Jump to content
Battlefront is now Slitherine ×

Sgt.Squarehead

Members
  • Posts

    8,910
  • Joined

  • Last visited

  • Days Won

    85

Reputation Activity

  1. Like
    Sgt.Squarehead reacted to Bufo in RT Unofficial Screenshot Thread   
    Knocked out Panthers.

  2. Like
    Sgt.Squarehead reacted to kohlenklau in NEW CMFI SCENARIO WITH MODS: ITALIAN PARTISANS   
    The partisan mds file and bmp files were brought over from CMRT. Credit to BFC. I snuck it all through customs in the bottom of my fake thermos.
    I did mod a a few hats to give some variety as I saw in a photo in an Osprey book. You got the fedora look, plus the artist type dudes in various berets and a dude in a captured field cap with insignia removed.
    I made some new floating icons. Margherita Pizza Colors...
    I made a new portrait for these guys.
    I renamed a bunch of voice files and the names file.
    I made the map. 208 x 208
    AI plan I did. very simplistic.
    Probably anybody could have done this. 
     
     
     
     
     
  3. Like
    Sgt.Squarehead reacted to kohlenklau in NEW CMFI SCENARIO WITH MODS: ITALIAN PARTISANS   
    I finally got around to doing the CMFI Partisans Mod. Just a humble mod. I hope you like it. Just 1 tiny scenario so far but I have another one for play as axis simmering in the crock pot. And if anybody wants to make a scenario using this stuff, have at it! 
    The modtagged mods [partizani] are in a folder in my goodybox in the CMFI section. The scenario is there as well. There is also a folder of "zzstuff without modtags" which if you desire you get a nice historic song of the partisans during your load up and can use a mod I made to select the blue force. Only have it in your z when you play the mod.
    In my scenario designer notes I give credit to others where due... 
    https://www.dropbox.com/sh/onjq96c2gh5jmxn/AADnzA_cS3wtw5LcE0t7l18Na?dl=0
     
  4. Upvote
    Sgt.Squarehead got a reaction from BeondTheGrave in Soviet/Russian Cold War (and Modern) NBC/CBRN recon, attack warning and decontam   
    Interesting concept dude, I'd be interested to see how it works in the wider framework of your scenario.
    As you can probably imagine I've been messing around in the CM:CW editor ever since I got the game.  Thus far I've very little to show for it, one partly done map of an Iranian town (stalled for want of foliage) and also a little project set on a CM:CW variant of a of @benpark's awesome Berlin map.....After I've nuked it! 
    My thought was to make a 'Twilight 2000' type scenario, where the players must cross the hot-zone to escape from vastly superior forces.....TBH at present I'm mostly still removing walls from buildings and figuring out where & how to place the crater, but I suspect I'll be picking your brains when it comes time to implement the environment.
  5. Like
    Sgt.Squarehead reacted to Bootie in Sgt.Squarehead's CM:A Stuff   
    Sorry for the delay had forgot about these but they are available now.  @Sgt.Squarehead
    https://www.thefewgoodmen.com/tsd3/
  6. Like
    Sgt.Squarehead reacted to Vacillator in Possible KV-1 winter track discovery   
    I'm guessing John has taken down his links.  Do you see what I did there 😄?
  7. Like
    Sgt.Squarehead reacted to Monty's Mighty Moustache in DAR - Snow For The Hungry AXIS PBEM   
    The Fifty-First Minute
    Objective ROT



    All this fire is having an effect. First we spot one of the infantry squads pulling out.

    Then an HQ unit from the end building is spotted doing the same. This looks like a controlled withdrawal, they started pulling out at the start of the turn by the looks of it.

    The infantry are holding position to tend to their wounded and dead (it was 2 WIA, not 1 as I stated incorrectly last time). 1st Kompanie continue to move up and deploy for the attack, the bogged SPW did manage to get itself out.
    NAI5
    The AT rifleman's wingman pops up but he's on a reverse slope so we can't get a shot at him at the moment.

    Interesting things happen in NAI5.
    KG RECHTS
    Nothing interesting happens on this flank. I'll be moving the sniper out again next turn.

    SITMAP

    It's a platoon at least in NAI5, it was a squad and an HQ team that was spotted this turn. The troops pulling back on the objective is interesting, I'll be shifting some fire to cover the road between the buildings that they will have to cross next turn.

