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CMFDR

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  1. Like
    CMFDR reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The scouts move out to locate the German Armor. 
     
    The scout team obtained tentative armor contacts, however they are out of C2 and unable to make a SPOT report back to their platoon HQ.  
     
    The scouts obtain a confirmed armor contact for German Tigers however they are still out of C2 and unable to make a SPOT report. 
  2. Like
    CMFDR reacted to MOS:96B2P in C2 & Information Sharing (REDUX)   
    The screenshots in the original C2 and Information Sharing topic were destroyed by Photobucket. As a result a REDUX C2 and Information Sharing topic was created with new screenshots. Some mods that will show up most often in the screenshots are, user interface (UI) and floating icons:  
    Floating Icons – Cat Tactical Icons CMFI
    User Interface – Juju’s TweakedUI CMFI V5
    Some interesting topics have been started about how information moves through the C2 chain both vertically (up & down the chain of command) and horizontally (directly from one team to another team).  As a result I did some experimenting with C2 & information sharing.  Below are the results with screenshots from the experiment.  If anyone can offer a correction or additional information please do. 
    Additional useful information and supplemental C2 rules:   
    4.0 Engine Manual page 66 Command & Control.
    @Bil Hardenberger Command Friction 2.0 -  http://community.battlefront.com/topic/125172-command-friction-20/
    @Peregrine Command Layers - http://community.battlefront.com/topic/110861-command-layer-in-ai-battles/
     
     
    The distance information can be shared vertically (chain of command).
    Voice C2: Up to six action spots, approximately 48 meters. If either unit is on Hide then the distance is reduced to approximately 16 meters.
    Close Visual C2: Up to 12 action spots, approximately 96 meters. This is also the maximum distance a higher HQ can fill in for a lower HQ. Example: Company or battalion HQ fills in for a platoon HQ and provides C2 to the platoon's fire teams. 
    Distant Visual C2: As far as the unit’s line of sight.  (In the experiment I had units in distant visual C2 at 40 action spots, approximately 480 meters before I stopped.)
    Radio C2: Entire map.  In the WWII titles, CMSF & CMA - C2 via backpack radio is lost during foot movement. C2 is maintained during foot movement in CMBS.
    The distance information can be shared horizontally (directly between teams).
    Up to four action spots, approximately 32 meters. (Sometimes a team had to move to within 3 action spots)
    Can information be shared horizontally between teams from different battalions?
    Yes
    Can information be shared between two different HQs that do not have a common higher HQ?
    Vertically: No (With no common higher HQ there is no bridge for the information to pass over) 
    Horizontally: Yes
    The experiment was conducted on skill level Iron in CMFI v2.0 Engine 4.  I used two different US battalions on a custom made map for the experiment.  The 4th US Tank Battalion on the west (left) side of the map and the 1st US Infantry Battalion on the east (right) side.  A high ridgeline divided the two battalions.  HQ units are blocked from C2 Voice, Close Visual and Distant Visual with other HQ units. At the beginning of the experiment no units of the 4thBattalion were in C2 with units of the 1st Battalion.  An immobilized German Tiger and a destroyed Tiger were used as the OpFor unit to be spotted and reported.  
    The Area of Operations (A/O) for the experiment. Note the highlighted scout team with no C2.   
     
  3. Like
    CMFDR reacted to benpark in Mod Tags- How To for You   
    I'll try to do a "how to" for the Mod Tags, since people are not totally clear on how they work. I'm not an Official Voice on the matter, just a tester that has more time with them than most. I hope people get creative with them, so I thought I should do a step by step to try to get things moving.

    Mod Tags are a new addition to the CM series. They allow a scenario author to change selected graphics for that scenario. Users can also do this to an existing scenario after the creation of it in the Editor.

    Step by step:

    -Create a graphics mod that alters the stock files in some way (trees in this hypothetical case).

    -Create a text (.txt) file. Open it and write a "Tag" for the graphics you want to use to replace the stock game graphics. It can be anything that helps you remember what it is. Let's go with "benparktree" with the hypothetical mod being modification to the tree graphics. I'll then write this tag in the text file with no quotation marks.

    -Only use one text file per tag! You can't have one file with multiple Mod Tags in them, as you will need to load it later in the Editor. Again- One Mod Tag per text file!! So, my Mod Tag text file has the following with NOTHING else:

    benparktree

    -Save this text file with any name you like in the RT "Game Files" folder. I personally have a separate folder with a few of these text files for various WIP mods called Mod Tags.

