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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Some contrasting scenes from the city centre: Business as usual at 'The Fayke News Corporation'.....Headlines: NATO claim 'Mission Accomplished' in the campaign against OSIRIS in Ramadi! Meanwhile: All is tranquil in the community garden behind the 'White House Covfefe Shop'.
  2. Cheers fella.....All strictly tongue in cheek, I hope to raise a smile with this, not cause any offence. Thought I'd finally finished the mapping of Trumpton itself, but I did my usual stupid trick of exiting without saving.....So I've got a bit of restoration to do then it's adding the rest of the flavour objects, there will be literally thousands of them when I'm done (it's into the hundreds already)! Consequently although it's only a small map it may take a while to load, hopefully it'll be worth it once you are in there. I'd very much appreciate it if anyone who does feel 'triggered' by this would kindly keep their thoughts and comments to themselves.....There are plenty of sites for political quibbling, but this isn't one of them.
  3. The Barbary Pirates have a lot to answer for.
  4. Better right than soon.....Plus my pocket-money's spent for this month (Armory Pantsir-S & assorted 60s & 70s tanks) and next (OKB 2A3 Kondensator) already!
  5. That's the spirit.....If you need to bounce ideas when the time comes, you know where to find me. PS - You are going to need someone to make you a crane!
  6. I'd vote for these guys: https://www.iraqincontext.com/single-post/2018/01/23/The-Iraqi-Counter-Terrorism-Service-From-the-War-on-ISIS-to-the-Future In CM:SF2 they'd probably be best built on the US Infantry ICBT formation.....Give me these and I will give you Mosul! @LongLeftFlank has already given you Ramadi: But I believe Fallujah is still up for grabs if anyone else fancies it!
  7. That looks like it was 'one of those turns'. Did you notice if crossing the wire fence had any impact on the T-62s suspension prior to it bogging?
  8. True but we're looking at a full generation and more back now.....Showing your age fella! As has been pointed out in a couple of articles, the current generation have known only the 'War on Terror', kids born after it began are already enlisting.
  9. I suppose I should probably post a pic or two of Chigley too: I've never mapped a golf course before.....It's harder than I thought!
  10. Great for the tanky types, but it's not really a modern title, any more than CM:A is.....I'd buy it in an instant though. I came to CM:SF late after a long break since the original CM trio, but I get the impression it was a 'modern' title when it was first created (in the same way CM:BS is).
  11. To get IEDs into buildings requires two AI plans and the commitment of one AI slot to the units in question. Add the IED(s) that will become the booby trap (Huge is best IMHO) and the triggerman to an AI group. Create two AI plans each with a setup order area inside any building, ensure the setup tile(s) are fully covered by the building (you may be able to use the same building(s) in both AI plans, I've never tried it). The triggerman can be placed on any level of the building per a typical AI infantry setup, the bomb(s) always appears at ground level (consider LOS issues here).....IMHO a single tile setup area is best. Pop into preview mode and place the triggerman and bomb(s) somewhere other than either deployment area. Run the scenario in author mode, IIRC when you first enter the map the triggerman & IED will be where you left them, but when you actually start the scenario (Big Red Button) they should snap to one of the two deployment areas according to the AI plan selected. With wire IEDs (at least) you can use multiple IEDs from several different triggermen in this group (I've not tested the other IED types).....There's a building in Mosul wired with three Huge IEDs, you'll know if you find it! This seems to apply mostly to Uncon special units (such as spies) and it mostly seems to determine the 'Rout Distance'.....Anything with a gun (including IED triggermen) seem to be spotted pretty much as normal, as they should IMHO. I should add here that I've not done any conclusive testing on this, but as you know I've messed around with a lot of urban scenarios featuring these units and that's the impression that I get. Not sure about this.....Never noticed it, if it is the case. Like a bat outta hell: Those of you who are new to CM:SF and preorder the full CM:SF2 pack are in for a massive treat when it comes out.....It is one hell of a game!
  12. I've got a border-crossing scenario written, but only one (pretty basic) AI plan and no briefing.....It's a pretty major remodel of one of the stock NATO campaign scenarios IIRC. I got bogged down working my way through the countless buildings, making them a bit more Syrian and sorting the internal/doors windows issues, ensuring connecting buildings were at the same elevation and wore the same skins etc. (per @LongLeftFlank & @Combatintman recommendations for good urban mapping).....It's a bit of a chore but it really makes a difference when you play the map.
  13. IMHO it might be a good idea for BF to veer toward the 'Sandbox Game' style a little more with near-future modern titles.....Things are changing so quickly, conflicts can flash into being then die away in much less time than it takes to design a game modelling them. So perhaps it would be a good idea to focus on building a coherent and above all flexible framework that scenario designers & modders can use to model these different conflicts according to their whim. CM: Flashpoint perhaps?
  14. The level of wilful denial encompassed in this article is staggering: https://www.militarytimes.com/news/your-military/2018/08/08/us-commander-no-need-for-major-change-in-afghan-war-plan-as-new-general-takes-over/ Note he doesn't specify whose fight.....Because it was the Taliban who just kicked ISIS out of Jawzjan, not NATO or their 'Afghan Partners': https://www.longwarjournal.org/archives/2018/08/taliban-says-islamic-state-is-completely-defeated-in-jawzjan.php
  15. Hell-Cannon skin, anyone? I'd guess mortars count as 'Specialist Teams' which don't seem to be covered by the list.
  16. Same here.....Looking on the bright side, we have a new iteration of the game and all the modules, as a base-line. If it proves popular BF might decide to add some new features down the road. It should also bring in a new generation of CM:SF players who we can gleefully traumatise in Ramadi & Mosul.....We even have some new tools to do it with!
  17. Only light-hearted ones (on my part at any rate): http://community.battlefront.com/topic/125502-mad-merican-mout/?tab=comments#comment-1719325
  18. Ah, but I expect the Russians are probably behind it all, somehow.
  19. This I can work with! This is a very big part of what I was referring to. I've been up all night building Trumpton (you would not believe the number of flavour objects), so I can't remember where the thread was off hand.....My issue was about dismounted vehicles automatically turning into ammo dumps (so crew-swapping is no longer possible) and my hope that (at some point in the future) it might be possible to select either state (and thus do crew-swaps). In CM:SF you could do this without mods: As I understand it, this will not be possible in CM:SF2 (my attempts to achieve similar things in all the other Engine 4 games have always resulted in supply dumps). However regardless of that, @Battlefront.com's reply has covered the current issue for me, for which he has my thanks. PS - Notice the C2 issues with the small band above.....That is all I wanted to be able to fix. PPS - But being able to do the whole thing would be nice!
  20. This is officially a good thing.....MOUT operatons just got a bit more nightmarish.
  21. Run for the hills.....The 'Axis of Evil' is back!
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