    PLAN - PART 1
    As promised this my plan for the assault. I'll break it up into a couple of parts as it's quite a bit of effort.
    I've broken the objective up into sectors:

    The plan is to attack from the road towards sector A, using the SBF position to suppress C and D. B, E and F are a problem as the SBF force cannot put much fire onto those sectors so 1st Kompanie are going to have to take care of that themselves.
    Here's the initial supporting fires plan (underway now):

    And the first phase of the assault with supporting fires shifted. The fires on the reverse slope will stop before the assault by the infantry begins, 2nd zug are to gain a foothold and 1st zug are in reserve for this phase of the attack:

    As he's pulling troops back from sector A it's now time to step it up. Should be fun.
    MMM
  8. Like
    Sgt.Squarehead reacted to Freyberg in Professional.   
    I'd go further - isn't the whole point of the Master Maps to give people material to create QB maps and scenarios...?
    Using things for their intended purpose is hardly 'parasitic.'
  9. Like
    Sgt.Squarehead reacted to MOS:96B2P in Soviet/Russian Cold War (and Modern) NBC/CBRN recon, attack warning and decontam   
    Thanks.  I was waiting for somebody to continue the conversation.  
    In addition you could also use EW settings.  However, these settings and soft factors will be for the entire length of the scenario every time the scenario is played on the entire map.  IMO a chemical attack would be more interesting if it occurred in different locations, with different AI plans, on a huge map. 
    As a result I've been testing some ideas in an NTC like setting.  These require house rules and the honesty of the player.  A foxhole fortification is assigned an AI group.  This is the only foxhole in the scenario.  Since it is a fortification it has Fog of War and is the visual indicator of a persistent chemical.  It is given five order spots it can jump to.  Three order spots are in the maneuver area of the map and two order spots are in an out of the way area.  So there is now a 60% chance (the % can be changed) that the foxhole will appear somewhere in the maneuver area at game start.  The foxhole could be made to appear anywhere on the map but chokepoints and obstacle belts probably make the most sense.  The obstacle belts and the foxhole order locations also change with the AI plans.  
    The scenario starts and there is a 60% chance that a chemical attack will be used by the AI.  Depending on the chosen avenue of advance etc. the player may never get hit with the chemical attack even if the foxhole is placed in a maneuver area.  Due to FOW if the player does get hit with a chemical attack he will have some units within the contaminated area when the foxhole is discovered (due to FOW).  The foxhole is placed in a slight depression and in testing is discovered at about 50 meters.  After discovery the foxhole marks the center of a 500 meter 360o contaminated area. 
    The player then designates a unit to mark the contaminated area by placing a movement waypoint on the foxhole with a 250 meter radius 360o armor target arc.  This makes the contaminated area easy to see.  The following restrictions apply to all the players units in the contaminated area:  Vehicles can only use Slow waypoints inside the contaminated area and must button.  Infantry cannot use Fast waypoints inside the contaminated area.  Infantry HQs C2 range is limited to 24meters (to limit C2 while using Hardcat Rules).  Infantry can only plot one waypoint per turn.  The restrictions only apply to units in the contaminated area and after leaving the contaminated area the restrictions are removed.   I'm still experimenting with these rules so if anyone has any suggestions please say so.  
    With this system (which is a WIP) the player doesn't know when or if he'll get hit with chemicals.  If he is hit with chemicals he'll have a choice to make.  Switch to a different avenue of advance or fight through and out the other side.  Below are some screenshots from testing. 
    An example OpFor obstacle belt, in the setup area, for the rotational unit to examine before starting the mission.  


     
    The 250 meter radius of contaminated area from the foxhole marked by a 360 degree armor target arc.
     
     
    A company team was hit with chemicals shortly after breaching an OpFor obstacle belt.  


  10. Like
    Sgt.Squarehead got a reaction from Phantom Captain in Weapons: Ukrainian Tanks   
    @Haiduk  Am I correct in suspecting that this:

    Is an upgraded T-64BM2? 
    I'm trying to figure out what if anything happened to them.....Mostly for modelling purposes, unsurprisingly. 
  11. Like
    Sgt.Squarehead reacted to Combatintman in How a Russian Tanker Proposes   
    The translation is way off ...
    Him:  'See anything?'
    Her:  'No love'
    Him:  'Are you sure ... we're being fired at ...'
    Her:  'I can't see sh1t'
    Him:  'Well something's out there.'
    Her:  'What do you f*****g think this is - Steel Beasts?'
     
