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Nikki Mond

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Everything posted by Nikki Mond

  1. Confirm for me there in no way to have guns attached to vehicles on your ready deployment force. I know you can mount troops and guns as passengers for your reinforcements. It seems the slots are not availble for the ready force and I have to wonder if I missed something.
  2. Triggers for reinforcements are not handled well as stated, rewarding a player for wasting his troops. This just hid a force imbalance issue. I steer away from them now. Having reinforcements triggered based on spotting sure can be done. But really I think a strategic element is what would make sense. Thats your historical. If you move that recon force too far on a strategic map, well the 3D battle would make sense.
  3. You found that hard? A little foot recon goes a long way. Its a pretty big map, you could have moved your force around the hill and went in the back door. You have a couple wolverines too. Medium difficulty. Not historical you say. You don't think the Germans could pull together 5 paks (50mm+75mm) and 3 tanks (jpz IV MK 1V Mk III) 2 Flak trucks and 3 squads of infantry on their west wall in 1945? Thats all you faced. Frankly it doesn't bother me you didn't like the scenario, most people in reality won't. I just find hard to believe you found it that difficult. Either this is due to the complexity settings or you charged along the high ground straight down the middle.
  4. Not what I meant. (OK this will spoil the mission!) The scripting identifies an artillery piece in the mission. Its a pak 37 down the hill before the bridge in that outpost. As soon as you crew it reinforcements are triggered. Maybe because you have added extra stuff you are not bothering to hijack the pak and the trigger is not envoked.
  5. hard to say there are alot of triggers in this all intertwined on conditions of one sort or another. By any chance did you run over an enemy artillery piece. Or demolish it so it could not be used? I noticed the german reinforcements depend upon the allies capturing a gun. If the gun is gone then all of Army 3 is a no-show.... just grasping here.
  6. The reserve force dispappears after each battle in the campaigns. Units chosen from the reserve to enter a battle can be carried forward to the next battle, provided the permissions are set in the editor to accomodate that class of unit. This can be checked or adjusted in the mission editor. Unfortunatly once you retire a unit to the reserve pool, poof its gone from the campaign once the battle starts. Just wondering if there is any way this can be changed. Perhaps this could be a consideration for a sequal or add on if not. I would like to load a specific OOB in the creation of a campaign. And work with this fromstart to the last battle. While pulling out units, marking attrition and forming an overall strategy.
  7. BackPacks You have to select backpacks in the mission editor and chose the ammo for each tank, usually there is only one option: mixed
  8. seriously though this is a major faux pas. Yes your guys from the battle carry forward. But not the reserve force. Is there any way around this? I would like to know as well. I had plans to load an OOB in a camp on the first mission. And that would be all a player could work with. But without a permanent reserve its hard to do. [ February 22, 2008, 06:43 PM: Message edited by: Nikki Mond ]
  9. I followed tutorial 3. Problem, the UNIT selection icon is not available. I created a reserve stug. Put a place holder for it. Went to Army composition, added the price of the stug to the cost summ. Added in the permission filter 1 Ge SPG. And raised the limit to 4. I obviously missed something to not even allow the unit selection screen before the battle.
  10. I uploaded a new version a couple days ago that fixed that very same thing. D/L if you are so inclined It wasn't scripted, friendly aircraft always spot in any scenario, but it was easily fixed not to. [ February 18, 2008, 03:54 PM: Message edited by: Nikki Mond ]
  11. There is a video tutorial that explains this. Tutorials I know it covers reserve list forces Not sure if it goes into campain linking.
  12. Thanks! The bombers are a trigger scripted in for two reasons. One, its aesthetically pleasing seeing heavy bombers flying nap of the earth during the battle. And two, it causes the flak to open up and reveal itself, this gives the player perspective on where to centre his attack, which is fair for this scenario. Incidently I changed the location where the bombs are dropped to a more realistic looking target. Since the bombers are benign eye candy it really doesn't matter if you play the new download or the old one.
  13. OK I put the fileslst text in the extractor folder and extracted the tga. I converted the TGA to DDS or vise versa and back no problem. I have paratroopers 1943 with feldgray helmets now. yay LOL how do I put the new dds renamed tga back into the sfs file? Edit: got it thanks all! [ February 15, 2008, 05:34 PM: Message edited by: Nikki Mond ]
  14. Well I can get a " found at models " when I do the search. but when I go to extract, even tho all is unselected it tries to extract the entire 30gigs. Good thing there is cancel. If it found the tga file where do I find it, only the ini folder and msh file is showing.
