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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. @puje & @37mm managed to make something that works (with mods, obviously) for 'H&E'.....They can be seen by the opponent too (a bit too easily IMHO), which would work well for your idea. It would be good if CM:SF2 & 'The Other CM Games' could finally meet.....Dismounted Vehicles AND Ammo Dumps, Uncons Spies & IEDs, 3d ditches (lousy fortifications, but lovely terrain-features).....Pretty sure there's more we could add to the list (like sloped & flat roof types in combination). PS - Independent Buildings!
  2. I'm with you on that fella, absolutely! Outta likes again!
  3. Can we have 'em for CM:SF2 (in Arabic where neccessary) please? Making west Mosul without broken walls is kind of tricky!
  4. It sounds like you've happened to find a particular bit of the map that the TacAI struggles with.....There's no clear or obvious reason for it to do what it does, its internal algorithms just calculate it that way, due to factors outside our sight. I've encountered variants of this while testing on a few occasions, especially with AI controlled units. In something I'm working on now, a platoon of IFVs always attempt to shortcut a kink in a road, across some dirt tites, but the ground is wet and they quite often bog! In the end I gave up and assigned them all individual AI Groups so I could have maximum control of their moves.....We'll see how that goes in due course.
  5. That sort of duration would be trickier, as someone would be bound to kill that truck (the trigger) with a long range shot.....However if you can live with a brief moment of 'implausibility' just before the blinding-flash and the bridge going 'Bye-bye', it's all still perfectly doable.....Just spawn the immobilised truck and the driver in at turn 60. I'd be interested to know whether a dismounted vehicle 'Ammo Dump' would be a valid IED target (it would be a great idea), but sadly 'Ammo Dumps' and 'IEDs' don't co-exist in any of the CM games right now.
  6. Yup.....As a scenario designer, you don't actually even need a player controlled unit to go near the bridge. Simply park an immobilised truck from the player's side on the bridge (remembering to move the dismounted driver back to friendly lines), stick two Huge IEDs under it (I often stack these with small IEDs, just to be sure) and have at least two Triggermen with LOS (to both the truck & the IEDs) at game start. The bridge will be gone by turn 2 (or if you want to delay it, set up precisely as above, but then have the Triggermen spawn as reinforcements).
  7. Yup, there are two flavours 'Combatant' and 'Fighter'.....You'll note that I was quite specific in stating: That's because 'Uncon Fighters' are treated pretty much like regular troops in the game engine, whereas 'Uncon Combatants' get a special concealment bonus depending on the density of the civilian population. I modified my post above replacing 'Partisan' with 'Combat Engineer' as, IMHO, Partisans should be eligible to benefit from this concealment bonus when the civilian density is high (and thus should be treated as Uncon Combatants).
  8. Just took a look at the map in the editor.....Turns out those are actually Light Forest Tiles, so the tanks could go through them. Did you by any chance use just a single movement waypoint at the required destination and the 'Move' (or perhaps 'Quick') command? I've come to think of the former as 'take the minimum effort route' (and the latter as 'do the same, but a bit quicker') as my troops always seem to do just that (they will often favour paths and moving over open ground rather than moving through cover). Thus when using the 'Move' command in cover I tend to favour a lot of short movement legs showing my pixelunits precisely where I want them to go. This is absolutely critical in urban warfare scenarios. PS - The map for this scenario is a beauty.....@George MC Is this one of yours?
  9. I'll probably start by trying to swap the crews of all the vehicles on all the sides.....See if I can get Volksturm driving round in a Lend-Lease truck, that sort of thing.
  10. Release day. After that it would be seeing how far I can bend things in the editor.
  11. Any HE will clear mines to some extent. To solve @BornGinger's bridge issue, what the CM Games broadly need are (as someone does keep pointing out).....Uncons! Dress an Uncon Fighter IED Triggerman up as a Combat Engineer/Commando/German Pioneer (replace his AK as needed).....Job's done. Apologies for using a CM:SF picture, but it's not like I have much choice.....It's this or CM:A, because apparently, in the CM world, irregular warfare only started in the 1970s! PS - Anyone up for CM:IW (Irregular Warfare) a pack that adds Uncons to all the games? Doing it this way means the whingers don't have to have Uncons (too scared of their shiny Blue tanks taking a good shoeing), but the rest of us can still get on with having realistic games.
  12. That's the spirit @chuckdyke! If you ever need any help or advice with your new experiments don't hesitate to ask (PM is best).....Welcome to 'the other game'.
  13. Looks to me like you told the tanks to drive through Heavy Forest Tiles, which they can't, so they tried to drive around them, getting you to where you are at. I suspect the cause of this problem largely lies somewhere between the user-manual and the keyboard. Statement retracted, due to wrongness. Apologies.
  14. I'd definitely support that.....I love the Dutch (.50cal armed) Fennek. "It's no good hiding in that mud hut Abdul, we can still see you and our bullets will go straight through it, and you!"
  15. Shame.....Depending on the crew swapping options we mght be able to make our own, but it would be cool to see them in a patch down the road. I can provide plenty of photographic evidence of their use in Bagration, quite often in what we might think of today as Special Forces units.
  16. How about the Ford GPA for the Soviets? They were very popular around the time of Bagration.
  17. Yeah, there's no shortage of content for the CM:SF games!
  18. I think greater flexibility in the editor might be the answer.....To abuse that would take some actual effort!
  19. Yes they are, that space is now taken up by a whopping great mortar! The ammo is also stored in inconvenient locations.....Hence the reduced ROF.
  20. Just because you are not interested doesn't make it a bad idea.....If you don't like Uncons, don't use them. Simples. Frankly I strongly suspect that the sort of battles that you do like would bore me and many other CM players to tears.....'Oh look Blue are smashing up the locals again!'
  21. Trucks are a particularly perplexing case and that's a fact.
  22. Yup, chuck 'em in z.....The game will handle it. Dunno, maybe ask @umlaut? If the mods are tagged they will, as you surmise, only be detected by scenarios that use that tag.....Thus if everything has been done correctly there is no reason to remove these mods, the untagged files will be selected by default unless the tag has been used. The only issue I can forsee would be possible conflicts with other mods you have installed. FWIW & HTH
  23. It's a shame the campaign decompiler can't recover the campaign script.....Fixing the core itself would be easy enough.
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