  12. Like
    Sgt.Squarehead reacted to MikeyD in Professional.   
    Its a bit ironic that people are demanding the game code be opened when so many don't bother to try the game tools that are available. If you're bored learn how to create proper AI orders sets to direct AI opponent forces in attack or defense. Learn how to build proper maps. Give the community some 3rd party scenarios set in Berlin or with Americans' backs to the Rhine, or hiding in the spa town of Baden-Baden. The game editor is 2/3rds the fun of having the game! Before you ask for 'more' first make use of what you've got. 
  13. Like
    Sgt.Squarehead got a reaction from A Canadian Cat in Professional.   
    I heard The Vatican had a hand in it. 
  14. Upvote
    Sgt.Squarehead got a reaction from BFCElvis in Professional.   
    I heard The Vatican had a hand in it. 
  15. Upvote
    Sgt.Squarehead got a reaction from Artkin in Shock Force 2 Unofficial Screenshot And Video Thread   
  16. Like
    Sgt.Squarehead got a reaction from John Kettler in Russian arms topic revived... :)   
    This is the drone we are looking for:
    PS - Probably worth muting the commentary and just looking at the images TBH! 
  17. Like
    Sgt.Squarehead reacted to MOS:96B2P in Some tank duel tests (CMBN)   
    BUMP.  This is an interesting topic by @Drifter Man with some good information backed up by testing.  Thought I would bump it. 
  18. Upvote
    Sgt.Squarehead got a reaction from CraftyLJ in Sgt.Squarehead's CM:A Stuff   
    Sadly, despite providing some entertaining moments like the above, I can't get 'A Saur Taste' to work convincingly.....Eight AI groups just isn't enough for a reinforced battalion on this map.  
    I could do what I've done before when encountering this issue and switch the AI to the defence, making this a Red scenario, but that's not at all what I'm after doing.....The Mujahideen Battalion (& Tribal Groups) are what make this game unique, plus the AI isn't very good at using them to their full capabilities (Blue AI can't use artillery in game and it's difficult to get AI units to Blast reliably).
    Meh! 
  19. Like
    Sgt.Squarehead reacted to JM Stuff in JM´s Corner   
    Don't worry is on the way...
  20. Upvote
  21. Like
    Sgt.Squarehead reacted to Warts 'n' all in Command and Control.   
    You can tune in and listen to this ... 
     
  22. Like
    Sgt.Squarehead reacted to JM Stuff in JM´s Corner   
    Some news in my Corner !
     




    Limbered gun !
     

    Unlimbered !

     
    Auch die Deutschen sind auf den Weg !!
    German are also on the way !!

     

     
    So far for now 
    JM
  23. Like
    Sgt.Squarehead reacted to benpark in Black Sea Terrain WIP - Frostbite   
    Great detail - well done. Good slight rises here and there where they would be realistically. You also punched the streams down one level, which generally makes sense, and provides cover for infantry or vehicles into risks.
    There's a few other map tricks I and others use to approximate the way the world looks as best as able-
    -Tall Yellow Grass under fencing in areas where it isn't generally trafficked by foot, also works along walls. This also adds LoS cover for infantry where one could expect it in real life.
    -Tall Grass types along the streams in areas where it gets overgrown. Maybe some rare tiles of mud, if they aren't overly annoying in game-terms. The extra cover works well for infantry in a game that pretty often rewards realistic-terrain maps with good gameplay.
    I play a good deal at the ground or near level, and these things matter in looks and game-play when zoomed in. Looking forward to it.
  24. Like
    Sgt.Squarehead reacted to Armorgunner in Blind T-64A and armor question   
    Since I know, you are a fan of later T-80 models. And @The_Capt also have to prepare for the next module 😉. Here are the Swedish terrain trials with the 1250hp gastubine T-80U vs the Strv 104 (Centurion with an aircooled V12 Continental Diesel 750hp)
    Part 1 from autumn 1993
    Part 2 from winter 1994
     
  25. Upvote
    Sgt.Squarehead got a reaction from BeondTheGrave in Ride of the 120th, victim emotional support group [SPOILERS]   
    Time is usually money, one way or another. 
    One (completely unrelated & wildly off-topic) question I've been meaning to ask.....Is there any plan to expand the NTC terrain set, particularly the foliage?  I started messing with a map in Iran, but the lack of foliage options brought me to a grinding halt.
×
×
  • Create New...