefewgoodmen.com/tsd3/cm-fortress-italy/cm-fortress-italy-add-ons/gl-welcome-to-sicily/
  2. Out where? It isn' t in The Scenario Depot.
  3. Well, compared to your good self he is but a spring chicken.
  4. I’ve also experienced this a few times after the 4.02 patch. It seems to me that this is not as hard to solve as it was previously. Try cancelling the squad’s movement order and give a new order to the place where the main squad already is. Another idea is to “split squad” in order to separate the stragglers from the rest and then give them independent orders. But I havent tried this myself.
  5. Well, the embarkation is not really the issue here. The issue is that I order the vehicle to pause for say 30 seconds - and it moves off at once. Without any pause.
  6. Since there’s so much talk about The Scottish Corridor I am going to add my two cents. Since the release of 4.02 I have take TSC up where I left it several years ago. Generally, the gameplay is just fine, but I have encountered some strange behaviour now and then: Only once or twice I have seen the fleeing forward through bocage. Only by the germans. A bigger problem has been vehicles that ignore pause orders. For instance I give a 30 sec pause order, but the vehicle simply moves off right away - leaving the embarkers behind. Doesnt happen every time, though A couple of times I have had problems with “stragglers”: One member of a squad refuses to move with the others, but stays far behind. But unlike previously, they seem to catch up eventually. Once, a team I ordered to embark a carrier got “stuck” embarking: the team greyed out as if they embarked, but I was unable give orders to both carrier and team for the rest of the mission. There are other odd occurences, but these are the ones I remember right now. I have save games for some of them.
  7. Well, I certainly wish this would come true. But I seriously doubt it. It is my understanding that BFC have made a plan for the release of all WWII modules long ago - and if I know them right, they are going to stick to it. I hope I'm wrong, though.
  8. I believe that the error is "only" in the "out of range"-text itself: When your 2 inch mortar is out of HE rounds you will get the misleading "out of range"-message when aiming for firing smoke rounds. But you can still go ahead and fire smoke rounds nevertheless. The mortars can still fire smoke rounds, it is just a text bug.
  9. I believe such a module is highly unlikely. It was a relatively small part of the war - and not directly linked to rest of the war. I think we´ll only see the finnish war if someone makes his own mod set - as Warts 'n' all mentioned.
  10. I am not offended, but that is just plain wrong. Yes, communism is surely a totalitarian extreme of socialism. But fascism has got nothing to do with socialism.
  11. Hi Here´s a - small - bug you seemed to have missed: When the british 2inch/51mm mortars are out of HE rounds - but still have WP and smoke rounds left - the mortar says "out of range" at all distances. The mortars will still fire smoke rounds if you continue to target smoke, though.
  12. Even though it is not completely on topic, I will highly recommend "Operation Mincemeat" by Ben MacIntyre. A fantastic story about british intelligence´s incredible deception operation prior to the invasion of Sicily.
  13. That is part of the new “Vertigo” module.
  14. Sorry, it never occured to me to check the download link. I´ve added a Dropbox link in the post above.
  15. Alas, the CMFI trailer is not based on an actual battle. When I made the trailer I had to construct an almost entirely new map to suit my purposes. I then designed a battle with a lot of different units to both sides, as BFC would like a trailer that would showcase the variety of units available in the game. Actually, if you look closer you´ll see that´s Clint Eastwood - but otherwise you´re not too far off. Most of the "action" is staged for the purpose - not part of an actual game. I played both sides and used a lot of short covered arcs to control who was firing at who. So there has never been a playable scenario of this battle - but I did upload the map. It is still in the Scenario Depot: http://www.thefewgoodmen.com/tsd3/cm-fortress-italy/cm-fortress-italy-add-ons-maps/cmfi-movie-map/ Edit: the download link in TSD may not work. In that case use this link: https://www.dropbox.com/s/giv78q7brpvzelm/CMFI Movie map.btt?dl=0 Cheers
  16. Well, the voice files are moddable too, arent they? How is your synnejysk? "Ka´ vi så få noe ro å æ flank´?"
  17. Thanks a lot. I havent been making many new scenarios the past couple of years. But if I begin again, I will defininitely look more into this. It would be fun to recreate. Møjn
  18. Well, comments like yours are probably the reason that BFC usually never give time estimates on releases. Because some people will always latch on to that date - and start whining if it is not met.
  19. I am pretty sure it was. Even if they didn´t explode, then because a flamethrower was a high priority target for the enemy - and you would be relatively slow and easy to spot.
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