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nathangun

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  1. Like
    nathangun reacted to Magnum50 in It's way past time to list titles in the My Order Battlefront...   
    Come on, well past time to list what the game is we ordered so I can find the one I want easier, instead of clicking on every damn order to find it. Posted in truth but fun.
     
     

  2. Like
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Short Teaser: Actually, I didn't want to do this because there are good tools out there... but over the last year or so there were so many questions, calls for help and even an offer to pay me for making a map that I came to realize that maybe, just maybe not everyone out there is a map nerd or geodesy scholar. So, I have been clobbering something together that should make getting those elevation maps (and possibly OSM, too, at a later stage) into CMAutoEditor as comfortable (and fool proof!) as possible.
    More info to come but I will close with asking for help myself: Are there any volunteers out there willing to beta test this tool? If so, please PM me! 🙂
     
  3. Like
    nathangun got a reaction from OBJ in My latest project for a campaign...   
    The campaign side will be used using Advanced Tactics Gold, moving units around the map, building units and tracing supplies.
    Attacks into a hex can be used with CM using the TOE's of the units involved.
     
  4. Like
    nathangun reacted to JM Stuff in My latest project for a campaign...   
    (Infos, minimum,) Sorry writing to quick and don t check before sending my message.
    I will pay attention...☺️
     
  5. Like
    nathangun got a reaction from JM Stuff in My latest project for a campaign...   
    After reading through the forums of my favourite beer and pretzel Advance Tactics Gold (ATG) I read that it was possible to edit a save game, once edited, it becomes a new scenario.
    Another post confirmed that it could be used for a strategic layer for a campaign. So I got to work on a CMFI campaign system.
    So I started the game (the latest Phoenix beta version).
    You can manually patch your Advanced Tactics game to the latest Open Beta Phoenix Version.
    Note this is the patch for the MATRIX version! For the Steam version you'll need to enable the Steam Open Beta in the Steam interface (right click on the game in your library list and click Properties>Betas)
    Now for you Matrix players:
    https://www.vrdesigns.net/openbeta/Adva ... 40_061.zip
    I started a new Phoenix Random game, once the scenario was created, I selected edit and began editing the Sub Formation files (STF's) and creating new ones.
    So far this is the fruits of my labours.
     


    In the screenie above there's a graphic for a German F.O. if anyone can get me one of an British/Commonwealth would be helpful.
    Paratroopers:

    Fighters: (not my graphics, credit to Ormand in the matrix forums).


    Staff:


    I began to build the TOE's straight out of CMFI, these will be the building blocks for any CM campaign.
    In the ATG scenario editor, new units will be companys and HQ's will be Bn HQ's.
    So I began with a British Reinforced Infantry Battalion (Brit R.I.B.)
    3 x companies.
    I've bungled all the squad and HQ teams as "rifles" so it easier to manage and easier to count the "Headcount" for CM scenarios.
    There's enough slots to add LMG teams etc...

    Inf Plt:

    2 x Machinegun Plt:

    Carrier Plt (recon)

    2 x Anti tank plt:

    Mortar Plt:

    Poineer Plt:

     
    Recce Plt motor rifle Bn

     
    AA Troop 40mm

     
    Recce Squadron (recce regiment).

     
    Heavy A.T. Troop Armoured Bn

     
    Inf Plt (Motor Rifle Bn)

     
    Motor Rifle Company

     
    Engineer Company

     
    Infantry Company (Reinforced Inf BN)

    There's a lot of work to get through still, each new weapon has to be given in game research data and production costs, which regime can/cannot research each weapon.
    Then each tank type will also have to be done.
     