    -Add this Mod Tag to the name of the .bmp graphic files in brackets. Leave a space between the stock file name and the Mod Tag. Looking through my exploded RT game files, I see an example from for cavalry forces:

    smod_soviet_m43_soldier-nco_uniform [cavalry]

    So the tree mod .bmp file title would look like this:

    tree-1-leaves [benparktree]

    Almost there! Now we need go to the Editor from within the game itself to add the tag to a scenario so we can see it.

    -The first screen you see is in the Editor is the "Mission" screen. This is where you want to be. Look at the top left menu. At the bottom of this list of text selections is a selection called "Mod Tags". Click that.

    -Click "Import". Load up your text file that has the Mod Tag you chose that matches up to the graphics files. You should now see that Mod Tag name in the large UI window.

    -You don't need to keep the Mod Tag text file after this. The Editor cooks it into the scenario file. Other players will obviously need the tagged graphic files (which will go in their "Mods" folder) as well as the scenario if you release it, however!

    -Save your scenario.

    It's really easy, and very simple to get a hang of. I've just tried to break it down for beginners, so I hope it helps.

    What the tags won't do is allow you to see a given mod in every scenario (unless you go through every step above for ALL scenarios!). If you decide that you like a mod and want to see it in every game you play, remove the mod tag part of the name in the title of the .bmp graphic file so that it works like a regular mod (and put it in your "Mods" folder).

    What Mod Tags allow a scenario designer/modder to do is to make something that is specific to the given scenario. To make a specific building look like a historical one, rain on uniforms for "rain" weather (a WIP I may get finished at some point), and so on and so on and so on.

    So git crackin' modders!!
  4. Like
    CMFDR reacted to A Canadian Cat in The CM2 FAQ Thread   
    In another thread I mentioned I had a set of links saved away I called a set of FAQs. I promised to share so here they are.
    This is an export of the bookmarks for the folder I call FAQs on my bookmark list so nothing fancy and, while I did a little fixing up, this is really how disorganized it is on my computer. This is a combination of stuff I think will be useful to me, issues that come up frequently that might benefit others and totally useless topics that I got tired of answering again and again and or I got tired of googling for the last answer that was given. The order below is not really planned either. It's just the way they are organized in my bookmarks. Sometimes the link titles are what the poster used sometimes they are my rewrite. The description was automatically added by FF, except when it didn't. I left it all so some of the spelling mistakes are mine and some are yours I could not careless and only mention it cause I don't want to hear about it . It is possible that a link or two is to an internal tester only part of the forum or I might have repeated a link. If that happens - sorry. I would not mind knowing about those.
    You might or might not be able to tell which is which. Either way I hope you all enjoy them! Hey, lets collect your FAQ or Important links in the follow on discussion.
    Scenario and Map Design
    Scenario designing with AI
    Hi,I have had reason to be inspired to create a SP scenario that will feature the player as the attacker.It has occurred to me that there are some basic gam...
    Making OP Neptune Spear – A Scenario Design Tutorial
    Ok a couple of people (yes you @Borg ) have been screaming out for a ‘Special Ops Mission’.  So I thought – hell why not?  But there is a twist to this … ...
    Scenario Test & Discussion Thread
    I did a lot of work on the scenario yesterday, mostly in the AI Plan. Here are the highlights: Fixed the runaway MG team problem (yes, it was just th...
    AI triggers small tutorial
    Using Google Earth to create contours
    Adding spoilers using the editor
    CM Maps Universal Translator Tool - Manual hex edit instructions
    Flavor Object Placement and limits
    Is there a limit to the number of flavor objects you can insert into a map? Or the number you can have within some set number of square meters? I keep...
    Spotting Objectives
    An interesting discussion of how Spotting objective work and how you might use them
    How to use Mod tags
    Instructions on how to use mod tags with scenario authorship
    Another Mod How to
    This one includes how to add multiple tags
    Supply platoons and ammo dumps
    A post discussing how vehicles from the same platoon converted into ammo dumps combine into a single ammo dump.
     
    Mods
    How to install mods
    The short and sweet explanation of how to install mods.
    Mods and sub folders
    Because the short version didn't make it clear.
     
    Tank fighting positions
    Static defenses
    OK I went and did some experimenting.  Here is a scenario with four different prepared tank positions on each side one is T90s vs M1s and one is T90s vs Bra...
    Battle positions for tanks/AFVs
    I think M1A1TC's description of how BPs are used goes to demonstrate just how hard it would be to code the AI behaviour for them.
     
