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rtdood

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Everything posted by rtdood

  1. I quickly loaded this up and thought I'd have a look for a quick 10 minutes, sure enough 40 minutes later and I've only just come out of it! Hours and hours of work must have gone into this. I love how you've been able to bring this map to life. The flavour objects used, even the tiles, walls and hedgerows have all been placed specifically in mind. Bravo sir. Hopefully this map will be turned into a good few scenarios :P.
  2. I am working to incorporate them in a future updated campaign file alongside another minor edit for this battle. Whilst the mortars are helpful for this mission it is still possible to complete it and continue the campaign without them - although I acknowledge they do make the scenario easier. The platoon HQ's will spawn in as some of the last reinforcement units. I'll update this thread once the revised minor edits have been made (feedback suggests battle 2 is the only one in the campaign still in need of slight editing which is good).
  3. ! If you keep that splendid work up @Falaise I'll have to insist users download this beauty of a re-skin to play the campaign
  4. It is indeed, 7% is a harsh casualty parameter I completely agree. I spent quite some time (more than I should have lol) trying to decide if I should go for a higher casualty parameter, or a lower one. However I decided on the latter given you'll be soon going into Phase 2 of the campaign and limiting casualties becomes important as you'll be taking your men through battles without any refit (with the exception of the battle 4). It is frustrating I know. You were close to getting through so, if you want, you can have another crack if you haven't already.
  5. Duly noted. Now edited the title on the scenario depot.
  6. Just to draw this thread to a close I have now completed the campaign and it has been formally released over at the scenario depot. Link is here: CM CW: First into Antwerp (thefewgoodmen.com) My thanks extend to those testers who gave their time and commitment to provide useful and helpful feedback to help improve the campaign for the better!
  7. Hi all, Just wanted to formally announce my next campaign release titled 'First into Antwerp'. Ironically this was actually the first campaign I designed but the second I've released. Command the British 3rd Royal Tank Regiment and the 4th Battalion Kings Shropshire Light Infantry as they advance from Boom to capture the port city of Antwerp, Belgium, and later attempt to establish a bridgehead over the Albert Canal. This campaign consists of 8 battles and is historical. To be played as PLAYER vs AXIS AI. Be aware in order to play this campaign you MUST have both Commonwealth and Market Garden Modules. Battle sizes are varied. It is strongly recommended that the player reads the README in the attached zip-file. The Zipfile will contain the following: 2 Campaign folders. 1 Campaign file within each folder. 49 page Campaign Design booklet including Campaign Progression Tables and Order of Battle. (You know, for some 'light' reading ) Campaign has been tested and should be compatible with patch 4.03. Total battle duration of the campaign totals roughly 8 hours. Annnnddd here's some pictures: Download link CM CW: First into Antwerp (thefewgoodmen.com)
  8. Hi Everyone, I've been working on creating a historical campaign, which contains 8 battles. Whilst I have played it through a few times myself I could do with some play-testers that might be able to spot any mistakes I’ve made and suggest ways that it could be improved. There are 8 battles in total, split into two phases. The first covers the last stretch to Antwerp with elements of the British 11th Armoured Division in early September and the 2nd Phase, the subsequent breakout attempts into Merxem made by the 4th Kings Shropshire Light Infantry Battalion. As I know time is often limited, I do not expect anyone to play it through entirely. I’d be happy to have feedback on just a couple of the battles if that’s all the time you have (the first two battles are among the longest so if you are able to get through those the rest won’t be any longer than 40 minutes for each battle). Play testers will need the CM: BN and Commonwealth Pack & Market Garden Module in order to play this campaign. Please pm if you’re interested, thanks.
  9. Not a problem. Its really enjoyable to make a campaign, I've learnt a lot. Its not been without its frustrations, however (these will be explained in the pdf campaign file I'm creating to go with the campaign, containing Order of battle, Bibliography, Scenario information etc). There are a couple of battles where the player will not get any ammo replenishment so I've left it up to the player how much they wish to expend without opting for the ammo parameter - this could change depending on feedback if I'm able to get any play-testers.
  10. Thank you! I get that the replenishment needs to happen for the next battle entry, as opposed to the battle that they would need to be refreshed from. Thank you for the detailed explanation - brains not quite functioning today lol :). I've given it a rewrite and it works :).
  11. Okay, so now I've hit another problem. I decided to start completely fresh with a new core file - completely from scratch. For each individual scenario (that makes up the campaign) I deleted the original core units file, saved it as a new scenario and then imported fresh the new core units file into it. Manually placed the new units checking reinforcements etc. Now I've compiled the campaign together with the scripting file, I'm noticing that my core units are being completely replenished at the start of the 2nd battle, which is not what I want. Have I done the scripting wrong here? To my knowledge the refit, repair, resupply and rest are applicable for the next battle, so the core units should not be replenished at the start of battle 2. Have copied and pasted below the script file. /*Battle #1*/ [BATTLE NAME] Battle 001 [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Battle 002 [NEXT BATTLE IF LOSE] [BLUE REFIT %] 0 [BLUE REPAIR VEHICLE %] 0 [BLUE RESUPPLY %] 0 [BLUE REST %] 100 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 0 [RED REST %] 0 /*Battle #2*/ [BATTLE NAME] Battle 002 [WIN THRESHOLD] minor victory [NEXT BATTLE IF WIN] Battle 003 [NEXT BATTLE IF LOSE] Battle 003 [BLUE REFIT %] 100 [BLUE REPAIR VEHICLE %] 100 [BLUE RESUPPLY %] 100 [BLUE REST %] 0 [RED REFIT %] 0 [RED REPAIR VEHICLE %] 0 [RED RESUPPLY %] 100 [RED REST %] 100
  12. Cheers for stepping in @StieliAlpha whilst I was away from this. @37mm I've worked on the scenario since and am pleased that it will be featuring a new AI plan and the scenario will be featuring in my campaign 'First Into Antwerp', which all going well might be released around Christmas. The version you have wont incorporate the Ai plan although the map and forces will still generally be the same. If you'd still like the updated scenario file or the actual campaign file to play through let me know. The latter is not quite ready yet but can send it out when it is (Hopefully within the next 2 weeks!).
