Jump to content
Battlefront is now Slitherine ×

Sgt.Squarehead

Members
  • Posts

    8,910
  • Joined

  • Last visited

  • Days Won

    85

Everything posted by Sgt.Squarehead

  1. Hmmm.....I could have sworn I placed some (lots of) burned trees. I guess it might have been the flavour objects that I used when making 'The Hill'.
  2. Those trunks look pretty good, but some of the lower branches look too heavy IMHO. This is what we did in 'Heaven & Earth'.....Scenario designers can use the [burnt] tag (IIRC) to summon up several damaged trees, scorched and damaged building textures etc. Then it's just a matter of placing them carefully. PS - I'll ping @37mm, because I know he loves your work and he might be able to better advise how to conveniently implement tags for your mods (we have sooooooooo many options in H&E, it's staggering).
  3. Russia just hasn't got around to you lot yet.....Mark my words, your time will come! Mysterious badly restored late-production T-34s will eventually pop up in Caen and then suddenly your politicians & political emigrees will begin to not die of 'lethal nerve agent' poisoning too! PS - Is it my imagination, or have we strayed somewhat from the original topic of discussion? PPS - TBH I'm not sure how the length of a pole on a 3d model of a Jeep manages to fall into the category of 'Bug' in the first place.
  4. That's two different T-34s in the UK's two biggest cider producing regions.....Clearly evidence of a(nother) Russian plot (no doubt involving Novichok**)! Quick.....Call 77th Brigade, only they can save us from such fiendishness. ** Novichok - The world's least deadly 'lethal nerve agent'.....A one in five kill ratio sucks!
  5. The latter I believe: https://www.worcesternews.co.uk/news/7737229.steve-tracks-down-tank/ It's a very late production example.
  6. Me too, even when I see crazy s**t happen.
  7. There's one up the road from me too: Fromes Hill, Herefordshire.
  8. This is why I'd like to see your results screen or final turn save.....It was my understanding that the player would not be penalised for failure to exit in the event of a surrender. If that really is not the case, I may have some scenarios to rework!
  9. Oh, I could have sworn you typed Total.....Either way, here's how it normally work: When an exit zone is present for one side on a map, any units listed as an enemy destroy objective must exit the map or they are considered destroyed and the enemy scores points for them. I didn't believe this was the case for a surrender outcome, but from what you are saying it sounds like it might still be the case. A screenshot of your results screens might clarify.
  10. That's because of the surrender AFAIK.....You get ALL the points. The reason you didn't get points for exiting is beacuse there aren't any. Try running the scenario again and ceasefire on the first turn.....The enemy should get a huge dollop of points because your units didn't exit (and because his troops didn't surrender).
  11. With a surrender & total victory it doesn't much matter TBH. That's not how the mechanics of an exit objective typically work.....To do that would require two objectives (Exit & Touch) layered on top of each other. Did your units vanish when they entered the marked objective?
  12. Don't worry, he always turns up eventually!
  13. You don't score points for exiting units as a rule.....Normally the enemy scores points for preventing you from doing so.
  14. Don't get me wrong, I'd love to see T-80BV & T-80U/UA/UE in the game, but I think the T-72Bs are more important TBH (both sides use them in significant numbers and they might also have some relevance for CM:SF2).
  15. Try doing what I did.....See if it happens for you. As I said, the tank was on the bridge doing a slow move when I clicked rewind, my guess is the game tried to redraw it further back on the bridge, but couldn't for some reason. This was while testing a single player scenario.
  16. Has to be said, there's literally nothing new there.....Here's the same section from the CM:A Manual: "Max Assault – the opposite of Dash, Max Assault tells the Group to stop and engage with maximum firepower whenever each unit sees an opportunity to do so. This is generally a poor choice for getting a Group to stay on the move if a lot of enemy is expected in the vicinity. It can also be a bad idea if the area being moved over is a poor place to stop for a firefight. The best use is for short moves where there is good cover and enemy activity is expected."
  17. Just realised that I made that shot in 'editing mode', with the clock set to mid-day.....Which would end very badly indeed for the Imperials as they are both attacking and outnumbered! Here's how it should look: A lot less visually pleasing as a teaser.....But a hell of a lot safer for your (NVG equipped) pixeltruppen!
×
×
  • Create New...