    Writing Briefing Info
    CCIR in briefings - Combat Mission - Black Sea - Battlefront.com Community
    Commanders essentially do two things - they lead and make decisions. CCIRs are designed to allow them to make informed decisions and are recommended to th...  
     
    Destroying Bridges
    http://community.battlefront.com/topic/94780-how-do-i-blow-bridges-up-staftesters-q/?tab=comments#comment-1235110
    Steve's direct answer to why blowing bridges is not part of CM
    http://community.battlefront.com/topic/110304-destroying-a-bridge/
    What can destroy a bridge.
    http://community.battlefront.com/topic/110851-can-pioneers-blow-bridges-in-mg/
    Market Garden specific discussion
    http://community.battlefront.com/topic/124968-blowing-bridges/
    A discussion about blowing bridges
    Spotting
    LOS Through Trees and general explination Good discussion.  Picking up on the last train of thought... design for effect vs. engineer for effect...   Spotting and Multi-threading So if the spotting cycle were reduced the chances to spot in any given cycle would have to be reduced to keep the results in the game the same. An increase in resources dedicated to spotting checks could allow the game some room to tweak some corner cases but that is about it.   Spotting cycle explanation   Tactical Tips
    Learning the ropes of IFV combat 1 hour ago, Ivan Zaitzev said: I don't know much about modern warfare.I'm more of a WWII guy and can't say I'm very good at that either. So,...   YouTube Play List of Tactic Instruction This playlist includes: Combat Mission Normandy Tactics - by Jeffrey Paulding Combat Mission: Tactics, Techniques, and Procedures - by Chris Maillet Combat M...   Tactical Lifehack - Getting solidiers to Stand up when not moving 15 hours ago, Vanir Ausf B said: The Pause + move command thing does work with the caveat that the unit must be already moving when the paus...   HQ in BMP impoves spotting and engagment I did some tests... 1 BMP-3M  at 300 meters open field against 2 strikers.   Only gunner and driver: average spotting time of strykers and engagem... Hull Down & Partial Hull Down Advantages
    V4.0 Hull Down question
               How to use the command and other disagreements.
    Sniper Tactics
               Some thoughts on how to utilize snipers - some advice from an actual sniper!
     
    New To Multiplayer
    Announcing "Whose Turn Is It?" a PBEM turn management program
    Use Dropbox / WTII / CMHelper for multiplayer games
    PBEM opponent wanted
    Search for PBEM opponents
    New player resource list
    In the meantime, Mishrae, welcome to the forums. Don't forget to bookmark both the repository, and The Scenario Depot III:http://www.thefewgoodmen.com/ts...
      Unit Behaviour
    Command Connection - Company CO commanding section   C2 & Information Sharing - Redux   The Relationship between Soft Factors, Morale & Fatigue The Relationship between Soft Factors, Morale & Fatigue    Preface Hi all, I'm pretty new to the BFC forums but I've been milling about over . Buddy Aid: How to handle casulties at the border of AS
    XO or 2IC taking over command
     
    Targeting Buildings
    Targeting with tanks in an urban envionment   City fighting, what are the isssues?? - Page 3   It's got to go It really has. Before we come to the wide open plains of the Rodina. What has to go? The requirement to be able to spot the ground plane at the centre of an...   Urban Combat: share your tips and techniques that work for you With the market garden module on the way and some improvements to urban combat mentioned by BFC I thought now would be a good time to start a thread about w...   It's got to go. - Steve's comment I know this thread has been quiet for over a month, but today I stumbled upon it and figured I would address the issues here since, no doubt, they will come...  
    Performance Discussions
    Ben's Video settings This what I have ticked "on" in the Nvidia Control Panel ...   Performance Optimization   Notes on Performance for NVIDIA gpu And now for some hard data to prove my point regarding inconsistency in antialiasing levels with my hardware/drivers: AA 4x (default in-game setting) vs AA 16x (set in Nvidia control panel) --> AA 16x wins with higher FPS's. ...   Performace Discission With Steve As my topic, I'm wondering if there's any optimization done on the new Combat Mission. The mouse and control lag is really painful when there's more than a ...   CM:BS Performance Nvida settings   Erratic frame rate investigation Open GL instructions analysis   AMD Graphics card Recommended Settings     Full Battle Playback
    Review entire battle?
    Future Feature Request: Save Replays for Playback Battle video - Combat Mission: Shock Force
    Full replay some thoughts  
     
    IP Address Problems
    blocked battlefront site
    I really, really want to buy new CM .... but My ip is blocked for 2 or 3 years already I know at least 10 other CM fans who can't access www.battlefront....
    not allowed to buy your product?
    Dear Publishers/Admins/(Devs?)   I am a big fan of your games and products. I find it disappointing that I can not access and purchase any of your games usi...
    Battlefront site blocked
    While traveling, I found that this site is nearly always blocked at airport lounges even though other game sites are not blocked. Just thought maybe someth...
     
