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Everything posted by rocketman
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Is the editor supposed to look this way?
rocketman replied to rocketman's topic in CM Red Thunder Maps and Mods
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. -
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.
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No, unfortunately not. But the stock UI is IMO much better that the other ones.
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No, the reverse movement order doesn't work either
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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.
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I'll try that move as well.
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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.
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Is the editor supposed to look this way?
rocketman replied to rocketman's topic in CM Red Thunder Maps and Mods
Great, another possible solution. Will have a look at it too .) -
Is the editor supposed to look this way?
rocketman replied to rocketman's topic in CM Red Thunder Maps and Mods
Great! Thanks. I downloaded all Kieme's mods before, but missed this one. Will check it for RT. -
Is the editor supposed to look this way?
rocketman replied to rocketman's topic in CM Red Thunder Maps and Mods
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. -
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
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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.
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Preview of the first Battle Pack
rocketman replied to JonS's topic in Combat Mission Battle for Normandy
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. -
Campaign WIP - Operation Windsor, Carpiquet
rocketman replied to Ithikial_AU's topic in CM Normandy Maps and Mods
Nothing to wake you up in the morning like a massive barrage! This looks exciting - and well made. Looking forward to the release. -
Preview of the first Battle Pack
rocketman replied to JonS's topic in Combat Mission Battle for Normandy
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. -
Scenario design request for help - water feature problem
rocketman replied to Badger73's topic in CM Normandy Maps and Mods
Good it was solved - as a bonus you found out how to create a sink hole -
Scenario design request for help - water feature problem
rocketman replied to Badger73's topic in CM Normandy Maps and Mods
Please post a screenshot from 2D and 3D editor and preview and I'll have a look at it. -
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.