  13. Correct Thank you! Good advice . Just finished reimporting the core files (after deleting all related units in each battle) and started fresh for each scenario. Just as well I didn't make more than 8 battles for this campaign!
  14. That's correct. I'm trying to update 3 scenarios with the revised core units file. This is near to the final hurdle. I've tested the campaign about 5 times previously now so hopefully it should be good!
  15. Its not RT, rather BN. The 3 scenarios which are unable to load in the core file do all have new core units in them, however those same units also feature in battle 5 which IS able to load in the core units file. I made some slight changes to some of the units in the core file hence me needing to reimport them for the changes to take effect. Worse case scenario, excuse the pun, is Ill have to delete the previous imported units and try and import from scratch and assign the units placements to reinforcements and groups as if it was a new file. Not the end of the world, just time consuming.
  16. I'm having problems getting my core file to sync with a couple of my scenarios (for a campaign). I select the core units file that I want to re-import in the editor and it crashes the game to desktop. I thought it was a corrupted file, however when trying to import the same core file with the 5 other scenarios the editor it does so without incident. The core file is able to be loaded up in the editor itself, and even as a battle so it does not make sense to me as to why it would load into some scenarios and not others. I thought maybe it was something to do with the scenarios which I was trying to import into that was causing the problem (i.e they may have become corrupted) but they are able to be loaded in both the editor and as a battle perfectly fine. The core file is in the same directory as all the scenarios that I am looking to import the units too. Am I missing anything?
  17. @MOS:96B2PI've tried removing a trench from nearby the Bunker to see if that has any effect and sadly no such luck. All the order locations are on flat land without any obstructions with no flavour objects. I checked the movement commands and set to advance and no luck. I'll have to put it down to a bug I think. I've decided to start the infantry unit from the outside of the bunker, with the pretext that they exited the bunker prior to starting their movement commands. Not ideal but this wont break the campaign scenario! Still, its good to try the AI out ;). Thank you for your input and also @Sgt.Squarehead
  18. Ive found issuing a pause order (for 10 seconds) and then a reverse order back to a land tile off the bridge helped. The the next turn I ordered the tank to cross and it did so perfectly fine.
  19. I know this is an old thread but I'm having problems with this regarding getting Infantry to exit a bunker. Basically they sit in the bunker until X time (set up) and then move at XX time on order no 2. specified area. However they just sit there. I have reviewed the timings and there are no conflicts, the drop down menu for dismount is selected so the infantry should know to dismount before moving to this area as instructed in the manual for the command to work. Am I missing something?
  20. Hmm interesting. I've not encountered that problem myself when testing through the entire campaign although CM has been known to crash occasionally when loading scenarios (often for larger scenarios). Sometimes I find quitting the game, rebooting the pc and starting it back up fresh helps. Alternatively might be worth going back to a previous save continuing from that save and see if it then is able to process battle 8. Well done on the total victory though for battle 7. If you still have problems let me know, and I'll investigate further
  21. Cheers thank you all for the kind comments :). It was long learning curve with many mistakes along the way but was happy to improve and make a contribution, even if its near 10 years since CM:BN was released lol.
  22. The first mission is quite a slog I'll admit and the casualty parameters harsh. Did you try concentrating on just 2 of the objectives or all 3?
  23. Hello, Just wanted to let those that might be interested my campaign ‘Operation Undergo -Gris Nez’ has been finally released! It has been uploaded to the scenario depot and its ready to be downloaded (link is below). I have included some information too as to what it is about and basic requirements. What do I need: CM:BN, CW, Market Garden and Vehicle Pack. What forces will I command? 2 Canadian Infantry Battalions, Squadron of Sherman Tanks, 1 Troop of Churchill Crocodile, Petard and Sherman Flails (not all in the same battle do not worry ). And a tonne of artillery! How is it meant to be played: Player (Canada) vs German AI What size battles can I expect? About company strength for the most part. A third of the campaign is set at commanding battalion strength. Type of maps: Typically reminiscent of the Calais region. Rolling hills, semi open, semi bocage semi woodland. Historical or not: Semi-Historical How long is it? 10 or 11 battles When does it take place: September ’44. What do I get with it? - Northern Master Map - Southern Master Map - 25 page Campaign Design Booklet PDF including OOB - Picture of Battalion Company movements (was not able to include this in campaign briefing although it is useful for reference) - Campaign Progression Tables (Battle order) Has it been tested? Yes. I have only been able to find people that have been in a position to try the first and second battles respectively – everything thereafter I have tested myself. I have gone through it fully about 7 or 8 times now and feel it is at a point for release. Those that are familiar with the history of Undergo, particularly at Gris Nez will know roughly what to expect. I should mention this my first campaign that I have designed, and as such it does therefore commit some absolute cardinal sins over what really makes an effective engaging campaign, which I have learned from. That being said, if you want a campaign which follows the actions at Gris Nez as accurately as I could get them, well your about to experience the often-forgotten battles for the coastal garrisons in September of 1944. And finally…some pictures…. Has it put you off from making more campaigns: Absolutely not? Working on the next one already. Download link: CMBN CW: Operation Undergo – Gris Nez (thefewgoodmen.com)
  24. Thought I'd share a random assortment of pictures I've taken... Who would have thought a collapsed roof could look so beautiful. The Germans got their Kubelwagen into the repair garage... Perfect positioning...
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