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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. E'gads! What's that you say? Send a gunboat at once!
  2. I think it has a lot of potential as a WHIF scenario or mini-campaign.....Modelled historically, but with alternative AI plans that might allow the Home Army to capture more of their objectives on the first day. I'd certainly play it (TBH I even attempted to make it in CM:BB, back in the day).
  3. Does the game's Bulat model 'Nizh' or 'Nozh'? I have a feeling they are different systems and there definitely appear to be some issues with the claimed working mechanism of 'Nozh'.
  4. Fanatics? Suppressed but never panicking & fleeing?
  5. That may actually be very good news for me.....Indirectly.
  6. Did you click on anything? As @rocketman says, the game will sometimes crash if you click when it's loading a big scenario or map. I'm running an I9-9990 with a 2080ti, still happens to me sometimes.
  7. That's how they were done in CM:A and in CM:SF1 (and can still be done in CM:SF2). But because they deform the terrain they are visible to everyone.....Thus they tend to attract artillery like flies to a t**d.
  8. Mid-Late production StuGs do have a coaxial mahinegun:
  9. Nope, CM:SF2 from start to finish.....We're very perplexed.
  10. I'm kind of intrigued to know where this magical land might be.....TBH it sounds marvellous!
  11. Probably easier for @puje to do it, he has a wider selection of evidence than me.
  12. I reckon we're pretty close to making the mod public.....RL stuff interfered with my input for a while (and still is to a lesser extent) so I'm behind with my mini-campaign and we've hit an interesting, hopefully solvable snag with @puje's full-scale campaign. For some reason Red isn't being awarded points for Occupy Objectives in some scenarios set on my delta map, yet apparently it works properly in other scenarios on the same map. The problem appears to persist even when the mod is removed and the scenario fired up in a stock game. Any thoughts?
  13. Not a scooby TBH.....Maybe he's referring to the diificulties of infantry in buildings vs. tanks? There's some discussion here:
  14. Hattastic! I'd love to see how you got on with the various mapping tools we have.....Trust me it's not even a bit like regular CM:SF2, some of the mods have quirks that can be used to get 'two for one' from your tiles (adding Brush changes the appearance of a few of them radically, especially when some of the tags are active).
  15. Of course that could rapidly become a disadvantage, if the guys with the HEAT launchers are paying more attention than the guys on the tank.
  16. Maybe you should take a look at 'Heaven & Earth'? I know you'd be more than welcome.
  17. I believe that is normal for a vehicle that is present on the map without its crew, they could well actually be from the same platoon.....The C2 connection is to the crew rather than the vehicle itself. The problem here is (I believe) that the campaign script for replacements here either affects the whole core force, or none of it.....The designer isn't able to specify which units are reinforced and which are not. A way round this might be to remove all half-tracks in the core file itself, then add them as needed in the individual scenarios as non-core units attached to the core force. The downside of this however is that your half-tracks are now immortal and that they will be filled to the brim with ammo on each mission (the latter can be mitigated with the supply setting to some extent).
  18. Definitely one of your more 'useful for CM' finds JK.
  19. Bloody hell that's well done on the AFV model front.....First rate!
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