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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. What he said.....I just started it again funnily enough, tricky but fun.
  2. Ask @BFCElvis nicely when he gets here.....SC is no longer under the Battlefront banner, but he's helped me with such things before now.
  3. You would need to create a seperate version of the core units within your Core Units File (a blank scenario with just the units for your campaign) for each scenario.....Unfortunately this would also have the effect of renaming everyone (unless you manually named them yourself in each and every version) and replacing casualties either with fresh full squads, or squads manually depleted by yourself in the editior.....To all intents & purposes it would make the reinforcements & resupply section of the campaign script utterly redundant and it would make an absolute mountain of work out of your Core Units File. IMHO this concept would be better executed as a series of indivdual scenarios, set a few weeks apart.....The amount of work would be the same or slightly less (avoiding the complexities of campaign compilation) and you have better control of your creation overall.
  4. To further amplify on @Ultradave's amplification (Turn it up to 11 man! ).....Once you have downloaded a suitable decompression tool (7Zip, WinRar, BreeZip etc.) and have that working, you should follow my step one. Once the compressed game file is downloaded from Battlefront and moved to it's new residence (if you don't already have one, creating a folder called 'Game Installers' in My Documents might serve you well), right click on it.....You should see a selection of options, one of which is usually 'Extract Here', selecting this option will cause the contents of the compressed file to appear in the same location as the file itself, they should pop into view as you watch (IIRC it's a single folder with the goodies within). One of these goodies will be a CM looking icon and will be called (Whatever CM Game) v(Whatever Version) Installer.exe.....This is the one you want, double click it and follow the steps in the installation process. Depending on the sophistication of your PC, you may want to redirect the installer.....Do you have multiple SSD drives on your rig? If you have multiple SSDs, let us know before proceeding.....Otherwise, just let it do it's thing (tell it yes when it asks about desktop icons). If I remember rightly it will finish up asking you if you want to play the game.....Say yes and this should automatically take you to the activation screen, enter the keycode you got with your purchase invoice and that should be you in the CM family. If this doesn't happen, you should find an 'Activate Products' icon among those generated by the installer on your desktop (it looks like the game icon), double click that and it will take you to the activation page as above.....That really should cover it. If you really struggle with this, send a PM to @BFCElvis .....He will always get you sorted (but try to do it yourself first, because when you've done it once, you'll know how to do it again).
  5. Trying to keep civilians out of warfare is actually rather unrealistic.....It's nice & neat in a gaming sense, but our games are be aimed at adults and the real world ain't neat, especially when it is at war. Battlefront were right about a war in Syria, but it wasn't the kind anybody expected, they predicted the tech pretty well, but the way the war was conducted was completely new. I doubt any of us are here for the adrenaline filled gameplay, stunning visuals or the thrilling storyline.....We want wargames that model the realities of warfare as closely as possible without anything actually getting broken or anyone getting hurt. I'd heard of your scenario concept and to my mind it was an excellent one.....I'd love to try to play it. @MOS:96B2P, myself and numerous others have attempted to make use of Spies as civilians in their current format, it does sound like this older incarnation of the unit might have worked better for what we are trying to achieve.....Could we get both types perhaps? In the past I've put forward the suggestion of introducing a third, neutral, side (Grey?), sure it's more work for scenario designers, but only if they want to use it.....The ability to treat that side as friend, foe or true neutral in VP allocations would add tremendous scope to these games, especially CM:SF2. CM:SF2 could do with a patch to address several issues TBH.....Red C2 is catastrophic, nobody seems to have radios and they seem reluctant to share information between formations, even when horizontal information sharing is set up. I wonder if this issue, like the 'Red Combatant Occupy' issue isn't somehow partially baked into CM:SF1 maps & scenarios that have been exported to CM:SF2. My problems with the above haven't been easy to replicate in tests, but they were all AFAIK on maps that had their origins in the older game.
