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Sgt.Squarehead

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  1. Like
    Sgt.Squarehead reacted to Vergeltungswaffe in Heaven & Earth: Project discussion thread   
    Absolutely not.
    Definitely has the right feel to it.
  2. Like
    Sgt.Squarehead got a reaction from Zaba in Night Battles   
    Do you think you could expand at all?
    IMHO several posts in this thread demonstrate an inability to comprehend of the concept of abstraction in a 3d game.....None of them demonstrate an actual issue with CM. 
  3. Upvote
    Sgt.Squarehead got a reaction from 37mm in Heaven & Earth: Project discussion thread   
    Not really postcard quality right now (too many more things to add), but I felt the need to post a WIP picture of the delta:

    Be honest.....You really couldn't mistake that for Syria, could you? 
  4. Like
    Sgt.Squarehead got a reaction from ncc1701e in Heaven & Earth: Project discussion thread   
    Not really postcard quality right now (too many more things to add), but I felt the need to post a WIP picture of the delta:

    Be honest.....You really couldn't mistake that for Syria, could you? 
  5. Like
    Sgt.Squarehead got a reaction from Boche in Heaven & Earth: Project discussion thread   
    Not really postcard quality right now (too many more things to add), but I felt the need to post a WIP picture of the delta:

    Be honest.....You really couldn't mistake that for Syria, could you? 
  6. Like
    Sgt.Squarehead reacted to MOS:96B2P in Heaven & Earth: Project discussion thread   
    Sounds good.  In totality the mods are like another CM game.  Combat Mission Southeast Asia (CMSA).  
  7. Like
    Sgt.Squarehead reacted to ncc1701e in What I'd like to see in CM3...   
    In fact, I do not need CM3. I will be more than happy with just few enhancements :
    1. Ability to split squads inside vehicule to dismount only the needed team.
    2. Ability to keep damage on a map like the old Operation of CM1 (a modern urban battle could be splitted In several scenario on the same map)
    3. In the editor, increase the number of AI groups - 32 instead of 16 (to allow more flexibility)
    4. In the editor, increase the number of Terrain objectives - 30 instead of 15 (to add more AI triggers)
    5. In the editor, allow Setup of AI group to be linked to an AI trigger (to add an AI group on the map depending on the location of the other side not only of a time period)
    6. In the editor, allow more control of AI indirect fire missions (duration, smoke or normal rounds, initiated by AI triggers)
    7. Add more default flavor objects
     
    But, if one would like a wish for CM3, introduce machine learning for AI so that it can learn battle after battle the best way to defeat you (both for StratAI and TacAI).
  8. Like
    Sgt.Squarehead got a reaction from George MC in Hammertime! re-done for SF2   
    Cheers fella, I feel slightly better now.
    Hope your non-CM projects are proceeding according to plan. 
  9. Like
    Sgt.Squarehead got a reaction from A Canadian Cat in Allied Vehicle Bugs   
    My mistake, thought you were suggesting the gun was on a fixed pintle. 
  10. Like
    Sgt.Squarehead got a reaction from George MC in Hammertime! re-done for SF2   
    Yeah, it's the big one (4.8km2).....Been on it for months. 
    I'm making it up as I go along (referring to images here & there) so connecting up all my 'little ideas' and blending it into a whole is taking me a while.....What sort of timescale would you expect to get a (fairly complex) map of that size done?
    PS - It looks kind of flat in that screen shot, but it really isn't.....Water is elevation 5, the highest tile is 97. 
  11. Like
    Sgt.Squarehead got a reaction from George MC in Hammertime! re-done for SF2   
    Cheers.....Your use of real water will make determining the lay of the land a bit easier I suspect, look forward to giving it a go (once I escape from 'The Delta'). 
  12. Like
    Sgt.Squarehead reacted to George MC in Hammertime! re-done for SF2   
    Specially for you
  13. Like
    Sgt.Squarehead got a reaction from George MC in Hammertime! re-done for SF2   
    There is water (& Crop 6) in that screenshot. 
    Cheers George. 
  14. Like
    Sgt.Squarehead reacted to George MC in Hammertime! re-done for SF2   
    Background
    This is an updated version of the popular CMSF scenario ‘Hammertime’. This updated version uses the NATO German ‘Halte! Hammerzeit’ map – which I remade for CMSF2. The updated map saw the orginal map receive a significant re-work mainly adding terrain elements that were available in SF2 – key one being water, but I also added a variety of trees and bushes, and made use of the new additional terrain tiles.
     For history buffs the original SF ‘Halte! Hammerzeit’ was in itself a different flavour of the original SF ‘Hammertime’ substituting NATO German units for the US units. Everything else remained the same (RED OOB; Orders; Victory conditions; AI Plans etc).
     So to turn the wheel full circle this SF2 version of ‘Hammertime’ substitutes the US units for the NATO German units from the SF2 ‘Halte! Hammerzeit’. Everything else remains the same (RED OOB; Orders; Victory conditions; AI Plans etc).
     This can be played either side vs the AI (but I’d suggest playing BLUE vs RED is the optimum for AI play) or H2H.
    About the Scenario
    The brigade has just conducted a deliberate attack against a stationary enemy Guards mechanised infantry battalion on Objective Anvil. The brigade's attack was a success, encountering less resistance than expected. However, Division intelligence reports indicate that there are strong enemy mechanised forces arrayed in and around "The Big Smoke" a large populated town just off "Route 66", situated on the east side of the canal. It is thought likely that this force has armour and AT support.
    You are "Hammer 6", the task force commander of mech heavy TF 1-40. Your task force consists of 'Charlie' company, and 'Panzer 1'. The battalion scout platoon - call sign "Hawkeye" has been attached to your task force for this mission.
    The Brigade TF commander wants to capitalise on the success of the earlier attack immediately - driving forward through Phase Line Bill and Phase Line Jane to seize the town of "The Big Smoke". Your task force is currently the spearhead of the brigade and is moving north along the axis of "Route 66" towards "The Big Smoke", with the line of the canal on your right flank. 
    This sector, as you can see from the map, is moderately populated open mixed farmland with small bermed fields, wooded plots, and dotted with multiple farmsteads. Due to the area of marshland, and flooding in heavy rain the roads are elevated on berms. The town of "The Big Smoke" sits on the eastern bank of the canal.
    It is currently 0600Hrs. "Hawkeye" has just radioed that they have arrived in "Small Ville". No enemy forces have been encountered...
    Link to download
  15. Upvote
    Sgt.Squarehead got a reaction from sburke in Weird Spotting. What's going on here?   
    Now tell him about the cows:
     