     
  6. Like
    nathangun got a reaction from Erwin in My latest project for a campaign...   
    After reading through the forums of my favourite beer and pretzel Advance Tactics Gold (ATG) I read that it was possible to edit a save game, once edited, it becomes a new scenario.
    Another post confirmed that it could be used for a strategic layer for a campaign. So I got to work on a CMFI campaign system.
    So I started the game (the latest Phoenix beta version).
    You can manually patch your Advanced Tactics game to the latest Open Beta Phoenix Version.
    Note this is the patch for the MATRIX version! For the Steam version you'll need to enable the Steam Open Beta in the Steam interface (right click on the game in your library list and click Properties>Betas)
    Now for you Matrix players:
    https://www.vrdesigns.net/openbeta/Adva ... 40_061.zip
    I started a new Phoenix Random game, once the scenario was created, I selected edit and began editing the Sub Formation files (STF's) and creating new ones.
    So far this is the fruits of my labours.
     


    In the screenie above there's a graphic for a German F.O. if anyone can get me one of an British/Commonwealth would be helpful.
    Paratroopers:

    Fighters: (not my graphics, credit to Ormand in the matrix forums).


    Staff:


    I began to build the TOE's straight out of CMFI, these will be the building blocks for any CM campaign.
    In the ATG scenario editor, new units will be companys and HQ's will be Bn HQ's.
    So I began with a British Reinforced Infantry Battalion (Brit R.I.B.)
    3 x companies.
    I've bungled all the squad and HQ teams as "rifles" so it easier to manage and easier to count the "Headcount" for CM scenarios.
    There's enough slots to add LMG teams etc...

    Inf Plt:

    2 x Machinegun Plt:

    Carrier Plt (recon)

    2 x Anti tank plt:

    Mortar Plt:

    Poineer Plt:

     
    Recce Plt motor rifle Bn

     
    AA Troop 40mm

     
    Recce Squadron (recce regiment).

     
    Heavy A.T. Troop Armoured Bn

     
    Inf Plt (Motor Rifle Bn)

     
    Motor Rifle Company

     
    Engineer Company

     
    Infantry Company (Reinforced Inf BN)

    There's a lot of work to get through still, each new weapon has to be given in game research data and production costs, which regime can/cannot research each weapon.
    Then each tank type will also have to be done.
     
     
  7. Like
    nathangun reacted to A Canadian Cat - was IanL in AMD 22.8 series breaks game again   
    Well only one, maybe three, people have any knowledge of the BFC code. I'm not one of them, you are not one of them no "other members" are one of them either.
    So, just dismiss that baseless claim. The bottom line is graphics card vendors are responsible for implementing the OpenGL interface. If they have bugs they should fix them.
  8. Like
    nathangun reacted to samuraiman in Creating Maps with CMAutoEditor   
    Yes, the Pz-Aufklärungs Abteilung is standing by waiting for the map to be finished while hiding from Soviet fighter-bombers.


  9. Like
    nathangun reacted to JoMac in Vehicle & Ammo Sharing   
    Ok, I know you need a Team to get into a Vehicle in order to acquire its Ammo, or Automagically have Infantry share Ammo with each other when in adjacent squares. 
    However, I didn't know you can move a Truck up next to an Inf Squad and start sharing its Ammo...I'm playing a game where I moved a Kubel wagon next to a house with friendly Inf and it shared its 9mm ammo automagically (once the Squads MP40 was low on ammo). 
  10. Like
    nathangun reacted to AtlasActual in AMD 22.8 series breaks game again   
    Have a nice trip 🛫🏝️
  11. Like
    nathangun reacted to kohlenklau in CMFI KOREA 1950 MOD scenario creation thread (and later with PBEM DAR)   
    HAHAHA, yes. I love the content creation but I do see a point where I will hang up this CM modding hobby and shift to a different way to get my WW2 fix.
  12. Like
    nathangun reacted to EZ in ezCMBN German Uniform Mod   
    ezCMBN German Uniform Mod
    If interested, you can find the last full set ezCMBN uniform mod at the below link. It is not packed in a .brz file, so after unzip you can see what is in the mod, just no helmets.
    Down Load Link
    https://www.dropbox.com/scl/fi/ib6l1fwzhs76vq75x701t/CMBNGermanUniforms.zip?rlkey=t1kxxdlbqauzc5d012v55iceo&dl=0
     
