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blow56

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Everything posted by blow56

  1. More to the point - I see the CMBN Campaign script is identical to CMSF and have made a campaign using a CMSF template script. It was accepted, made a campaign and seemed to function well enough - except for the re-supply, reinforcement schedule. With a two-day difference to the Germans, I would have expected some wounded, or reduced units - but they were all back to full strength. Anyone know if the CMSF script file works fully? And, if not, is there a copiable CMBN campaign script file? You can't copy/paste the one in the online manual.
  2. Good project - look forward to it. I only hope that you don't follow whoever did the Quick Maps with no idea how Normandy looked. Their idea of bocage is far too open and all their little hamlets and farms look straight from rural Kentucky circa American Civil War. This is Europe, people. Normandy. Fought over for generations, where each farm complex is a mini-fortress, built on three sides and high walled in, which is why they were such trouble to attackers. Villages are tightly-based round a village square, usually with a church, certainly with an inn/restaurant/hotel and narrow streets branching from one main thoroughfare. And bocage fields are SMALL with a lot of orchards, which is why calvados was so plentiful. They are not great expanses of cropland, either, but grazing for cattle. Which is how come every other picture from Normandy 1944 shows a DEAD COW! Just a thought ...
  3. That's what I've done. Thanks
  4. Can't make head nor tail of this. I use the handy template, fill in the required info in the spots stated - yet, when it appears, all the text seems to have shifted, so that 'Terrain' now lists Friendly Forces etc. I have tried various permutations and none work. Any advice? Can you remove the obligatory unseen Headers, which would neatly solve the problem?
  5. Thanks for that Mord - I have some of your own excellent mods. Strange that no-one has seen fit to put a Spartan/Bulldog mod up - though I did see a camo net mod from, I believe, Birdstrike which I am sure was illustrated on a green Spartan. Perhaps, if he reads this, he might want to throw it out to the community.
  6. Did anyone ever do camo mods for these vehicles? I have searched the Repository but can't seem to find them - though I can pretty much find camo or green mods for every other UK vehicle. Any help tracking them down would be appreciated
  7. Notwithstanding the arguments about who, in reality, follows the ROE - the simplest way to acknowledge the presence of civilians in CM:SF is to use the Preserve function as an integral part of the VC. That way, if you demolish a structure, you lose VPs. I had always presumed that was why, cunningly, the creators of CM:SF had included it.
  8. The only mods I have not tried out are a Eurobuildings mod and the new Korean mod - I will get back to you re the text corruption if I find it. The missing vehicles problem has not been solved, sadly. I am on Mission 3 of a small Campaign I devised and have discovered that both the Wolf vehicles for a German 4 Coy unit (Wiesel TOWs and Rh202s) have been lost. The parent unit of this 4 Coy was a Core unit, though the 4 Coy was not activated until Mission 3 (ie effectively deleted from the start mix, but undeleted for Mission 3) Not sure if that has a bearing on the problem.
  9. The corrupted descriptions were in the units sections, even in those scenarios re-loaded in the editor - even the nation flags were gone, replaced with random gibberish (including, revealingly, jagdpanzer and Puma, which must have something to do with the upcoming Normandy mod). I say 'were gone' because removing every mod I had permitted the download of 1.31, as you thought. This (or the removal of mod/s) has ended the gibberish problem and also fixed the missing vehicles problem. All I have to do now is work out, by trial and error, which of the many mods - building, sound and vehicle - is the culprit. Or culprits. Thanks for your help - I will get back to you.
  10. To Gibsonm: I know there are no British troops included in the NATO mix. As a result, the NATO module has affected the previous modules, which was what I thought I had made clear. It has the same effect on the Wolf within the NATO module. I am running 1.30 and will install the 1.31 patch (thanks for the sensible advice Schrullenhaft) and get back to you. Well, I wouldn't know whether the 1.31 patch solved the problem - because the patch rendered the Units section into gibberish (Fishbed Jagdpanzer Btn anyone?). And, yes, I checked all the boxes for all the modules. Reinstalling the NATO module (ie back to 1.30) brought everything back to normal. It seems I am fated to be fecked with this NATO module.
  11. Any campaigns with WMIKs, TUMs, Wolfs. They are present in the first battle, but do not carry through to the next battle in the sequence. British Recce Troops in the MSG therefore have no vehicles. German AT units similarly. This problem only arose when NATO was downloaded and installed (as a download, not from CD). The problem persists in Campaigns I design myself - the vehicles are there when created, when played in the first battle - and then subsequently vanish. I have no idea why. Cannot be a Mod (the Wolfs are unmodded and still vanish). I cannot see it in the three Campaigns with NATO because such units are not included in the initial Core mix (ie, playable from Game One). I think that, if you do, they will vanish by Battle Two and thereafter. I am trying to go through other Campaigns to discover a start posit with such troops.