    Bones and Future Plans
    May 2018 General Update
    May 2018 Engine 4 Patch update
    May 2018 Update on Shock Force 2
    May 2018 CMFI Rome to Victory Bones
    May 2018 CMRT Module 1 - to be named later - Bones
    2017 Summer Bones
    15 hours ago, Apocal said: Someone in another thread mentioned that BF's programmer had left. I immediately assumed it was ChrisND since he ...
    July 2015 what's next post
    It's been a while since we've laid out our development plans. Time to change that As always we are hard at work on more than one thing at a time. The big pr...
     
    Unit Encyclopedia
    In game unit encyclopedia Hello. I am a long time Combat Mission player that started with Beyond Overlord and have played most of Battlefronts Combat Mission games. The one thing I ...   Other / Not Categorized
    How to update a PBEM game after applying a patch or upgrade of the game   Sell on Steam? Steve's summary   Steve's discussion of DRM   Load Time Varies with Number of Mods?
    AT Guns: Re-crewing There are three basic technical complaints as I see it: 1. Rotation speed 2. Pushing speed 3. Ability to take cover far from the gun CM presumes battle...   Any plans for Vin's animated text to be updated On 23/05/2016 at 8:55 AM, CMFDR said: "Cas" versions have casualties in plain letters instead of signs. As you asked for Erwin:  ...   Crews Re-manning Tanks There are a lot of aspects of crew behavior that could be looked at, but I think it would be helpful to keep in mind that tank and crew behavior in Combat...   150mm heat from a 50mm AT gun   Indirect Fire
    General Advice
    Rate of Fire and Rounds Used
    Artillery and Smoke
    How come smoke rounds are unusable (and who's responsibility is it to keep track)
     
    Saved Links
    Command Friction - Applying C3 Effects A set of Rules   Newbie H2H questions - Combat Mission: Battle for Normandy - Battlefront.com Community   Combat Mission Victory Calculator One for the scenario designers. I've been thinking about a dormant Carpiquet campaign I really want to get done and realised it's a bit hard to test objecti...   CM Career Record System CM Career Record System [Now featuring Red Thunder] Combat Mission Red Thunder   Best way to structure objectives for screen scenario What do you want each player to do? Figure that out, then reward them for doing the 'right' thing. It seems to me that the two sides have quite differ...
  5. Like
    CMFDR reacted to Mord in Reshade 4.0.2 Primer   
    Ok I spent a significant amount of time messing with reshade last night and decided to make a (took forever!) quick little  primer for people who haven't tried it yet, or for people who (like me) tried it and just had too many problems getting it to work. I solved that!
    First off you'll want to head over to Reshade.me and dl the new 4.0.2 Reshade.
    Now, go to where you dled it.
     


     

     
     
    You can uninstall Reshade by redoing the exact same procedure. This time when you click your CM exe
    it will remove Reshade. No muss no fuss.

    Ok. Now comes the part a lot of us have had problems with. If you follow my instructions you'll be able to use Reshade with very little hassle. My pain is your gain. READ THROUGH THIS ONCE OR TWICE FIRST.
    1b.) Start the CM game you installed reshade on. You'll see this (pic below). DO NOTHING.

     
    2b.) Go to the editor (easiest to just do this in the editor).
    3b.) Open a map and preview it. (You can open a scenario or QB or just a flat map. Not really important for this first part).
    Now this is the tricky part. Just pay attention to your old buddy Mord and I am gonna get this working for you!
    While you ARE IN THE EDITOR (AND EDITOR ONLY) hit the "Home" key. It will bring up a menu. Now, when you do this, for a lot of us the screen will rotate. If it does just pay attention to the menu box you see in the picture below. It will stay still. If it gets too much you can click "Home" again and it'll take you back to normal and you can get your bearings.
    I suggest skipping through the tutorial you see in the pic for now.