    ez
     

  13. Like
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    I just released CMAutoEditor 2.3.
    https://github.com/DerButschi/CMAutoEditor/releases/tag/2.3
    The main feature is a new profile, CMBS.
    In addition there are a few QoL and performance updates.
    Default foliage and ground settings: This was actually ninja-added earlier but I slightly improved the feature and added made it possible to switch them off. If you either add entries with tags ["default", "ground"] or ["default", "foliage"] and set their priority to -999, you can use these settings to replace the default tile mixture you get when starting a new map. I personally don't always like the patches of yellow grass and like to have a random tree in there every now and then. Every other item on that position will overwrite the default settings. Brush sizes: For things like ground tiles and some others (where appropriate), CMAutoEditor now uses larger brush sizes if possible. This greatly speeds up e.g. large areas of farmland. Minimum pause now selectable in GUI. This parameter is the minimal pause between two actions (e.g. clicks) in CMAutoEditor. If you encounter CMAutoEditor leaving out tiles that should be there (most likely visible when setting elevations on Steam), increase this parameter. Improved post-processing. The post-processing is the final step before writing results of osm2cm to file. If there is conflicting content for a tile, it takes care of properly sorting it out w.r.t. priority settings. It sometimes produced weird results and generally didn't communicate much. While working better now it may also be slower, so if you experience an excessive increase in processing time, let me know. Fixed a few bugs and missing features for selecting bounding boxes when running osm2cm. This significantly improves using osm2cm standalone, i.e. without loading a grid file from dgm2cm. Enjoy!
  14. Upvote
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Ah, it is the time of Merry Map Making again. 😊
  15. Like
    nathangun reacted to Dawntaker in Creating Maps with CMAutoEditor   
    A 2.5km by 2.5km map of Bad Hersfeld for Cold War that the auto editor has produced. Thanks for the awesome tool @Butschi the open street map part is mind blowing! Plenty of clean up work now to do before its finished. 
  16. Like
    nathangun reacted to samuraiman in Creating Maps with CMAutoEditor   
    Huge map in the works of Gross Osnig area..

  17. Like
    nathangun reacted to Artkin in Creating Maps with CMAutoEditor   
    You can just make it in another game and port it over to cmbn unless it's heavily housed in which case you might run into buildings with missing floors.
  18. Thanks
    nathangun reacted to Butschi in Creating Maps with CMAutoEditor   
    Not yet fully, meaning the elevations stuff works (and France has good data) but there is no CMBN profile for processing OSM data, yet. Next release will contain a CMBS profile, afterwards I can take a look into CMBN.
  19. Like
    nathangun got a reaction from Raptor341 in I have a campaign idea, and I don't have to GM it.   
    A while ago I came across a few games over at Decision Games which fall under the title of the Commando/Raiders series. 
    Other systems such as Ranger and No End in Sight by Ivan Sorensen also get a nod in their direction.
    Basically they are solo games where you move from 'point to point', fight your way to an objective. Achieve objective and head home.
    One such game in the series is Long Range Desert Group set in N. Africa where Commando types go behind the lines blowing up stuff and getting into mischief.
    Well it gave me an idea.
    So I started on a Afghan type game where a player is in command of a platoon size infantry formation (nothing over powered). 
    The concept is that a couple of players who'd normally play together to play a narrative campaign where each player gets to play both 'NATO' forces and insurgents.
    So the campaign starts thus.
    Player 1 fancies been a recon Platoon commander, so he will be in command of a American Infantry Recon platoon for up coming mission.
    SEQUENCE OF PLAY
    1. Roll for nationality (optional).
    2. Place Base Icon in a Open terrain box.
    3. Roll for missions.
    4. Move your unit on the campaign map.
    5. Roll on the event table.
    6. Play out CM scenario.
    7. Adjust stability tracker.
    8. Repeat steps 3-7 until your mission is completed.
    So for example, Player 1 places the NATO base marker and then rolls on the following table to decide what mission he gets.
    Mission Generator Roll 1xD6
    Note, for each mission roll on the random location table for objective.
    1    Escort a VIP to location. ** 
        Starting from the base, escort the Battalion commander to mission objective.

