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umlaut

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Posts posted by umlaut

  1. 18 minutes ago, kohlenklau said:

    Meanwhile, somewhat earlier in the war...

    bpzbHfR.png

    Wow.
    How did you get those helmets in the game? Turn them 90 degrees and they would look a lot like the danish M23 helmets. I have been looking for those for a danish scenario I´ve been planning.

  2. 15 hours ago, akd said:

    That’s just random visual variety. Has no effect on the vehicle.

    Right.
    I just ran a couple of tests with 30 M4´s vs 30 PaK 38´s placed behind hedges. They were all in separate lanes, so each Sherman only would face one PaK. The PaK´s all had short cover arcs to ensure that they would not fire on the Shermans but let the Shermans spot uninterfered.

    Whether they had crates, sandbags or nothing on the front made no difference whatsoever on the Shermans´ spotting abilities.

  3. 1 hour ago, BFCElvis said:

    I believe that when the first FC/RC version for Rome to Victory was available to test is when I first said that we were "very" close with Rome to Victory. That was when I felt comfortable saying "very". So, if anyone feels like going back through those threads it'll give you an idea of how long it was from first FC/RC to release on that title. 

    As far as I can deduct from the Elvis Oracle´s utterings back then, that first "very" was six days before release.

    53 minutes ago, AttorneyAtWar said:

    I don't want to alarm anyone but the last time this man said very in that RTV thread it released on the same day. ITS GOING TO BE TOMORROW (MAYBE).

    Alas, I think the one you are referring to is not a "very", but a "very, very" 😉

  4. I have never created a campaign, but I have used mod tags in scenarios. And it is my understanding that you would be able to apply a modtag to each scenario of a campaign separately.
    So in my opinion it should be possible to change the uniforms during the campaign by changing the modtags of the individual scenarios.

  5. 2 hours ago, mjkerner said:

    Ha, vindicated!  I just checked into it, and my suggestion above is exactly what the scenario author did. What do I win? 😁 No pic, though, because FRAPS no longer works in my CM games???? It works in the few other games I have installed on this new relatively new 'puter, and certainly used to for all CM games until now. (Just re-installed FRAPS and still nada for CM games.)

    Anyway, you can check it easily enough, landser, even without going into the editor. You can see how the author did it just looking at it in the normal game set-up. The author used a painted set-up zone one AS, and also painted the same square as an objective.  I tried it in the editor and all I had to do was bail-out the crew and move it to the set-up zone for the rest of the troops.  When I started the game, everything was just like the scenario. (I used a different scenario to test, and the Amis took out that Tiger sitting in their back yard lickety split! 

    Sarge, I'll get the file to you shortly. I haven't re-installed Dropbox yet.  Oh, and dismounting trucks create supply dumps, not tanks, at least in my experience.

    Great, thanks! It had never occured to me that the setup zones had any influence on this. So I didnt use setup zones in my tests :)

  6. Hi
    Just tested it myself. As far as I can tell, it works like this:

    "Dismount" only works for vehicles carrying spare ammunition - like trucks for instance. When you select a truck to be dismounted in the editor, it automatically becomes an ammo dump.
    For other vehicles or if you want a truck to be "normally dismounted", then you just leave it at the default "OK" status and deploy you troops. Once it has been deployed on the map you then give it the "dismount" order (for some vehicles it is "bail out" instead of "dismount" for some reason - I dont know why BFC has made that distinction there).

    Hope this helps?

    Edit:
    If you by "abandoned" mean that you would like the crew to be able to reman the vehicle, then do as above. If you just want the vehicle to be there for decorative reasons, you can always use "destroyed" or "immobilized".

    Second edit:
    Your post prompted me to try an old idea once again, namely: Can you make a scenario where you need to get a tank crew back to their abandoned tank? Alas, that seems impossible, because even though you can get the crew to dismount the vehicle in the editor, it seems that it always automatically remounts the tank, once you start the scenario in the "Battle" menu. A real pity ☹️

     

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