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umlaut reacted to Lucky_Strike in A few questions for the next 10 years of playing this simulator
This would be the mod to end all mods, the muvver load, weighing in at somewhere north of 20GB no doubt. 😉
What Erwin said ... Sorry AdamPraha, much as it would be nice to have a quick-one-button-nuke-your-Z-folder-fix it's just not going to happen. As you've already seen you like the trees from this mod and the ground from that mod, what if your muvver mod had trees you don't like, you're back searching for trees again, and then there's that nasty T-34 texture that hurts your eyes every time you see it, off you go to search for a new one ... it's just the nature of mods and personal preference. My tuppence, start with one mod, drop it in your z folder and play a game with it, then rinse and repeat, some packs change a lot some only one thing, some you'll love some you'll wonder what the modder was thinking, but you'll soon have a load of mods installed AND you'll have played the games a bit. Ooh and BTW it's an itch you can never scratch enough, once you start modding the game you'll become a complete slut to it ...
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umlaut reacted to Bulletpoint in It'd be cool if...
Well they worked as a deterrent... The Russian was kept at bay.
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umlaut got a reaction from Bulletpoint in It'd be cool if...
There´s the answer:
Krølle-Bølle trolls! 😁
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umlaut reacted to Bulletpoint in It'd be cool if...
Hmmm good points. I struggle to argue against this.
@umlaut I need backup. What do we have that rivals the S-tank and the Draken fighters?
Karen Wolf cookies?
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umlaut reacted to Glubokii Boy in Rebels on Odessa
Hello...
I've been wanting to make a very detailed rubbled city map for CM for quite some time and now and finally the project is moving forward. 😎
One features i wanted to try out was to make sort of city blocks that would allow for some more variaty in the gameplay compared to just using regular buildings. The map will have a number of these 'blocks' that consist of...for the most part...one tile modular buildings of various hights and damage combined together will full acess to each 'room' via more or less a complete set of functioning internal doors and rubbled walls. These blocks will provide a large variaty of fighting- and fallback possitions for the defending forces as well as many choises for the attacker as well as he moves into them.
Besides these blocks the 'factory district' will have a pair of rather large factories that simularely uses a mix of smaller buildings combined with high and low walls...to build a combat location to fight for. (get your flamethrowers fueled up 😊)...
Blocks, factories and....A lot of rubbled buildings...It is one ruined town ! 🤕...
The map will also make liberal use of flavoured objects to include 'some flavour'.
A scenario is in the making but i will released the map first as it becomes finished...probably next week.
The scenario will be called - Rebels in Odessa - and will be a fictional scenario in with the player will be comanding the russians trying to clear the city of Odessa from Ukranian seperatists (partisan) supported by german rearguard units that failed to escape the russian encirclement.
The scenario will take somewhat longer to complete...
Some WIP pictures...
Moving in to town
Wiewing the factory district in the far.
Factory district up closer
more pics..
looking down town
More suburbs
Rebels
and russians
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umlaut got a reaction from RockinHarry in A guide to adding extra flavor objects
And thank you right back at you - for the original work on editing mdr files
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umlaut reacted to Tempestzzzz in A guide to adding extra flavor objects
Umlaut:
Thank you for your 2014 credit on flavor objects.
FWIW I use a ton of your Mods. Love your French Buildings. I was experimenting with a Dubonnet Ad...but like you the other building side mirrors it backward. Your solution works. Just put another building adjacent to the backward ad. Why didn't I think of that😄
I don't mod anymore for public release. Just for me now.
Thank you again for credit.
So many games soooooo little time.
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umlaut got a reaction from Bootie in "That's one vast valley!" - hard-edged, realistically scaled map
Great idea, Kaunitz. I agree with just about everything you´ve said here. And I actually once made a extra large map myself for many of the same reasons - plus this one: Allowing scouting units to act more realistically. Often the maps are too small - and the time frame too short - for realistic scouting. So I made a very large map - and made a scenario that let the scouts have the map for themselves for the first hour. Sounds boring, perhaps - but I found it quite fun.
One comment regarding field sizes, though: I dont think you should judge the sizes of fields too much on your personal experiences. In my country field sizes have increased a lot since the war, due to the dramatic centralization and mechanization of agriculture: Fewer, but much larger farms - with tractors and combine harvesters instead of horses. I guess that would be the case in most countries.
I think I will try to find my old map and upload it as a quick battle map. Looking forward to seeing your work.
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umlaut reacted to Mr.X in WIP: Campaign Pack "Against all Odds"
To sum up all the work, I am doing, I have decided to open one thread for my whole project.
I will create a campaign pack, including 3 campaigns. Name will be "Against all Odds" in reminescence at an old superb CMBO-Campaign.
"Tiger Trail" Belorussia summer 1944
"Final Hope" South of Berlin spring 1945
"Broken Fortress" East Prussia winter 1945
At the moment, there is enough F&R stuff for players soon after the release. So, estimated arrival time of this pack will be in 12-18 months.
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umlaut reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten
Below is a mod @Falaise made for the Flavor Object Drum. It goes very well with supply dumps.
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umlaut reacted to benpark in Fire & Rubble editor questions
The Berlin maps were started not long after CMRT, and that required some urban-type additions. This factory was suggested for the breweries in Berlin, but can be any factory of course. The request was made in the original set of asks, and this building was a good candidate, being the largest (it had to fit the footprint of an existing one).
We often have stuff in development for years, only to see someone catch on to a similar thread through modding the game. I remember giving you advice for your own urban mod years ago - that was based on stuff that I was doing for Berlin in the background, even way back then. There's always some ideas cooking. Some more cutting-room experiment stuff may get released here and there if it won't be used elsewhere.
I have logged these factory bugs a few times now, they seem to like to stick. The texture issue will be looked at again. As Mike added, it is something that seems to like to keep popping up. The diagonal issue has to do with the building models, according to Cassio. The ones from MG are similar, in that I believe. That positioning seems to be fixed in place, unfortunately. You can see me work my way through that limitation by mixing in modular and commercial types in the maps that have a lot of structures.
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umlaut got a reaction from GhostRider3/3 in Fire and Rubble Possible Bugs
I reported this save file problem in tech support - and since several others experience the same, I guess can be called a bug
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umlaut got a reaction from RockinHarry in Good German voices
We are lacking the key exclamations, though:
"Achtung, ein engländer!"
"Teuffel! Ich bin getroffen!"
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umlaut reacted to Monty's Mighty Moustache in Fire and Rubble Possible Bugs
If you use the same save game name when saving it used to overwrite the existing save but now it doesn't seem to, anyone else having this problem? Not a huge deal but I like to keep one save around when I'm playing a scenario so I don't have to bother clearing them all out when I'm done.
MMM
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umlaut got a reaction from Monty's Mighty Moustache in Game not saving when save file´s name already exists
Well, it is not a Microsoft problem, since all my other CM games still enable me to save while overwriting a previous save.
And I actually consider it a relatively big problem that I no longer am able to save a game in the way I have been used to for more than 10 years. Especially, since there is no warning or other indication that something is wrong: You simply lose whatever progress you have made if you forget to rename the file.
A lesser problem is that when you always have to rename the save file, you end up with many more save files cluttering up your hard drive.
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umlaut got a reaction from RockinHarry in Fire and Rubble Possible Bugs
You can definitely add more facade variations. There are 8 stock layouts, so simply rename them "facade9-exterior-bottom", facade10-exterior-bottom etc.
I dont know about the windows.
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umlaut got a reaction from Bulletpoint in Game not saving when save file´s name already exists
I have just deleted and reintalled Red Thunder anew.
It didnt solve anything: The save problem still exists!