  6. Don't know if you ever found an answer to this for yourself, but the answer is yes.....It's definitely the way forward for CM:H&E. Here's how to do it: Navigate to the location where your other CM installs reside (ideally a folder that is excluded from the prying eyes of your AV), then create a sub-folder there called something like 'Full Mod Install Heaven & Earth'. Then run the CM:SF2 installer and direct it to install the game to that folder (tell it not to create desktop icons etc.). Once the game is installed, navigate to the folder you made and create a z folder in the Data directory. Extract all the H&E Mods to this folder. (Scenarios/Maps/Campaigns etc. go to the now shared folder in Documents as usual, these will be visible in your stock CM:SF2 install, but they are clearly marked as H&E content, so that you don't try to play them in the wrong game). With this done, navigate back to the folder you created and installed the game to and right click on 'CM Shock Force 2.exe', select create shortcut. Rename the Shortcut to 'CM Heaven & Earth', move it to your desktp (or wherever you normally start your CM games from) and double click on it.....You should be in 'Heaven & Earth'. For this to work properly it is best not to have any mods installed in the folder in Documents. Mods that you wish to use only for CM:SF2 itself must be located in a z folder in the Data directory of that game. Mods that you are happy for both games to share could be moved to the folder in Documents at your discretion.
  7. & why it mutated into a tank? I love the fact that BAE have managed to sell the original Bradley concept back to the US, on the same chassis no less, but four decades later: British ingenuity at its finest!
  8. I believe that the TOE was modelled on a best estimate of what would shortly become available, I believe it may have been further corrected in CM:SF2.
  9. Download the zip/rar file to a suitable location such as My Documents (or a sub-folder therein), extract the file to the same location. Double click on the installer, point it to wherever you normally install your games.....Let it rip. Double click the Activate (Product Title) desktop icon, enter your key when prompted.....Play CM. Note - It's wise to disable your AV while installing, then to create an exception in your AV rules for the CM game folder (ie: wherever you pointed the installer to) before reactivating your AV. I have all the CM games, they all work fine for me (Win 10, silly specs).
  10. Now that is interesting.....I seem to recall having some issues using a ported map, but I don't remeber what, or which (it may have been one of @37mm's conversions for CM:H&E, they came from all manner of sources).
  11. I believe coolant/cooling is the 'limiting-factor' in both instances.
  12. There doesn't seem to be any evidence that the US used the Dragon launch unit and night-sight in this fashion.....In fact there is evidence dircectly to the contrary: "It should not be used as a surveillance device; other night vision devices are used for that role." Night Sight AN/TAS-5 only has battery life and coolant for two hours of operation, so any advantage should end at that point (apparently they were returned to brigade for refills). The US did have other NVG.....Not sure how prevalent it was 1979-1982 though (not very, I suspect): https://www.globalsecurity.org/military/library/policy/army/fm/7-7/Appi.htm
  13. This would definitely cause issues in play.....There are a lot of scenarios out there that feature Combatants, especially user made scenarios. If neither the designers or players know about this (& I certainly didn't, although I was aware the scoring could be odd for reasons that were unclear at the time) it could lead to some very confusing outcomes.
  14. I think @THH149 is saying that the US seem to have superior 'eyeballs' in CM:CW (we know they do in CM:SF & CM:BS and there are good reasons for it, as you point out). Hope it's not the case, but as he suggests, it might be a remnant of some underlying code or similar? PS - My own experience thus far is that even unsophisticated Soviet tanks are perfectly capable of seeing & hitting my equally unsophisticated tanks at some remarkably long ranges.....I have @Bil Hardenberger & the NTC to thank for that lesson!
  15. That needs reporting IMHO.....Prety sure @MOS:96B2P & I bumped into this while testing something, I forget what exactly, but IIRC we were having difficulty figuring out why Red wasn't being credited with VPs. It sounds like a partial remnant of the (borderline game breaking) 'Red Occupy Bug' from CM:SF1. @IanL This may be one for you.
  16. Me too. The Free Army on the other hand.....Excellent idea for a mod, you chose some good sceanrios too.
  17. Looks like it hit right at the spot where the armoured hatch-bulges are welded onto the glacis armour, very lucky indeed!
  18. Their anti-ship capabilities were developed specifically for that job.....Not sure they could have cut the artery (US Navy had the F-14 & LA Class), but they surely would have crimped it.
  19. "So you just got your hands on CMCW...now what?" That's a very good question.....A very good question indeed.
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