     
    4b.) Ok see the set of tabs? Click the Settings tab. EDITED: Go to Settings: Input Processing. Set it to "Pass on all input". No more spinning! BIG THANKS to Captain Reyes! Now choose "Effect Toggle Key". Now choose a key on your keyboard that you would like to toggle the Reshade effects. Make sure it isn't something CM uses. I use Shift+F2. Ok press whatever key you are gonna use. That will be used to toggle your effects on and off, obviously,

    5b.) Now I am gonna give you some effects to get you started. These will be a good base for you to experiment with without a lot of guess work right off the bat. Ok, click the first tab that says "Home" next to "Settings" in the menu (NOT the keyboard "Home").
    Now find the following and check them.
    Tint [sepia]
    Emphasize
    FilmPass
    ColorMatrix
    GaussianBlur
    Colourfulness
    In this pic I chose all of the above and dragged them all to the top of the list so I always know where they are and I can experiment more easily. I highly suggest you do this to make it easy on you later.

     
    Ok, do you have them all? Now, click the "Home" key on your keyboard.
    Now, if you want to switch back and forth between Vanilla graphics and Reshade graphics you just hit the key you chose in part 4b.)
    HERE IS THE MOST IMPORTANT PART: Before you leave the editor make sure you toggle back to vanilla graphics. NEVER toggle Reshade graphics on outside of the editor, or outside of a battle.
    NEVER toggle the Reshade menu ("Home" key) outside of the editor or a battle.
     
    NOTE: If you screw up and do one of the above you'll have to find a way out of it. It won't damage your game or anything but it can take some trickery to get it back to normal. I've done it a bucnh of times now and am used to it. Don't panic if it happens! SEE CAPTAIN REYES'S POST BELOW.
    Sounds like a lot but it's really quite easy. Once you do it for one game it won't take you long to have them all running using Reshade. And trust me it REALLY is worth it. I didn't think it was but now that I figured out not to open the menu or toggle the effects outside of the editor/battle it's a whole new world.
     
    The screens speak for themselves!
     
    VANILLA

     
    BADASSERY!

     
    Anybody that has any problems just ask and I'll do my best to help. I want you guys to experience this!
     
    Mord.
     
     
     
     
     
     
     
     
     
     
     
     
     
  6. Like
    CMFDR reacted to SeinfeldRules in SeinfeldRules Scenario Thread   
    Hi all,
     
    I've been working on a whole bunch of scenarios for CMRT, and finally got around to finishing a couple. I'll use this thread to post whatever I manage to finish. I have 4 for today (though one has already been posted before, just tweaked it a little), and hopefully I can put the finishing touches on 1 or 2 for tomorrow. Most of these have had barely any playtesting, beyond what I could do by myself. That's where I need feedback from you guys. These are not 100% tested. Please let me know what I can change to make it better!
     
    I like small, company sized engagements. All of these have 2 companies or less. These may be suitable for H2H, do not have anyone to test them with though. All my maps are "hand made" originals. They look best with my terrain mod IMO!
     
    Interlock OP v1.0
    https://www.dropbox.com/s/bs581b72xj6n96s/AD%20Interlock%20OP.zip?dl=0
     

     
    You are in command of a German Grenadier platoon in Estonia. Soviet forces have secured an interlocking tower overlooking our forward positions and are calling artillery on our forces. You have been tasked with securing the tower by force and securing whatever intel you can. Axis vs AI only
     
     
    Pastureland v1.0
    https://www.dropbox.com/s/pq48lgx5c1tokfe/AD%20Pasture%20Land.zip?dl=0
     

     
    The Germans are falling back in confusion. Our tank corps and mehanized infantry have pushed far foward, leaving us, the dismounted infantry, behind to mop up the remnants and widen the corridors. Your company was doing exactly that when you came out of a small copse of trees and immediately started taking machinegun fire. A large, open pastureland sits between you and the incoming fire. On the far side, a group of buildings on the outskirts of a village. You determine that is where the enemy fire is coming from, and you immediately decide to attack. Allied vs AI only.
     
     
    Gorbatzewich Roadblock v1.0
    https://www.dropbox.com/s/zsmkvq4hfcr09ms/AD%20Gorbatzewich%20Roadblock.zip?dl=0
     

     
    You are in command of a Soviet Cavalry Squadron southwest of Babruysk. After several long days of fighting, we have finally managed to capture the vital city and open the road to Minsk. Remnants of German forces still remain around the city, occupying blocking positions and doing their best to prevent our forces from rushing into Minsk. One of these blocking forces is located in the village to your immediate front. Allied vs AI only
     
     
    Amongst the Ruins v1.0
    https://www.dropbox.com/s/wo11fj4zcq3h2au/AD%20Amongst%20the%20Ruins.zip?dl=0
     

     
    You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Axis vs AI only
     
     
     
  7. Like
    CMFDR reacted to SeinfeldRules in SeinfeldRules Scenario Thread (CMFI)   
    Hi All,
     
    I have a new scenario (Reverse Slope) for CMFI to share, and I thought I'd do what I did for CMRT and create a thread where I have all my scenarios in one easy place. Hopefully this will expose them to more people too, as I'm still looking for feedback on all of them! Please let me know what you think and what needs to change!
     