  12. Well - thanks for all the help on this, Battlefront. Your new NATO mod has ruined Campaigns and you can't be bothered even admitting it, let alone work on a solution. Pretty shoddy.
  13. Are we any closer to solving this mystery? It only rears its head in Campaign scenarios and only for certain vehicle types, usually the Jeep-style ones. Makes a mockery of German AT units, British Recce troops etc etc.
  14. This is so common to many mission creations - too little time (my personal bugbear - what is this obsession with limiting the scenario length?) and a tendency to try and balance events by giving the Blues less in the way of off-table assets. It works in certain circumstances because the AI for Red in maneuvre is usually not too bright, but when you have carefully dug in your Red forces, as here, then provide no air, arty or time for Blue you end up with an attacker's disaster. Fine if you don't mind losing 30 or 40 percent of your attack force - but in reality any commander who achieved that would be censured. I am tired of scenarios which blithely expect you to lose '1 or 2 tanks' as if it was nothing at all. My advice? Use the Kobyashi Maru Gambit and rebalance it yourself - add in a Blue mortar bty and whack the time up to 4 hours +. Then perform Point arty shoots at, hopefully, full ID'd targets and on Quick, or Short to spin out the mortar ammo. Use your one-shot mortar smoke for that essential moment.
  15. No-one can change Campaign scenario time limits except the original creator of the Campaign. This is what annoys me about most Campaigns - they set the time limit on individual missions way too low imho. Unless it is part of the plot (save the captives before they are shot; prevent the blowing of the bridge/dam) there is no reason why max or near max times should not be used for most missions Anything else, in reality, costs lives - if it takes 3 hours to clear a stretch of four buildings, with minimum or no casualties, then HQ prefers it. If you have to sit for an hour waiting for engineers to come and clear a potential IED, then so be it. In terms of the game, the limitations of AI mean that artificial time limits force you to unrealistic and expensive tactical decisions. Max em out, gents, every time!
  16. Might have more relevance if the campaign time included all the months of the year rather than just May June and July! Bits of Normandy design? Its not as if the games are compatible, so it seems a pointless waste to have included it in NATO, unless they have future plans for modern combat.
  17. I have been creating Campaigns etc etc with the new NATO module and suddenly realised there is a whole lot more weather than there used to be - snow, fog, rain, rain and fog etc etc. Is this for future modules, or can you access it now? If so, how? My apologies if this is old stuff to some, but I did a forum search and can find no references to it.
  18. Re the AI - problem solved. It has nothing to do with whether one Scenario can be redesignated and everything to do with Exit times. I picked up a QB map and redesigned the Scenario in it - and it had some astounding Exit times. Resetting them fixed the problem - sorry for the confusion. My second point remains, however - where are all my vehicles going? It seems to affect British and German Recce units with jeep-type vehicles (Wolfs, WMIKs, Landrovers etc). And only in Campaigns.
  19. Am I right in thinking that, if you created a map for, say, a Blue Attack scenario you cannot then change it to Red Attack and hope to have the Red forces AI move them? Is there any way round it if this is correct? On another tack - ever since I got the Brit module (and now NATO) any campaigns I create seems to remove the vehicles for Brit Recce and now German Recce troops. The men are there, sitting on the ground - but no vehicles. This only happens once you have created a campaign.
  20. I have picked up some nice green camo/NATO cam mods for a lot of Brit vehicles - but none for Sultans etc. Anyone done any or working on any?
  21. SD - yes, it probably is, but I don't have access to CMSF Warehouse for some reason. MIAITC - sooner you post the better, thanks!
  22. I seem to remember someone made a HESCO barrier mod, but I can't find it anywhere on the Suppository (sorry Repository). Anyone point me in the right direction? And which tile does it replace?
  23. My initial impression is ... why isn't this an add-on? It would be good to be able to do decent 2010 Afghan campaigns using this and the other modules. And we might get water tiles at last. This has been in development for long enough, so who made the decision not to integrate it right back at the start and why?
  24. Which way are the facing when you purchase them? If they are facing the wrong way when you generate them on the battlefield, that's also the way they will face when the computer places them in the buildings.
  25. You may not want any discussion on it, but lots of people waiting for the game might have, all of them with a forum on this site. Out of respect for them, you might have given the forum a few days grace before winding it up instead of cutting the entire Grognards deal out of Battlefront. I am a big fan of Battlefront, but that's just plain rude, no matter what hissy-fit you got into with Histwar. So is impyling that the game is cancelled instead of just your agreement to publish it - I thought the guy designing it had died! Maybe you should have taken a few deep breaths before committing to your actions. Now every other game in the BF canon has to be looked at from the point of view that it might simply vanish from one hour to the next. Not good business or good sense.
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