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Rocket-Man

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Posts posted by Rocket-Man

  1. Topo gridded terrain files have been added to the CMMods database for both CMAK and CMBB. Also, all CMBB related files have been added to the CMBB database so you don't have to download the relevant files from the CMAK database.

    Note that the CMAK desert terrain mod does not include files for soft ground because I could not find a single arid soft ground mod for CMAK. If you know of one and it looks half way decent, let me know and I will included it in a future version.

    [ January 13, 2007, 04:31 PM: Message edited by: Rocket-Man ]

  2. I noticed this weekend that RM-GaJ H/C Topo Grid Grass mod at CMMods had the worng file for bmp 1567. Files at CMMods have been updated to fix the problem.

    Cool. Come round, bring beer, I've got a Wii.

    So, d'ya like Gladiator movies?

    AND

    Originally posted by Other Means:

    Failing that, if you fancy a PBEM game drop me a line.

    I've just installed them and they're brilliant.

    Sure, I absolutely love gladiator movies! Do I have to bring my own toga or will you have a spare one for me? ;)

    I would love to play a PBEM against you. Any preferences on game/type of battle?

    And thanks for the kind words on the mod. I am good at doing geometric work like adding the grid lines, but being an engineer, I could never actually draw anything that looked halfway decent without using my $20,000 CAD package.

    [ January 02, 2007, 09:44 AM: Message edited by: Rocket-Man ]

  3. Originally posted by The Schwabian:

    ummmm i downloaded your new open terrain mod, and the arid terrain mod, and they are both the exact same (they are both mods for the arid terrain)...

    I didn't notice that. Thanks Schwabian. Another thing I didn't notice was that the Open I did was actually Grass.

    Files have been updated to reflect these changes.

    Note: I use the Grass High Contrast for Grass, Open and Steppe as I like the color gradations for the Grass tiles better than Steppe (in CMBB) and Open ones.

    To use the Grass files in CMBB, just copy to the files to the CMBB BMP directory (the grass and Steppe files have the same number). To use them for Open, change the .bmp numbers from 1550-1569 to 1570-1589.

  4. One of the things that bothered me about CMAK when I first started playing it was how very hard it was to visualize the terrain I was fighting on (I was later to find out that the terrain I was having the most problems with was Arid Open). In an effort to improve the basic game, I turned to CMMods.

    The first thing I found was gridded terrain. That helped a lot, but wasn't exactly what I was looking for. Then I found GreenAsJade's High Contrast Mod and added my own grid to his tiles. This combination worked pretty well and overcame a lot of the limitions of the game engine.

    However, as I was playing a game using the Gridded High Contrast Arid Open tiles, I noticed that almost all the "bends" in the terrain took place at 45 degree increments around the perimeter of the tile (the exceptions are when the terrain changes 2 or more levels in height).

    So I added 1 pixel wide lines to the tiles at these "bend lines" and was extremely pleased with the results. It makes it easy for me at least to really visualize the terrain.

    If you want to try this mod out, go to CMMods and search "By Designer" for RocketMan.

    modaridopentopopicturerw6.jpg

    [ December 27, 2006, 06:33 PM: Message edited by: Rocket-Man ]

  5. When I was done with all of them I had planned on asking GreenAsJade if I could post them at CMMods.

    The grid I added was only 1 pixel wide as opposed to two pixels all the other gridded terrain seemed to have, which makes the grid faint at long distances. The overall quality of the lines at high zoom levels is very poor, but with GreenAsJade's High Contrast Terrain, you don't really need them to judge the terrain elevation when you are zoomed out. I haven't yet decided if I should make the grid two pixels wide or leave it at one.

    As long as GreenAsJade has no objections to me modifying his files and then sending them out to people, I would have no problem sending you what files I currently have.

  6. Originally posted by ramagel:

    I guess not having a running casualty count and detailed squad-level feedback on enemy engagements in an easy-to-digest, ready-to-hand, not-over-time-consuming format is one of the problems a top level commander might have, eh?

    Sarcasm aside, a commander in the field has numerous data sources we do not have in the game world (calls for Medic!!!, runners, etc.).
  7. Yes I do all those things, but in a large battle it can get quite tedious to do that for every area of the map.

    Remember, each turn is supposed to be 1 minute long, so I don't like to spend tons of time on each turn. I also like to simulate the problems the top level commander would have on the battlefield.

    In a small engagement (a reinforced platoon) I will watch closely what each man sees during the replay, in a larger engagement (company sized + some vehicles) I will watch each platoon and vehicle, but not individual squads and in a huge engagement (battalions) I will watch individual companies and sometimes individual platoons if they are tasked with a difficult objective.

    I will also simulate the chain of command while plotting my moves. In a small engagement I will determine what I want each squad to do, in a larger engagement I will determine what I want each platoon to do first and then figure out how to deploy each squad based on those objectives and in a huge scenario I will determine what I want each Company to do, then each platoon, then each squad.

    And while I notice beat up squads when I am giving them orders, in a huge scenario I can't remember if those casualties happened this turn or not.

    So I would like a casualty counter for the larger scenarios so I would know to "drill down" the chain of command while watching a replay.

    [ November 28, 2006, 11:22 AM: Message edited by: Rocket-Man ]

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