    *NEW* Reverse Slope v1.0
    https://www.dropbox.com/s/fvg44cw2tjlt1b0/AD%20Reverse%20Slope.zip?dl=0
     

     
    Your Rifle Company is poised to breakout of Salerno and push towards Benevento. The whirlwind of German counterattacks has finally abated, and battalion has passed down the order to push forward. Our first objective is a village strongpoint on the reverse slope of the ridgeline to your front. Our patrols know that at least a German company has spent the past several days digging in and are prepared to defend it. Your riflemen and attached tanks are assembled in a wood several hundred meters short of the village, and must push over the ridgeline and into their reverse slope defense... Allied vs AI only.
     
     
     
    Flak Hunt v1.0
    https://www.dropbox.com/s/4fb0qmzz6oc4n60/AD%20Flak%20Hunt.zip?dl=0
     

     
    You are in command of a British parachute company that has been dropped into Sicily as part of Operation Fustian. Your battalion has been dropped far south of its intended dropzone. You've managed to gather the majority of your company, but are unsure of where the remainder of your battalion is located. During the drop, you noticed a German flak battery among some fields and orchards. Absent of any orders, you have taken the initiative to take out the battery with your troops. Allied vs AI only.
     
     
     
    Pontine Patrol v1.0
    https://www.dropbox.com/s/08afuepgzmcrwjq/AD%20Pontine%20Patrol.zip?dl=0
     

    You are a company commander in the 1st Special Service Force (1st SSF). The 1st SSF is a mixed American-Canadian force, highly trained and well led. Your unit currently sits on the western side of the Mussolini Canal, forming the right flank of the Anzio beach head. East of the canal is the Pontine Marshes, drained by Mussolini in the 30s for farming, and flooded by the Germans following our landings. The government farms built by the fascist Italian government have turned back into swamp. Since our arrival here we have been aggressively patrolling into the Pontine Marshes, and in some places have forced the Germans to pull back their lines almost a kilometer. Yesterday evening a strong German force moved back up towards the canal, and occupied several farms just east of us. We believe they intend to hold the farms and overlook the canal in order to stop our aggressive patrolling. Your company has been tasked to cross the canal and show the enemy they can not take up positions so close to our lines. Allied vs AI only.
     
     
     
    Recon Gone Wrong v1.0
    https://www.dropbox.com/s/thkc0f004bdtkt6/AD%20Recon%20Gone%20Wrong.zip?dl=0
     

     
    You are an Italian infantry company commander in Sicily, July 1943. Your company is currently guarding one of the many secondary roads to Palermo, in a defensive position not too far from a bridge running over a riverbed. Shortly before dusk your forward positions overlooking the bridge spotted American soldiers and personnel carriers rushing towards the bridge. Half of the enemy force has already crossed the bridge and have setup on our side. You take the initiative and attack... Axis vs AI only.
     
     
     
    Small Patrol Action v1.0
    https://www.dropbox.com/s/z70081b9igh4wrk/AD%20Small%20Patrol%20Action.zip?dl=0
     
    FEATURED ON YOUTUBE BY PEWPEWCHEWCHEW!
     

     
    You are Charlie Company's commander, a part of the 2d Battalion, 30th Infantry Regiment, 3ID. You and 2 of your infantry platoons were on a foot patrol along a local road when you recieved machine gun fire. You ordered your troop to take cover along both sides of the road and informed your battalion commander of the situation via radio. He has ordered you to take your platoons forward to the enemy and to eliminate any resistance you may find. Allied vs AI only.
     
     
    Snow Day v1.0
    https://www.dropbox.com/s/xe8ts5i2jt6xwpb/AD%20Snow%20Day.zip?dl=0
     

     
    It is winter in Italy and our advance up the eastern coast has been slow going. Our major combat operations have ceased for the moment, but that doesn't mean you or your soldiers will get any rest. Your infantry company has been tasked with seizing a small town sitting to the west of our position in order to better secure our front lines. Allied vs AI only.
     
