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Sgt.Squarehead

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Everything posted by Sgt.Squarehead

  1. Yes, in the same way that other mods would if you left them in place in an inapproprate scenario, but in addition all Red Units are renamed in the editor at script level and now speak Vietnamese etc. The real reason for my seperate install is because moving a 4.22gb z folder in and out every time I want to switch between SF & HE is a pain in the backside! Its dead simple to do, see my post tagged for you in the H&E thread: I know your new rig is similar spec to mine, so if you then Alt+Tab out of the game and double click on CM:SF2, you will be able to play both at once!
  2. That's the understatement of the decade! @Erwin The current CM:HE Beta has vastly more content than several commercial CM releases, and our main campaign (Year of the Rat) is notably better written than some of the commercial releases (Charge of The Stryker Brigade take a bow). This is why I recommend a seperate install.....Bong-Hai has enough content now to count as a completely different game, the mods go as far as the scenario editor and they work really, really well once you fully understand Mod Tags. So don't think of future H&E releases as Betas approaching functionality, we are long past that point, think of them instead as patches to an early release game.
  3. VP balancing, is indeed the real key to scenario design and while there's a formula for calculating results, there's no formula for getting the points allocation correct in the first place, it just takes trial and error and an awful lot of testing.
  4. So you are deciding that they are sound contacts, based on common sense.....Fair enough. But as I said, check your replays carefully, these contacts can equally often caused by just a fleeting glimpse.....I know this because I've been performing very thorough LOS & C2 related testing on a very large map while we've been having this 'discussion'.
  5. You have to be kidding? In this thread? You accuse the Russian dude of trolling! Priceless!
  6. War tends not to be balanced.....Consequently scenario design is not really about balance either.
  7. I've never looked at a 'Combat Value' in my life TBH, so I'm not sure what it measures or how. PS - I'm guessing it's a QB thing.
  8. Not that I've discovered on my rig (water cooled i9-9990 @ 3.6Ghz, water cooled RTX-2080Ti, 32gb RAM, monster cache, dedicated .5tb system SSD, 2tb SSD, 4tb SATA), a 4km x 4km 'Delta' style map crashed CM:FI pretty promptly.....But it should run Cyberpunk 2077 nicely (eventually)!
  9. Yup.....They do that! Keep it up, that's some fine work and I look forward to seeing the finished item.....Then blowing it to bits!
  10. @Erwin, @Ivan Zaitzev I've done some more work on that CM:A project and, despite it being on a much larger map, with many more units and a much more complex AI script, it's still working! No guarantees that it will continue to do so as I add more elements (more scripting), but it's going OK so far (testing has been fairly limited thus far, but I've run one test to twenty turns with no issues whatsoever).
  11. Nice.....Very different from the stock khaki drab.
  12. Blimey.....So it is! I think we may be suffering calcium deficiency:
  13. So how does one tell these mythical sound contacts from any other tentative contact?
  14. Same valley, different game: 1600m x 1200m Blank Map: https://www.dropbox.com/s/ik08p9iryqcs0hq/[Map] Afghan Highway Valley SF2.btt?dl=0 And a certain city, possibly nostalgic for @Erwin: 800m x 960m Blank Map: https://www.dropbox.com/s/qn1ountxhu2vbrg/[Map] Afghan City (Early) SF2.btt?dl=0 This one is built to my usual MOUT Map conventions and I'm pleased to say all my tweaking has survived the conversion process! Huge thanks to @Suchy for making thse conversions.
  15. Well you could do that, but TBH it's more of a chore than just making a second install.....The thing to remember is that the files in 'Documents/Battlefront' are shared by all installs, so you can't put specialised mods there, they have to go in a z file in the Data directory of each install.
  16. We really need @Zveroboy1 in here too. PS = @Suchy Have you looked at the H&E project for CM:SF2, if not maybe download it (I recommend creating a seperate CM:SF2 install for this mod): This will give you some idea of just how far it is possible to go in converting a CM game, @37mm has wrought truly amazing things! PPS - I suspect that once again the biggest limitation will be voice files.....It wll need to be Red vs. Red again and the Syian units all share voce files, so you could only ever have Soviets or Afghans, not both. However at least you would have voice files to work with.....Poor @37mm had to find/make/summon from the nether darkness the files for H&E.
  17. If you were asking for CM:BS I'd know just what to recommend, but nothing spings to mind for CM:SF2 TBH.....Guess someone should make one, @MOS:96B2P, how bored are you right now? PS - I do have a couple of maps that would be good for this sort of scenario, they're each around 9km2, so there's plenty of space to be mobile in.....Have you considered trying to create the scenario that you want to see for yourself? There's loads of folks who would be willing to help and advise if you fancy giving it a go.
  18. I can see me winding up with another CM:SF2 Full Mod Install at this rate.....If Battlefront won't make CM:A2 we'll just have to do it ourselves! PS @37mm I wonder if we shouldn't have started with something smaller like this before attempting H&E.....But I suppose H&E has blazed a trail that can now be followed for other projects.
  19. They do work, but they are not the same.....If you run the CM:SF1 version of that scenario in CM:SF2 something that needs to happen 100% of the time for the scenario to function perfectly will fail to happen 50% of the time. The differences are very subtle, but they are there right enough. As I said, I've got a 'minimum-fix' variant of the scenario for CM:SF2 (ie: one where I made the minimum changes required to restore 100% functionality), but to me it just doesn't feel quite as intense as the original for some reason. I started making a full CM:SF2 variant, but then life!
  20. FTFY. Explain those empty bunkers to me and you have a point, until then.....
  21. @37mm This sounds like your field of expetise.
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