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bongotastic

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    http://http:/morticia.cs.dal.ca:8080/compiol/

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    Atlantic Canada
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    wargame?

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  1. I'll cross post this here in case. Some people on Gamesquad asked me for them, so I posted the 24-bit color maps. They look a lot better than what I release last week, but the larger one may be serious RAM soakers on your system. Let me know how it goes. High-color maps are browsable here: http://www.opcon.org/TacOpsMaps/RP/Truecolor/ And a monster 441Mb pack can be downloaded at: http://www.opcon.org/TacOpsMaps/RP/Maps.truecolor.zip The 8-bit maps are still here (this color depth should be used according to the manual): http://www.opcon.org/TacOpsMaps/RP/Maps.zip (124Mb) http://www.opcon.org/TacOpsMaps/RP/individual/ Simply replace the bmp from the _Battles folder (you may want to backup your the original folder). Uncompressing the zip archive work as well. Contact me if you have any questions. Let me know if you enjoy any of these. Christian
  2. There will be options to use scripted behaviors or will we be able to script ourselves? That would be cool.
  3. I tried the demo at Basic Training and RED hardly could hit anything while now, playing the MOUT training scenario on "Elite", every single RPG seems to hit my IFVs all the way back to the phase line. From the manual, I gather that the only difference between difficulty settings is the realism. Am I right? PS: I'm getting slaughtered with this scenario despite approaching it with plans that I thought were reasonable. Is it just me?
  4. Hi, I've bought CM:SF as yet another tool to help me umpire a mini counterinsurgency MBX. If you are on the TacOps mailing list, you've probably heard of it by now. There are only two players and 1 umpire in a MOUT battle set in Sadr City, Baghdad. Many soft factors are modeled such as Civil and Public affairs (media, crowd control, etc). The victory conditions are unusual for a wargame. I'm looking mainly for one-sided observers which are available for taking over part or the totality of a side if RL factors get in the way. This is mostly important for the RED faction at the moment. The battle is Bn-sized and the whole game will last 24-48 game hours, so I mean it when I call it a mini MBX. Some on this list are likely to be interested. If you are interested, have a look at the public site (We're setting up RED at the moment) and get in touch with me! TacOps is the main gameboard, but I would love to use CM:SF where TacOps isn't designed for doing (bunker-busting ATGMs, etc.). Two-ways observers are also welcomed, but right now I want to ensure a fast-paced battle and don't want to run out of commanders. http://www.opcon.org/SadrCity/ Christian [ December 03, 2007, 07:05 PM: Message edited by: bongotastic ]
  5. Bertram, as for Q1: I wonder why I didn't think of that, thanks! I guess that for Q2, the best thing to do is to then is to delay the vehicle so it drop the infantry late in the minute.
  6. Question 1 - Fire Control within units Is there a way to tell a squad to hold fire, either globally or between waypoints. It would be useful for in/exfiltrations. Question 2 - Sequential Ops Is there any way to, say: drive for 15 second to the drop point, get the infantry out and then keep on moving while the infantry begins to move out. So far, the best I can do is to get the Stryker on site, get the Inf out and then they both wait 45 seconds until the end of the minute. Another thing I'd like to do is pick-up inf then keep on going for the rest of the turn. Is this possible? Thanks,
  7. I used the short legs between waypoints, thorough overwatch, to keep my Plt together, move the HQ within the Plt and used the assault movement type. It worked quite well. Thanks to all. I tried to use smoke, but there must be something that I'm not doing right with the interface: in one case they smoked after crossing the alley, and in the other, the Bradley just didn't smoke at all. I'm sure that I'll figure out what I did wrong by playing around. Christian
  8. This is a great reply, thanks. Now, back to Syria...
  9. Hi, I'm brand new to the CM series, and just bought SF. I'd like to know how to minimize the effect of surprise on unit survivability. For example, a squad is told to sprint up an alley, there is an undetected MG team opening up and kill half the squad right away. The other half just keep on running into the incoming fire and die a few seconds later. What is your trick to react to surprises like that? Is there some way to set a SOP, or use one movement type which make the survivors react more conservatively? C
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