    2   Kill or capture enemy leaders ** 
        Roll on the random location table for three objectives. When then platoon ends up at the a objective roll on              the Bad Intel table.
        Starting from your base, travel to the objectives.
    3    Destroy target ** 
          Travel to objective area and roll on the table below.
        
        Target     (Roll a D8)
        1-2    Transport Truck
        3-4    Technical Armed with 7.62mm RPK
        5-6    Technical Armed with 7.62mm Goryunov or PKM
        7-8    Technical Armed with 12.7mm DshkM
    4    Reach and hold location ** 
        Take and hold objective area on the battle map. 
    5    Seek and destroy *** 
          Travel to objective area and destroy any targets.
    6    Routine patrol*
          Travel to objective area and back to base.    
    * indicates Low Motivation missions.
    ** indicates Normal Motivation missions
    *** indicates High Motivation missions.
    Set NATO Platoons the correct motivation in the scenario editor.
    Player 1 rolls a '1', escort the Battalion Commander.
    Player 1 then rolls on the Random Location Table.
    Random Location table roll d10
    1. Pasha     
    2.  Jaba    
    3.  Kunar 
    4.  Karam 
    5.  Ada
    6.  Darha
    7.  Tagab
    8.  Bagar
    9.  Kuz
    10. Nulu
    Player 1 rolls a 7 and is escorting the Bn CO to Tagab.
    In this map  below Camp Able is placed South West of JABA as 1st Plt travels to Tagab on a mission.
    Depending on the unit type, light vehicles move three boxes, APC's two and foot slogging infantry move 1.Player 1 moves his recon unit three boxes, when done, Player 1 rolls on the Random Event Table. 
    Event Table. Roll 2xD6
    Note Insurgent units are medium size teams. If the number of insurgent teams goes below 1 skip the CM battle.
    Battle maps should be 1.5km x 1.5km and setup zones should be at least 300m apart.
    2     Cross battlefield (NATO Player must exit units opposite side of map).
    Roll 1xD6 divide by two, place that many Insurgent units in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
    3    Meeting engagement.
    Roll 1xd6, place that many Insurgent units in scenario.
    Roll 1xD6 -2, place that many Technical in scenario.
    If the NATO player loses the scenario, they move back the box they travelled from.
        
    4    Prevent target being destroyed.
    Local government forces are under attack, place a Syrian infantry platoon on the map in full view of insurgent forces. Your platoon must rescue them.
    Roll 1xd6, place that many Insurgent units in scenario.
    5-6    Ambush! Your platoon is ambushed.
    Roll 2xd6-2, place that many Insurgent units in scenario, add mortar team.
    Roll 1xD6, place that many TRP’s on the map for insurgents.
    Insurgents may place a small I.E.D. on the road.
    Scenario note, NATO units must be setup along a road with insurgent set up zones on either side of the road. Insurgents have exit zones on all sides of map.
    7-8    I.E.D.’s detected! 
    Skip a turn while the engineers clear the area.
    9    Search and secure
    Locals have spoken of an insurgent weapons cache near by. Your CO. has ordered you to check it out.
    Roll 1xd6 -2, place that many Insurgent units in scenario.
    Roll 1xd6 -2, place that many Insurgent techicals in scenario.
    10    Insurgents peeved.
    Roll 1xd6 +2, place that many Insurgent units in scenario.
    Set insurgent motivation to fanatic. 
        
    11-12    Morale Check.
    If your platoon has taken 5+ casualties (WIA or KIA) in the campaign so far lower your platoon’s morale by one level.

