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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. I never look in the editor until I've played something to death.....Your 'Hammertime' series are still my favourite CM:SF classics, I must have played them dozens of times before I started messing with them. Certain 'individuals' taking in the view at the first settlement area had a very short life expectancy in the later runs.
  2. Trust me the AI doesn't do a bad job either.....I reckon 80-90% of my casualties have been mortar related. Uncons HQs can call in mortar, but the response time is pretty quick by Red standards so I'd guess there may be multiple FOs (or even worse, Uncon Spy-FOs) out there.
  3. More on the tank incident I posted above: https://www.rt.com/news/437302-tank-seized-kids-crocodile/?utm_source=miximedia&utm_medium=miximedia&utm_campaign=Miximedia
  4. Gave this a run against the AI.....Damn those Uncons have a lot of mortars!
  5. That was you? Kindly award yourself a drink on me. PS - While I haven't done any actual work on it, your map has been the scene of a lot of 'kinetic buggering around' due to its sheer bigness.
  6. That's weird Ian, when I placed the vehicles in Trumpton and removed the mod (exactly to test what would happen) I got nothing.....My car parks were empty!
  7. It might indeed be possible for two players to cooperate as the US and Ukrainian COs (with the limitations Erwin describes).....I suspect it would be rather good fun, especially if you limited your communications to what would be plausible in the timeframe. Have to say, it sounds like my Ukrainians were a bit more adventurous than @Erwin's in testing.....I should have saved some images of the adventures of 'The Three Amigos' and their armoured car! @MOS:96B2P saw some of it IIRC. HTH would end badly I suspect.....There are Russians out there and I fear an 'International Incident' might prove irresistible to the Red player.
  8. You'll see. I look forward to reading your comments on this one, it's a bit different.....
  9. What a puny little robot! In not-Soviet Russia:
  10. CM:SF, as it currently stands, wouldn't be the best advertisement for the CM range anyway.....It has 'issues'.
  11. I found that using the 'Briefing Toggle' in game was sufficient to let me interpret new intel as it came in, but it's definitely worth having a notebook and a pencil to hand so you can keep track of it all as it accumulates. The civilian vehicles are a must, not just for this scenario, they are a superb addition to the game as a whole and they do indeed use new slots so nothing is taken away from your game by having them. If you don't have the mods installed you will see.....Nothing (I've tested this personally, I used bazillions of them in Trumpton). PS - Read the briefing very carefully, at least half a dozen times.....There are lots of little details in there that can help you can to formulate your plan of operations. Nothing should be taken for granted and the 3D map should be studied in detail (Hornets' Nest type detail) before letting your pixel-truppen loose on it.
  12. Have a look at the stats for the Sagger, it has characteristics that you may be able to use to your advantage. PS - It's hard to tell where the launcher(s) actually is(are) in relation to the HMMWVs in your image.
  13. 1.4km x 1.4km of dense urban terrain is no small undertaking, especially when you are giving all the buildings 'the full treatment'. Re: Porting the map to CM:BS.....Many (Most?) of the individual buildings and flavour objects are identical AFAIK, I'm optimistic that a conversion would work pretty much unchanged. PS - There's another very good urban map for CM:SF that I forgot.....Bishr: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force-add-ons-maps/bishr-map/
  14. Some useful intel gained, you know the approximate call time for their mortars and you're forewarned about potential VBIED attacks, all for no loss.
  15. That qualifies as one of the bigger understatements I've read this year I'm almost as excited for this map as I am for the forthcoming Module, I've built (am building) city maps a few hundred meters on a side, so I know how long it takes to do right.....Consequently work like this and Ramadi gets my full attention and appreciation. PS - I'd kill to have Uncons AND your map in CM:BS!
  16. I'm not trying to get into a battle with you fella, you've given me some great ideas like the bank vault in 'The Heist' and even inspired whole scenarios like 'The Hornets' Nest', but you have to appreciate that if you don't understand the editor, it is hard to take some of your comments seriously.....Scenarios like TOC are pushing the envelope of what is possible with the game and while ideas & suggestions are great, it's the actual implementation that's always the issue. And then there's the timescale! Which reminds me, I still haven't looked at TOC in the editor.....Reckon I might just have to play it one more time first though (for old times sake), it really is that good!
  17. I wouldn't really think of that as MOUT, not even by middle eastern standards.
  18. Bah! I can be so dim sometimes.....I forgot the USMC bit! Cheers Ian.....Unsurprisingly I do actually have it after all.
  19. @Erwin Making comments like this on other forums: https://www.tapatalk.com/groups/genhawkscmforum/cmsf-scenarios-t1568.html Really doesn't help your case much. That was from back in 2009 to be fair, but it's pretty typical, found purely by chance while looking for a copy of CM:SF Rahadnak Valley Search.....It's easy to say how rubbish other peoples' work is, but it takes actual effort to get into the editor and demonstrate how you could do it better or even differently. Put up or shut up.
  20. Please could somebody point me towards a source for this scenario.....I don't seem to have it (and I'm a big fan of @George MC's work).
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