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afreu

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Everything posted by afreu

  1. So... I know patience is a virtue and all that, but slowly suspense is turning into disappointment.
  2. I don't understand all the fuzz about water. Atm we can simulate water with mud tiles and bridges with a simple workaround. How would it affect the actual gameplay? What's the gain beside a visual improvement and being able to destroy bridges?
  3. I have a Merkava IV in my garage right now that I'm using for shopping tours (the extra place for infantry in the back comes in handy for those extra cases of beer). And than I've a Leopard 2A6 that I only use on weekends to impress the ladies (they love it).
  4. What happened to the water texture mod? There were some WIP pics somewhere on this forum. What I would like to see was already mentioned, bridges, T and X wall segments.
  5. Really interesting campaign. Finished the first mission with few losses and am not kind of stuck in Tumah crossing. Someone finished the second mission yet?
  6. Is it just randomn radio chatter or is it actually connected to the unit's actions?
  7. I feel the same thing. Been a member of the OFP community since the start in 2001 and I've seen myself how it flourished because everybody was able to add own content to the game. The CM:SF engine has the same potential. There are endless possible battle scenarios that could be realised if it would be possible to add custom made models to the game. (Arab-Israeli Wars, Falklands War, a kind of WWIII Fulda Gap scenario, South African-Angolan Conflict, ...).
  8. A few pics from my new mission "Dawn Raiders". (available at cmmods.com)
  9. Lead an infantry company on a dawn raid targeting a Taliban stronghold in Helmand province, Afghanistan. Inspired by the accounts of British paratroopers of their Helmand tour in summer 2006. This is an infantry-only mission, only support: 1 A10 and a 120mm mortar section. From the briefing:
  10. The only thing I would like to see added is this typical A-10 sound when it surpresses enemy positions with its 30mm maingun. Like this: http://youtube.com/watch?v=AU32sKRB_uw @ 0:05 & 0:33. And perhaps for ambience some sounds of aircraft flying overhead when odering CAS.
  11. I finished the Hill 142 mission but missed the artillery observer. With the new version released, I restarted the campaign. Now I'm at 'Strong stand'. Got surprised by the AI using a different plan and they messed up my carefully placed units *SPOILER* Hill 142 is a really good mission, especially the terrain is excellent. The action only starts after the tanks and the mechanized infantry arrives. Until than there's not much to do other than trying to kill the ATGMs. I've to admit I cheated here a bit, by just sending an APC forward as bait and than returning to an earlier safegame. The actual attack of the village is quite intense. I only used the two T-72 platoons and 2 infantry platoons. One of the tank platoons provided covering fire from hill A together with a team of artillery obervers calling in mortars and airstrikes. The other T-72 platoon advanced along the road and the infantry through the orchard. At the end of the battle all but one of the buildings were completely destroyed. I tried and than skipped the mission after Hill 142. I managed to take out a lot of vehicles coming down the central valley with the ATGMs while trying to hold back the enemy forces advancing on the left with the two BMPs. Which of course doesn't work. Only when I threw all the mechanized infantry of the reinforcements into the battle I only barely managed to eliminate this force. But with some enemy unity already near the end of the map I wasn't sure if they already reached the line I was supposed to hold. So I just quit the mission and continued to the 'Buying the farm' scenario.
  12. BTW on what difficulty level do you guys play the campaign? I'm still playing on beginner, don't have the time and patience for higher difficulty. In the strong stand mission I managed to defeat the attack with minimal casualties. Than I used the tanks and the SF troops to attack the farm house and the peach orchard while the reserves were pulling security. Reduced the enemy positions with heavy support fire from the tanks but took some SF casualties when clearing the orchards.
  13. Just played the "Hill 142" mission. The weird thing is that the enemy gets a 2000 point bonus. I didn't meet the artillery observer objective but occupied all zones. Alltogether 1250 points vs. 2250 points for the enemy - tactical defeat. O_o
  14. Actually haven't thought of including demolition charges. Could be useful, but than again it shouldn't be to easy for the player. And the idea is that the Blue units involved are surprised on their way back from a day of fighting. Not having all the useful equipment fits better into the story than. Glad you tried the mission and liked it [ April 10, 2008, 02:58 PM: Message edited by: afreu ]
  15. Hej, here's my very first mission. Still a little rough around the edges. Haven't figured out how correct briefings work and am not sure if the victory conditions are working as planned. It's an action-oriented mission. At dusk, on the way back from a mission, a recon platoon gets ambushed. You're going to take command, reorganize your troops, fend off enemy attacks until you're able to eliminate the enemy positions with the help of slowly arriving reinforcements. The first couple of minutes can get pretty tense. I especially recommend this mission for low-end pc users, since I have a pretty weak pc too and can play the mission with a decent frame rate. Here the download link: link or cmmods.com [ April 10, 2008, 02:59 PM: Message edited by: afreu ]
  16. Excellent mission. Got quite frustrated after playing a few times and always gettin slaughtered in the dense city area in front of the setup zone. Added 2 120mm batteries and 'prepared the first buildings with it. Managed to clear that area and move further. Haven't finished yet.
  17. Since v1.07 my units got a bit to self-confident and perform random moves from time to time. In some cases, when for instance a Stryker gets attacked by RPG and than without orders throws smoke and retreats there seems to be some kind of logic behind it. But many times under fire they perform moves that make no sense at all. This is very frustrating since you not only have to think about your next steps and designate targets for your units but now also have to watch that they stay at the fcuking place they're supposed to. Is this some new feature or just a bug?
  18. Just one thing, add an option to turn off the music or simply remove the music alltogether!
  19. Just one thing, add an option to turn off the music or simply remove the music alltogether!
  20. Just one thing, add an option to turn off the music or simply remove the music alltogether!
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