     
     
    Wires and Rifles v1.0
    https://www.dropbox.com/s/czzs22okjl9yb98/AD%20Wires%20%26%20Rifles.zip?dl=0
     

     
    You are a German recon commander in Sicily, July 1943. Your recon company has been tasked with delaying the American advance, harassing their flanks and conducting raids on exposed positions. It seems that your unit has found a seam between the American forces, as your column has pushed far forward without encountering any organized resistance. The lead elements of your column have just ran into an American support unit laying communication wire along a road. Your lead units were spotted and fired upon, but were able to withdraw without any casualties. You quickly decide to take your company forward and attack. Axis vs AI only.
     
     
  8. Like
    CMFDR reacted to SeinfeldRules in SeinfeldRules Scenario Thread (CMBS)   
    Myrne Roadblock v1.0
    http://bit.ly/1OkIHiV

    The frontline in the war for Ukraine has stabilized. As the two sides rebuild, combat patrols cause trouble on both sides. In a NATO salient in the Russian lines, enemy forces have been continually cutting the Main Supply Route with platoon and company sized elements. For the past several weeks, your air assault infantry company has been tasked with clearing these roadblocks, using your high mobility to quickly reach trouble areas. This morning, infantry with several BMPs in support infiltrated through the gaps in our lines and occupied the village of Myrne, which sits astride the MSR. Your company was assembled and flown into an area north of the village. Take your force and clear Myrne of the enemy. BLUFOR vs AI only.
  9. Like
    CMFDR reacted to SeinfeldRules in SeinfeldRules Scenario Thread (CMBS)   
    Night Jump v1.0
    http://bit.ly/1ZqcAXc

    The war everyone feared has finally come. Russian tank units are flooding into Ukraine, and the combined UKR and NATO forces in Europe are not enough to stop them. The best NATO generals can do is stem the tide until armored divisions from the US can arrive on the continent. The XVIII Airborne Corps is dropped all over Ukraine in a desperate attempt to stop the Russians wherever they can. Your division, the 82nd Airborne, is dropped near Kherson to help defend the southern route to Odessa. Your battalion's objective is a large grain elevator, a veritable mountain in the flat sea of steppe, able to observe critical avenues of approach for miles. The infantry company you command has its DZs closest to this objective and as you exit the plane into the cold night sky, the angry tracers racing up at you from the buildings surrounding the grain elevator reveals the enemy has gotten there first... BLUFOR vs AI only.
     
     
  10. Like
    CMFDR reacted to SeinfeldRules in SeinfeldRules Scenario Thread (CMBS)   
    Hello all,
    With the success of my CMRT and CMFI scenarios, I've decided to branch out into CMBS and create some content for this game as well. I only have one scenario right now, but have 2-3 more not far from completion. As always, these are not playtested to death and I don't guarantee perfection - I believe in the 75% solution now as opposed to the 99% solution weeks from now!  Please give me feedback - I am always tweaking in order to produce a better experience for everyone! All my maps are "hand made" originals. They look best with my terrain mod in my opinion!
     
