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rocketman

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Everything posted by rocketman

  1. Cool - thanks Shane I wasn't actually aware that GaJ was making a new site.
  2. It's up at the repository: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3609 It struck me that it might not be suited for TSDIII as it isn't a scenario and that's why it isn't uploaded. Correct Shane?
  3. I don't know if files are manually checked before uploaded live at TSDIII. If it doesn't appear tomorrow I will check. Not up in the Repository yet either.
  4. Unfortunately no way of doing that. A variety of sizes would create a more life like map when not all the trees of the same sort are the same height.
  5. Still waiting for uploads to appear. Does anyone know if GaJ doesn't accept uploads anymore? Can't access the upload screen.
  6. I'm about to finish research and planning for a 3-4 mission campaign for CMFI set during the two last days of the German evacuation from Sicily and will take place in and around Messina. It will feature both US and CW units as "the Race to Messina" very much is on. It will be based in historic events and situations, but will make the assumption that the Allied vanguard manages to interrupt the last units to evacuate in order to make as big a dent in the German foothold on mainland Italy as possible. For example take out the air/sea defenses to clear the straits for the Navy/Air Force and capture military barracks for information on the retreat and as a grand finale - secure the harbor. I will start by making maps as I want to see what a future module will bring to the table. I'm hoping for British commandos and large caliber AA units. Anyone who has tips on how to best approach a campaign project and avoid uneccessary pitfalls is more than welcome to post here or PM me. In time I will start posting screenshots as maps begin to take shape. The main source I use is an excellent topographical map that the US army made of Messina with high value targets marked. So, patience - be my friend ... I hope I'm not taking on something I can't handle. But no rush.
  7. No, unfortunately not. But the stock UI is IMO much better that the other ones.
  8. No, the reverse movement order doesn't work either
  9. It is Juju's excellent UI, but I'm afraid I added some sharpness to it before posting. It isn't that crisp in game, but if you don't have it - get it He has equally nice ones for FI and RT.
  10. To add to this.: when I give it a movement order the treads do not move nor does it state that the driver is "driving" in the left bottom corner.
  11. Great, another possible solution. Will have a look at it too .)
  12. Great! Thanks. I downloaded all Kieme's mods before, but missed this one. Will check it for RT.
  13. I really wish they would upgrade the editor for the next title. I would really like a preview slot for all objects, buildings, etc. in the 2d view to make it more accessible.
  14. I'm making my first scenario in CMRT but after a while realized that things didn't look in 3d what I expected from the 2d view re trees. It's all a bit confusing. Tree "A" and "F" uses the same icon. "B" and "G" as well. Also "C" and "H". Once you forget which kind of tree you put where you don't get the look or cover you like. Also "F, G & H" icons are rather poor representations of the 3d model. Should it look like this? Can the tree icons be modded or changed by some nice BFC-fella
  15. I came across a similar situation - the Sherman barely touches low bocage and stops reacting to any movement order. Nothing wrong with tracks. Not bogged/immobilized. Not under fire or under distress. I have saves.
  16. Speaking of urban sprawl. I'm in the planning/research stages of a "what if" campaign for CMFI set during the last days of the German evacuation from Sicily. I will recreate large parts of Messina. Needless to say it is a long term project.
  17. Nothing to wake you up in the morning like a massive barrage! This looks exciting - and well made. Looking forward to the release.
  18. One of my favorite units as well. Love their nifty smoke mortar which can be really handy in urban areas. Puts the smoke where you want it.
  19. Please post a screenshot from 2D and 3D editor and preview and I'll have a look at it.
  20. A straggler group of wounded Germans are hiding in the local church, awaiting rescue. The church sits on a hill overlooking a lake - a vital position to take to observe the German retreat on the other side of it. You command a small recon force whose task it is to as quickly as possible seize the church, a local bridge, destroy the German troops or take POWs who might have valuable information on the retreat. We can't wait for a bigger force to help. Some heavier weapons will arrive soon. Small/tiny scenario. Soviet vs AI only. Should be ready for play testing in a few weeks.
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