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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. I've come to believe that crowding may be part of this apparent routing issue, the bigger the unit trying to enter, the higher the chance some (or all) of them will do something dumb. My 'Hornets' Nest' map, while very small, is exceedingly complex and (AFAIK) all the doors, balconies alleys etc. have now been fully tested for routing.....Small units can move around the map with ease (& a lot of waypoints), but I wouldn't recommend trying to cross it with full squads.
  2. Bit surprised by that, @MikeyD.....Since discovering 'Iron Mode' I've never used anything else (except author test, obviously).
  3. That's very interesting.....I've been experimenting for a while with a ruined city map, trying to create something similar using ditch-locking.
  4. Have to agree with the general premise of the OP's post. It's even worse when BMPs (or similar) try to support their infantry with auto-cannons firing HE.....They can take out their own squads in no time! Also agree with the comments about terrain in the posts above.....Making passable impassible terrain is quite a skill.
  5. On reflection, that's not the best picture of a T-72B m.1985 that I could have chosen.....The ERA layout on that one is rather non-standard. But not as non-standard as this one:
  6. I'm running Classic Shell on my fully updated Win10 install with no issues.....Did you create the exceptions (for the CM games) in the built in security software that were recommended earlier?
  7. Dude.....No! The T-72AV is equivalent to a T-72A with 1st generation ERA applied, or as it is better known.....The T-72AV: The T-72B m.1985 is a rather different beast (it's a T-72B with 1st generation ERA applied): The whole turret, under the ERA, is very different.
  8. Looks like Battlefront were kind of right about the T-90s: It just took a while for them to arrive.
  9. Does anyone know if there were any Soviet backed Polish units within a reasonable distance of Warsaw (potential allies for a WHIF). TBH The more I look over the various actions, the more I find myself sympathising with Steve's initial position.....It's never going to end well (unless it's a WHIF).
  10. I like the new movement rules for irregulars a lot better. PS - @Bil Hardenberger There seems to be a contradiction between Rule 9a2 (which references rule 4b) and rule 4b itself.
  11. I show the same date as Erwin, so I guess that's probably the most up to date version.....I can put it on dropbox if you don't already have it.
  12. Once again I find myself in agreement.....With the usual proviso that a WHIF scenario seems the only way to go. The actual uprising was very, very disorganised indeed.....Heroic, but utterly doomed due to lack of coordination and TBH bloody awful planning.
  13. Late model with the sloped glacis plate (m.1944)?
  14. Might have to make some test scripts (not very good at those).....My thought was to blow a Blue US/NATO/UK unit to bits early in the game/campaign (a terrorist attack or the like), allowing the player to buddy aid himself a selection of finest NATO hardware. But if the units can't keep the weapons I'll have to come up with something else.....I can't have every scenario start with a bunch of westerners randomly exploding. PS - The way I'm planning this, the player's units are essentially immortals, provided they are not ALL slain in a single scenario (opfor Destroy All Objective with mega-points), which loses you the scenario & campaign there and then.....Otherwise their friends will somehow rescue them and they will get better (reinforcement 100%), allowing them to continue with their great Syrian adventure. Naturally most of the missions are tiny, but often on very big maps.....Some of them, notably the first are pure scene-setting.
  15. Yeah, it was purely for cosmetic reasons.....The scenario is essentially Red vs. Red, but I will want the player's force to be able to get their hands on a Javelin, a Stryker seems to be the best option for doing this. Here's a question for the hardcore player.....In a campaign, if a unit acquires a superior weapon (through buddy aid), do they keep it in subsequent missions or do they revert to their default?
  16. There's only four (or five) men on the Blue team, oh look.....Here they are: I'm sure it will run fine. Really starting to want ammo caches in CM:SF2.....Just not at the expense of being able to dismount vehicles. @37mm.....Would it be technically possible to make an invisible Stryker, replacing the usual unit icon with the icon for an ammo cache from one of the other games.....If so this could be placed inside a building (immobilised) in the scenario editor and then be used in game to Acquire ammo by mounting up (clicking on the icon to do so) and then following the normal Acquire system.
  17. That's another lovely map @George MC.....I forsee long journeys in small vehicles (Inshallah)! The out of memory error doesn't seem to be a thing in CM:SF2.....Maps that would always crash in the old game's editor are solid as a rock in the new one.
  18. @Erwin.....Don't suppose you have this one stashed away anywhere?
  19. Just had a proper look at this.....Beautiful work Bil! I'd really like to try doing something a bit different with it and it would make the perfect candidate for the second part of this: Just need to get it into CM:SF2.....@DougPhresh, @37mm could it be done?
  20. What's that you say? The bad guys shoot at unit leaders and chaps who are lugging really big guns around.....That's just not cricket at all!
  21. 'Zawiya Uprising' is one of yours? My hat is off to you sir, that is some fine work!
  22. Bravo! Best I've managed was a draw and that was against the AI!
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