  15. I can extract maps but can't figure out the skins. I have the filelist text that has the comprehensive paths like models\human\sk_0\ger\ger_medic_39_summer\body_256.tga I plugged this into the extractor's find files and sub directories, but that didn't do anything. All I can extract is an ini folder and a msh file.
  16. Very impressive!!! I think the groups of trees are appropriate and avoid the spaced look of the ingame maps. One thing, you may want to do is go back and use the slider on the tree models to change the tree model trunk shades and foliage depth, angle and colour. That way every tree looks a little different.
  17. 2 Comments. I think Area fire is a fact of life with this game. I had an US infantryman with a captured MG 42 take on a PAK 50mm head on. I put the arrow slightly above and straight beyond.... as in behind the gun shield. 3 Belts of ammo later all the pak crew was dead. And 2. Yep paks should not be rifling indivdual soldiers. Especially with AP rounds. Its like they are aiming a 50mm AP round at a moving soldier's head and nailing him. The AI could be scripted to have the gun crew exit the weapon and breakout the personal weapons to fight off any soldier that enters a 50 meter radius lets say. Actually, for individual scenarios that involve stationary paks, any modder could script that behaviour quite easily. [ February 13, 2008, 09:36 AM: Message edited by: Nikki Mond ]
  18. Posted a new battle on CMMODs. If you are wondering if it was created with the quick battle generator or the mission editor, the answer is both. The best of both worlds. You are the attacker with a mixed light armoured company and infantry support. CMMODS link There are no patronizing reinforcements in this one, your force is complete, and you have an objective. And it features the Cadillac of Tanks (literally) the M24 Chaffee. I really like the map, as the hills and low ground are really easy to follow. So be sneaky.
  19. go in the mission editor. You can reset time of day, declination, fog colour, and horizon color. Plus more....
  20. Or me. Everytime I add text or descriptions in the mission layer or submission of the campaign editor the text.uft8 file never updates. The attributes are NOT read only. I cant think of anything else would would cause this. States missing tag, or new mission, in the game menu. sure I can add to the campaign XML file in notepad all the text, but isnt it supposed to update when the campaign editor saves? [ February 09, 2008, 07:08 PM: Message edited by: Nikki Mond ]
  21. @ Gnasher Well I disagree based on the tactics used by Michael Wittman when he served as a Stug Commander in An Artillery AT Regt. Recognizing that the stug could apply a Track turn very fast, faster than a turret could be cranked, he would spot a target, call the bearing to his driver and the gunner would apply the last 15 degrees. Wittman was an Ace in a stug long before the Tiger. Was Wittman the only one using this tactic? I would think this would be standard doctrine for TD's on the attack. True they were used as you stated in a defensive posture. But they were also used as tanks in that respect. @Peacemker Unbuttoned commanders is an implied abstraction I guess we have to live with [ February 09, 2008, 01:45 PM: Message edited by: Nikki Mond ]
  22. The battle generator is great and works well. Its great to be able to use the editors and further mod these user generated battles. I noticed Tank destroyers, turret-less types like the german-russo variants do not make great AI opponents. I always use turreted tanks as the enemy, which respond faster and seem to adapt to the changing situation. This may be realistic. True, due to limited field of fire and view. But they really don't do much. Perhaps the enemy TD AI routines could be looked at a little closer. These things should be spinning left and right constantly acquiring new targets. This is the best game I've played in along time. And I look forward to an evolving series of sequals that I hope will be with us for a long time to come.
  23. The type 2 trenches do not have the wood planking on the interior. Look a little more natural. Here's a 2 man trench. The mounding sides are large because I believe the ground would clip through. If I could extract the texture might be able to give it a better pattern and colour. Also Ive seen pics of the Russian trenches dug before operation zitadel and they do not look so unlike what is in the game. True about the locations.
  24. sorta the blind leading the blind as it took me a week to figure out how to extract maps. I extracted human skin folders but only 3 little ini folders showed up. But maps are opened as below. If you figure out to do skins let me know. The top left in the windo under FILE you'll notice the little folder waiting to be opened into the tree of files.
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