Jump to content

sdp

Members
  • Posts

    432
  • Joined

  • Last visited

Everything posted by sdp

  1. About QBs; You can specify the time limit of your choice via this menu; (The 30mins is the default setting in the editor. If the QB designer do not set this to anything else, it will say 30 min. It does not affect what you can choose in a QB however.) Likewise, a QB can be marked as "small" for instance. This refers to the map size, not the Battle Size, which you are free to choose; Thus, you can have a tiny foce on a huge map, or a huge force on a tiny map. The choices are numerous and not all combinations of map size and force size are optimal. But lots of combinations are possible ;-) Now back to the AAR! cheers/ sdp
  2. Some more interesting reading, in german; Sizilien im Sommer 1943, Ein Kriegsbericht (link to a doc-file on Panzer-Archiv.de) A personal account of a 20-year-old Pz Grenadier of 104th RGT/15. PzgrenDiv. Short, but still interesting. and there's of course; Franz Kurowski, "Das Tor zur Festung Europa“ with a focus on the german view of the delaying action in Sicily and Southern Italy. Lots of photos. cheers/ sdp
  3. About the QBs; there will be some 200 QB maps included in the first release. The Quick Battle Maps (which you can read more about here) will range from tiny to huge, with a focus on the tiny and small ones. Every QB map has 3 AI plans per side, each plan has 2-4 AI groups, in some cases a couple of more groups. cheers/ sdp
  4. Just a quick note re one campaign force file; it's true as Jon says - you can only have one of those. But, you can have a campaign force file with units from both sides! So, you can create a TOE/scenariofile for let's say the German I./104.PzG RGT and import allied units to that file, save it with another name, for instance "Combat Forces File", and import that file into a QB map! Voila! You've got yourself a "quick scenario" :-) Rinse and repeat - apply losses to the TOE manually inbetween battles - and you've made yourself a campaign cheers/ sdp
  5. Once you exploded "Normandy v100B.brz" (atleast that's were I think it is...) you'll find it in; ...b\terrain\ground and it's called "distant ground" /sdp
  6. You mean the "far terrain" beyond the map edge? Sorry, but that's hardcoded and can't be changed. Well, the bmp for the far terrain might be altered/modded, but not the "gap". /sdp
  7. No bocage in CMFI - but a there's new feature; foliage now align with the "hedge" element just as it did in CMBN with the "bocage" element (but not hedge). This lets the map designer create the kind of "higher/thicker hedges" as seen in the screenshots from a QB map below. Combine this with the heavy forest tile and you got an impassable stand of bushes. A few examples; - and finally, an example of how the brushy rough terrain may look, combined with the heavy rock tile which restricts the movement of vehicles severely; cheers/ sdp
  8. As Normal Dude said, those are all stock graphics. CMFI is as easy to mod as CMBN, so there will be no problem to add your own favorites - however, as you can see, the stock graphics have a very high quality. Tactically, I'd guess the Sicilian setting will force players to take much more attention to the topography. And it's not just the new impassable terraintype, there's also an abundance of rural stonewalls that stop the lighter vehicles and has to be taken into account, when planning your movement and tactics. Here are a few more screens from the QB maps; cheers/ sdp
  9. Some answers to be found here;-) http://www.battlefront.com/community/showthread.php?t=105118 cheers/ sdp
  10. You will see no more sdp ITA QB maps for the Italian Theatre in CMBN... but an awful lot of them in Fortress Italy! Giving You a taste of the assortment of QB maps that ships with CMFI - QB maps that range from tiny maps for encounters in small towns crammed on the Sicilian hilltops to vast open maps for long range duels. Some 200 QB maps are included in the initial release of CMFI, with a special focus on tiny and small maps for those really up-n-close quick battles! It's been a privilege putting together these QBs - and so much faster and less work with the new editor. The changes to the editor in the 2.0 upgrade may seem small, but they make an enormous difference to the scenario/map maker! You can expect the QB maps to have AI plans for both sides - 3 plans for each side. And each plan has 2-4, sometimes even more, AI groups - which should offer an interesting challenge to both beginners and experienced players. Oh, and the QB maps have been tested in both day and nighttime conditions! ;-) ´ cheers/ sdp - and yes, this is the reason why I have been absent from the forums... ;-)
  11. ...Now that would be really interesting - to let us see how you work, step by step ;-) cheers/ sdp
  12. Impressive mod, appreciate it a lot! Thanks!
  13. Map Pack no3 consisting of 5 QB maps with AI plans for both sides. All 5 maps have both attack and assault battle types, and are best played as medium to large QBs. They might work for small QBs as well, but you might get some odd results with AI behaviour. This has to do with how the game engine randomly assigns unit types to different AI groups and there's no way to influence how this is done. Choosing medium or large QBs at least increases the chance of reasonably effective AI groups. Most maps have 2-4 AI groups which will hopefully provide for a challenging QB experience. Combines well with the sdp_ITA mods for the Italian Campaign. To be found at http://cmmods.greenasjade.net/mods/4577/details Enjoy!
  14. Map Pack no2 consisting of 5 QB maps with AI plans for both sides. All 5 maps have both attack and assault battle types, and are best played as medium to large QBs. They might work for small QBs as well, but you might get some odd results with AI behaviour. This has to do with how the game engine randomly assigns unit types to different AI groups and there's no way to influence how this is done. Choosing medium or large QBs at least increases the chance of reasonably effective AI groups. Most maps have 2-4 AI groups which will hopefully provide for a challenging QB experience. Combines well with the sdp_ITA mods for the Italian Campaign. To be found at http://cmmods.greenasjade.net/mods/4575/details Enjoy!
  15. I'm sticking with CMMODS for now. Easier for me, since some of my earlier mod packs are to big for the repository (would've had to split them in several parts like Aris had to with his).
  16. Map Pack no1 version 2 consisting of 5 QB maps with AI plans for both sides. These maps replace those in v1. All 5 maps have both attack and assault battle types, and are best played as medium to large QBs. They might work for small QBs as well, but you might get some odd results with AI behaviour. This has to do with how the game engine randomly assigns unit types to different AI groups and there's no way to influence how this is done. Choosing medium or large QBs at least increases the chance of reasonably effective AI groups. Most maps have 2-4 AI groups which will hopefully provide for a challenging QB experience. You're adviced to delete the maps from the previous sdp_ITA_QBPACK_I before you drop these new maps in the Quick Battle Maps folder. Combines well with the sdp_ITA mods for the Italian Campaign. You may find them at GaJ's Combat Mission Mods Warehouse here; http://cmmods.greenasjade.net/mods/4572/details Enjoy!
  17. I'm planning on having them ready this weekend. Every map in this v2 of QBpack_I comes in two flavors; attack and assault
  18. Ok, I'll have a look at the area ;-)
×
×
  • Create New...