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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Reinforcement slots are the one thing that CM:SF2 doesn't give you more of.....So it will require some fiddling (but not too much). However, if I'm doing that I might as well add an exit zone so you don't have to baby-sit the civilians, then I could maybe make the AI scripts reactive and more complex.....etc. That's is how it always starts!
  2. I'm not sure what they would ever do with any more territory.....They can't fully utilise what they've already got (hence NATO's enthusiasm to 'help them out').
  3. Bugger it.....That's a CM:SF1 remnant (the Core was imported directly)! I doubt it in CM:SF2.....I'm not sure if was a real thing or just my imagination in CM:SF1 & CM:A (but the ammo in the original mission did suffice, several people have competed it). Looks like it's supply truck time.....FFS, after all this time!
  4. That's the spirit.....AFAIK only one person has captured it intact (and that wasn't me). Just don't break the mosque! You'd have to start levelling whole blocks to be sure of loosing the battle on the basis of 'Collateral Damage'.
  5. Ammo Shouldn't be an issue.....Or it didn't seem to be in CM:SF1. I'd be interested to know if it does become a problem here (I'm not 100% sure if CM:SF1 & CM:A made much distinction between ammo types, reloading wth NATO ammo seemed to keep the WarPac weapons firing, it certainly filled up the CM:SF1 'ammo bars'). If it does become a serious issue in CM:SF2 I'll just have to add some supply trucks.
  6. Very wise.....Because they wouldn't be able to hear any accompanying infantry over the noise of the tank. Now that's what I thought too.....But so far my testing suggests there's more to it than that. Turns out the more distant spots that I had assumed were down to tank gun noise, were actually visual. Assuming you guys are right, for the sake of argument, does anyone know what the upper limit for sound detection actually is and does it vary by sound intensity? I'm not sure any of us fully understand the mechanics of this.
  7. Here's a new thing since the patch.....It now seems to be possible to place IEDs directly inside a building in the scenario editor, no trickery required.
  8. Dude.....It was you that originally asked for it! Seriously! @Combatintman please back me up here! Anyhow, I just posted the ported CM:SF2 version here: Reckon I might still make an updated version in due course, but it won't be any time soon.
  9. Try turning the graphics settings down, but TBH I still think it will crash.....Too much foliage etc. Radzymin is also available in much more pactical bite-sized chunks.....They're still bigger than most maps.
  10. Nope. Pretty confident you've just moved the shared folder. I know it works with a z folder.....That's how I've done mine. Feel free to experiment though.
  11. Seeing as I've been posting piccies of it everywhere, I guess should probably post the CM:SF2 conversion of the scenario: https://www.dropbox.com/s/opyriyhtgckfi2y/Ashsh al-Dababir (Min-Fix).btt?dl=0 This is as close to a direct port of the original as it is possible to make in CM:SF2 and still have it function reliably.....This version takes no advantage of CM:SF2's new features, but it should still keep you fairly well occupied for an hour or two. PS - Keep in mind it's one of mine.....Come up with a plan and redeploy accordingly before pressing the red button, 'click & go' will not end well!
  12. I suspect he's trying to wind you up, here are the author's comments: PS - I have it on fairly good authority that 4km x 4km is the practical limit.....As I said a map that size was more than enough for my machine!
  13. Wow.....Looks like they are (kind of) giving CTS some proper respect! https://www.brookings.edu/wp-content/uploads/2016/06/david-witty-paper_final_web.pdf https://www.washingtoninstitute.org/uploads/Documents/pubs/PolicyFocus157-Witty-2.pdf But why call them 'Nineveh Swat' FFS? So, now you've seen the film: Any takers? PS - @Combatintman I'd be particularly interested to hear your opinion of this film.
  14. That should work. Fairly sure that would be the shared folder, better to move them to a z folder (old fashoned, but effective).
  15. +1. Absolutely nothing in my collecton of games/books/kits/figures etc. even comes close to representing the same kind of value for money as CM.....I dread to think how many hours I've had out of it since first discovering CM:BO.
  16. Did you update these to the CM:SF2 editor options, George? Or is it a straight port?
  17. @Erwin Rather than go wildly off topic in a CM:A thread, here's how to create a seperate install for 'CM Heaven & Earth': 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. An enormous amount of work has gone into this project from some very capable folk, it would be very nice to see some AARs and get some proper feedback from the wider CM:SF2 community.
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