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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Much as I love the Fennek, it does seem to be a bit over-represented in CM:SF.....IMHO the option to choose the Dingo would actually make a lot of sense. https://en.wikipedia.org/wiki/ATF_Dingo https://en.wikipedia.org/wiki/Fennek PS - @Battlefront.com About those MRAPs.....When?
  2. I was thinking more about the unit 'underneath' the mod.....Most of the game's units feature lighter calibres, but I suppose to a certain extent small arms fire is small arms fire, once you've modded the sounds and models, who's ever gonna know?
  3. It would be great if the Home Army (& Polish forces generally) were an option in a future RT release, but TBH I'm not overly expecting it.
  4. A bush wars mod would be awesome.....But where would we find the guns & the vehicles? Damn we need another Cold War era title.....CM:A is an unloved orphan, despite having some great potential and we can't do everything with CM:SF2, the tech is just too high (or low, depending).
  5. That's about right.....Some related reading for those interested: https://www.amazon.co.uk/2nd-Tactical-Air-Force-Normandy/dp/1903223407 https://www.amazon.com/2nd-Tactical-Air-Force-Vol/dp/1903223415 https://www.amazon.co.uk/2nd-Tactical-Air-Force-Classics/dp/1903223601 https://www.amazon.co.uk/2nd-Tactical-Air-Force-Camouflage/dp/1906537011
  6. I'd be a bit cautious about trying to port CM:SF, CM:A or CM:SF2 maps to the other titles.....They have a few scenery types that are unique. It may only require some corrections (terrain trenches/ditches would need to be replaced etc.), but it might also crash your game (some of the ported CM:FI maps seem to be unstable in CM:BS). PS - That being said, if you do manage to port 'em.....Could I grab a copy (in either/both formats)? PPS - The instability mentioned above may just be down to units being left on the maps.....Not all of the QB maps are empty of units. These are replaced by whatever you select in a QB so you won't ever see them unless you check the map in the editor. If these overlooked units are left in place when you make the conversion I suspect it may cause 'issues'.
  7. I think we will probably see Sprut along with BMDs in the forthcoming module.....I'd like to see the Nona & Nona SVK too, but I suspect they might be represented as off-board artillery in the same way as the 2S31 Vena in the current Russian TOE: IMHO what the game really needs are Russian & Ukrainian HMGs, ZU-23-2s, a selection of MRLs & several more flavours of T-72 (T-72A, T-72AV, T-72B1 (m.1985 & m.1989), T-72BM, T-72BA & T-72B3M would all fit right in). Some UnCons would be good too.....I may have mentioned that before.
  8. Damn right. Easily. Even converting or adapting a ported map can be very time consuming, as you say, depending on the level of detail.
  9. It may be that the scenario is intended to be played against the AI and thus is not properly balanced for 2p HtH.....As I understand it Wittmann's actions on the day he died were not terribly wise, so the designer may have the AI scripted to model that in a way that a human player would not.
  10. We're all second guesing TBH, without knowing the original designer's intent we just can't be sure.....However there remains the mismatch with the briefings.
  11. Havoc has plenty of capacity to spare, it's an absolute monster of a helicopter. The designers were so confident of its cockpit armour that they sat in it while it was tested, I s**t you not: PS - Did anyone else find themselves shouting "Dakka, Dakka, Dakka! Die ISIS Dogs!" etc. at their monitor while driving the camera around on that 3600 video?
  12. There's a big difference between the capabilities of AI controlled units in defence and in the attack.....The minute the AI starts moving units around, their casualties will go through the roof. Consequently in my experience it can be worth making 'Active' AI controlled units a little more capable and significantly stronger willed than 'Passive' AI controlled units.
  13. So that means nagging is still a viable option then? Excellent! (PS - My pleasure)
  14. Problem 2: The CM games always install to User/Documents.....Basically you need to make a new Documents Directory on the drive where you want to keep such things, then point Win10 to it as the default Documents Directory: https://www.dummies.com/computers/operating-systems/windows-10/how-to-change-the-location-of-user-folders-in-windows-10/ Remember.....You need to create the new folder in the correct location first. PS - Win10 is quite smart, so there's a fair chance it will detect the change of directory location and your games will still run, otherwise you may neeed to reinstall.
  15. So about the forthcoming CM:BS Module.....What can you tell us? How soon? New vehicles (earlier T-72s would be a godsend)? MRLs? Buratino?
  16. I'll put something along the lines I described above together on the 'Bishr' map in due course. Tricky to explain how it would be configured (as I don't know exactly just yet), but I think it might make an interesting challenge. Essentially the 'Conventional Defending Force' would have to deal with a number of hostile Combatants operating within the city, while simultaneously resisting the encroachment of Fighters from the deserts beyond. The heaviest weapon on the map would likely be a T-62, the most common, Technicals, lots & lots of Technicals (which sadly rather precludes an AI controlled variant).
  17. In a couple of my UnCon scenarios I've used a setup where there are player controlled forces both within and outside the objective area.....The forces within are too weak to take the objectives, the forces outside are stronger but can be easily pinned by the defenders. The two groups must co-operate to succeed, but they have no direct C2 links. Spies must bridge the gap. Scenarios like that might work well in a co-op format with strict application of something like @Bil Hardenberger's Hard Cat Rules:
  18. Many thanks.....One can never have too many camo samples. Especially with THIS LOT to build & paint.
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