    Bradley Speedbump v1.0
    http://bit.ly/1MMoW3Q

    The invasion of Ukraine has kicked off, and our tanks are rolling across the countryside. The American and Ukrainian forces were not enough to stop the Russian advance, and have been scattered into many individual groups, all seeking to delay us in whatever way they can. As the commander of your Russian Brigade Tactical Group's lead reconnaissance element, you are responsible for locating these NATO forces and either bypassing or destroying them.
    As your brigade pushes to Kiev, your patrol's lead vehicle is stopped by sympathetic locals, just east of a large orchard. They hurriedly explain that an American platoon with a tracked vehicle in support have established a position overlooking your brigade's main avenue of advance. The only way the main body can continue down this road unhindered is for you to dig the Americans out of their delaying position, located just west of the orchard. REDFOR vs AI only.
  11. Like
    CMFDR reacted to MOS:96B2P in How to use Mod Tags   
    I did some digging around reading forum posts, looking in the Editor and looking at mods at CMMODS III.  The below is what I have found so far.  I think the below is correct but i'm still trying to understand it.  So any correction / guidance would be useful and welcomed.  Also, I'm going to tag @umlauthere since my research indicates he may be able to shed light on the mod tag issue. 
    Mod tags first came out with Engine 3.0 in August 2014.  Since engine 3.0 all the games (except CMSF1 & CMA) have had the mod tag selection added in the editor under Mission.  CMBS and CMFB were released after mod tags were added and as a result make more use of them in scenarios than the earlier titles.   Information on stock mod tags are included in the game manuals for CMBS & CMFB, not the engine manual (as far as I can tell).  CMBS game manual page 143.  CMFB game manual page 125.       
    The below in italics is from the CMFB game manual:  
    Mod tags are used by scenario designers to force selection of textures tagged with the appropriate label. For example, a scenario that has the "[whitewash]" mod tag will always attempt to use any textures with a file name containing "[whitewash]" (without the quotes) when the scenario is loaded. Mod tags are also used automatically by the game when certain conditions are met; for example, if the Region of a scenario is set to Germany, the game will automatically load textures with the "[germany]" mod tag in the file name.
    CMFB stock mod tags:
    Note: Ardennes region art is used by default for environmental art, if no mod tags are selected.
    [germany] - German environmental art.
    [france] - French environmental art.
    [holland] - Holland and northern Belgium environmental art.
    [autumn] - Autumn environmental art.
    [winter] - Winter environmental art.
    [snow] - Snow unit and environmental art.
    [cold] - Cold environmental art.
    [muddy] - Muddy unit and environmental art.
    [whitewash] - Adds whitewash camo to vehicles. Whitewash tagged art is used automatically by the game when the date is January or later, and there is Light Snow or heavier on the ground.  
    [whitewash snow] - Combination of Whitewash and Snow mod tags.
    [rubble] – Heavy Rocks terrain tiles will now resemble piles of urban brick rubble.
    [rubble snow] – Same as the [rubble] tag above, but snow is mixed in with the rubble.
    I think the mod in the mod folder gets the [tag] and the scenario gets the tag in the mods txt document eg: [snow] goes with the mod at the end of the mod’s file name.  In the scenario the word snow goes on the txt document under Mission – Mod Tags.  Or the mod might also be made to appear if the conditions of the scenario is set to light snow, heavy snow or blizzard. So maybe two different ways of making some mods appear? 
    In addition terrain tiles can be used for a second purpose if the tag is placed in the txt file in the scenario Editor. 
    Tile Tag                       Notes
    lawn = Dirt red tile changed to lawn 
    rubble = Heavy rocks changed to pile of bricks
    rubble snow = Heavy rocks changed to pile of bricks with snow
    trash = Hard changed to pile of trash
    trashsoft = Sand changed to pile of trash   (trash & trashsoft look exactly the same to me) 
    In addition the tag night on the txt file gives troops camouflage faces. 
    I also found tags on txt documents that seem to be related to the scenario: meijel, stoumont, hatten, wingensurmoder, sessenheim, Bastogne, wiltz, herrlisheim, singling, stoumont.  Not sure what these do or how they do it yet..............
                                                                                                                                                    
  12. Like
    CMFDR reacted to MOS:96B2P in Deleting top leader of a formation in the editor   
    I think most times you can delete the Bn. CO. if all Bn. level assets are deleted first Bn. XO, FO etc.  However when the editor does not allow you to delete an unwanted unit the remedy is usually to make the unwanted unit a reinforcement that arrives after the end of the scenario.  Example: If the scenario is two hours long the unwanted units that are also un-delete-able are made reinforcements [R7]  that appear at three hours 03:00:00 after the start of the scenario. 
  13. Like
    CMFDR reacted to A Canadian Cat in Opening Camera Position   
    In the deployment phase for each side the last camera position is saved as the starting point for the side when playing the scenario.
  14. Like
    CMFDR reacted to Vinnart in Grid Mod   
    Here is grid version of Aris's grass that will work in all CMx2 games.
     
    Aris Grid GrassAris ground grass.zip
  15. Like
    CMFDR reacted to Vinnart in Vin's mods - Animated Text, Geometric Icons, Easy vis UI, Bases   
    Vin Arrow Bases Mod
     
    This mod works with all cmx2 games. The default is the thick bright arrow, which I think is the best, but there are lots of other alternate base shapes such as a pentagon to use if you like.
     
    Check these out. I think you will find them more functional, and attractive over the stock bases.
     
     

     
    Vin Arrow Bases Mod.
    Vin's arrow base mod.zip
     
    Still doing some tweaks and testing with the Easy Vis UI.  Plans later tonight, so will probably have it up tomorrow.
  16. Like
    CMFDR reacted to Badger73 in I am looking for a mod   
    @Falaise - If you are going to rename all those file names to their current values, would you consider uploading to CMMODSIII (http://cmmodsiii.greenasjade.net/) when done?  Good luck and thank you.
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