  16. Like
    Sgt.Squarehead reacted to carcer in R&R Mod Corner   
    Landing Craft flavor object. Still can't get the textures it comes with to work so if anyone wants a crack at it let me know while I go back to mission making for a bit.
  17. Like
    Sgt.Squarehead reacted to carcer in R&R Mod Corner   
    Update 6: The General forum might be a better place for this thread or the scenario and mod tips? Anyway thanks Sgt Squarehead for the link and with the help of Aquila I was able to get a beach log obstacle going. Still can't get the textures it came with to work so more testing is needed...one things for sure is that it's a pain in the butt. I'm hoping to get a landing craft in and redo some tellermine poles that I've made before. The other above image is testing the 1st 20 min of the scenario I'm working on. Getting closer and so far pretty fun.
     
  18. Like
    Sgt.Squarehead reacted to StieliAlpha in What Are You Reading?   
    I just finished “Player of Games“. Awesome, indeed! And a very unusual Science Fiction. Had it‘s length, but also many fantastic twists and turns. The only thing I missed, was a more detailed description of Azad. Hm, that’s probably too much of a gamers view.
    Looking forward to “Use of Weapons” and thereafter, I might grab an Ian Banks audio book for free. But then it’ll be enough Ian Banks for a while.
  19. Like
    Sgt.Squarehead reacted to Erwin in Online magazine posted BF's game screenshot   
    However, I still remember when the same thing was said way back when about there being no chance of a CMSF update.  But, some of us kept lobbying for it and eventually...  So, there is always hope...  (ie: "Never say never...")
  20. Like
    Sgt.Squarehead got a reaction from 37mm in Heaven & Earth: Project discussion thread   
    Attacking with the rising sun behind them.....Very classy. 
  21. Like
    Sgt.Squarehead reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Tent (All CM games)

     
     
  22. Like
    Sgt.Squarehead reacted to 37mm in Heaven & Earth: Project discussion thread   
    Another "Tidbit"...
     
  23. Like
    Sgt.Squarehead reacted to Wicky in A legacy of war - What happened to 2nd Platoon?   
    https://www.bbc.co.uk/news/resources/idt-sh/Iraq_legacy_of_war
    In 2007 the BBC’s Mark Urban was “embedded” with a platoon of soldiers in one of Baghdad’s most violent areas.
    Ten years later he tracked down four of the men from the unit.
    What effect did the war have on them?
  24. Upvote
    Sgt.Squarehead got a reaction from MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Did you find yourself yelling "FFS lads!  Just shoot that mother*****r!" at your screen too?    
  25. Like
    Sgt.Squarehead reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Foot chase, northbound, crossing Dekker Avenue. 


     
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