    Player 2 builds the CM battle and plays the insurgents.
    After the CM battle, adjust headcount and ammo load out (ammo loadout optional) for player for player Player 1 the adjust the stability tracker.
    I would recommend that you play with the Hard Cat Rules by @IanL & @Bil Hardenberger
    The idea of this system is to have a fast narrative campaign, Player 2 can also command a NATO platoon, roll for a mission and a event and Player 1 can build scenarios for him and play as the insurgents. Or maybe a third player can be the GM, it's a flexible system you can make your own Mission/Event list or add to what's already there. I will make a Vassal module with charts and what not.
    The terrain boxes are a guide to what type of QB battle map you might want to use.
    I have made this ridiculous large graphic just so you can have a glance, please note that most of the charts will be tabbed so there'll be no clutter on the game board.
    I also have a CMRT Partisan and a CMFI N. Africa Long Range Desert Patrol versions in the works.
    I still have a couple of things to work on, a play test will needed.
  20. Like
    nathangun reacted to Grey_Fox in AMD 22.8 series breaks game again   
    @BFCElvis Every few days or weeks people show up on the unofficial CM discord server asking for help with the AMD cards, and every time we can only tell them that they either must roll back drivers, or if they can't roll them back (which the newer cards can't be) then they should seek a refund.
    This issue has been going on for over a year now, and I think it's about time that there should be an announcement or warning on the BFC store page and related sales sites like Matrix, Slitherine, and Steam, that currently CM is not supported on AMD cards.
    You already do this for integraded chips on the battlefront.com site, but I think it should be explicitly mentioned for AMD cards as well. Very few people know what OpenGL is or what cards support it.
  21. Like
    nathangun got a reaction from Vergeltungswaffe in I have a campaign idea, and I don't have to GM it.   
    Updated the Vassal module with adjusted WIA/KIA rules and instructions on Insurgent camp missions. LINK
  22. Like
    nathangun reacted to 37mm in CM KOREA 1950 MOD   
    The Pacific Alpha is mostly just a reimagining of LLF's stuff combined with some concepts developed by the H&E team alongside a few more, modern bits & pieces like @JM Stuff's Japanese helmet & @Lucky_Strike's foilage.
    Harvest away.
    I might look into a Heaven & Earth prequel one day (as a pseudo Korean Civil war style conflict & using CMRT as a base) so, in that case, would inevitably end up counter-harvesting.
     
    I've recently been (slowly) working my way through LLF's Makin Atoll...



  23. Like
    nathangun reacted to kohlenklau in CM KOREA 1950 MOD   
    My 10 cent discount mod should be ready to play my first PBEM by the 30 day mark...
    Bubblegum and bailing wire.

     
     
  24. Like
    nathangun reacted to kohlenklau in CM KOREA 1950 MOD   
    I have modded a Super Bazooka in Blender!
    Fake Lobster Kimchee fresh from the coast off Maine.
    Under the seductive lingerie, it is the Panzerschreck.
    See below as compared to the regular Bazooka.

     

     
  25. Upvote
    nathangun got a reaction from A Canadian Cat - was IanL in I have a campaign idea, and I don't have to GM it.   
    Myself and @AtlasActual have kicked off a new campaign if anyone would like to join in.
     
    I made tweaks to the vassal engine. You can download here, version 2.1
    The turn track is date and months and I have set the campaign start as January the 1st.
    Each player picks one of the platoon chits, the objective chits have a corresponding number so Plt 1 uses Obj 1 to mark it's objective on the campaign map.
    I will create an excel file that will keep a record of our platoons. Like this.I think we should divide the labour of creating battles and fighting as insurgents.
    I will be creating battles and play as insurgents for AtlasActual battles, AtlasActual will create battles and play as insurgents for jackal and jackal will create battles and play as insurgents in my battles and so on.
    To keep some fog of war, when rolling for the insurgent forces on the event table (you can't roll for your own battles) keep the results to yourself.
    When using the vassal engine, we will be loading/saving logfiles as the turn date.
    So when you load a logfile you watch the last phase of the turn, you will be prompted to start a new one, do so and save as the turn date plus your name so we know who's doing what.
    In the dialolog box above the game map, please write on what your rolling for,
    example:
     
     

     
    You can get vassal here.
    The module here
    The latest logfile here.
     
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