Gnasher
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Posts
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Posts posted by Gnasher
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There are 6 parts to the download, be sure to download all of them!
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Bloody good show, just what was needed, the game has a big hole in the German OOB filled!
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GreenAsJades had a bug on scenario upload, can add jpg but not misssion data. The filesize is ~250MB
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Tried uploading B3 to repository, don't like me
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Oh YEAH!
In addition to the above we could do with a B25 as it was use by just about all allied nations(USA,UK,USSR, France etc etc). We'd need skins for them as well (Willing to help).
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just speaking for myself, i'd prefer to bring what I've done to ToW2, if Knokke figured how to do it...
Yes I may well do the same, a Carentan mission would then be a viable option.
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Really not sure where Tartari is with this.....
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To make things really fun INSIS should be a German campaign facing the Brits!?!
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Oh Yeah!
Knokke,
Still interested in doing a Market Garden thing? I'm well up for it!
I'm also ineterested in doing an Eastern D-Day/Normandy Ranville campaign. I've got good names for the campaigns too:-
MG - It Never Snows in September
&
DD - The Day the Devils Dropped In
Both taken from excellent books on the respective subjects.
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Not yet, I'm wrestling a problem with mission 3 which isn't as stable as it should be & also looking to improve the FPS on mission 1. I've learnt alot since I originally did these & want to make B3 as good as I can make it.
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Sounds interesting, when will it be available?
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All the Panthers in this mission have GerSummer2 which IIRC is a stock skin
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It was up at the now defunct CMMods. I'll upload it to the repository soon, just a wee bit more testing needed.
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Sorry guys but the Typhoons stays for 2 very good reasons:-
1) Knokke made this especially for this campaign. It would demean his beautiful work to not include it.
2) It historically accurate, there were no Hurricanes in Normandy & the USAAF 8th & 9th Airforces did not play a major role (in terms of close support). By far the lions share was performed by the RAF 2nd TAF. I will not devalue the efforts of the British, Canadian, Australian, Czech, FRench, Norwegian, Belgian, Polish, New Zealand, South African, & any other Commonwealth parties that are supremely pertinent to this campaign.
The main reason for producing this campaign in the first place was that I got so p!ssed off by the common perception that the Brits were a complete failue in Normandy (ala Saving Private Ryan / Band of Brothers). One has to wonder how the yanks would have performed facing the 2 premier SS Panzer Corps. IMHO it would have been a wholesale slaughter. Shermans might have been reffered to as "Yankee Cookers" rather than "Tommy Cookers"! 7 of the 9 panzer divisions were on the British front, Operation COBRA would not have been possible without this reality.
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I would leave the Typhoon mod out if I were you as it is too difficult for most people to install and will limit the appeal of the game.
You only say that because you haven't had the pleasure of playing with Knokke's masterpiece on hand to deliver the bacon when it's needed.
Believe me the Tiffie is the best community mod yet bar none! It adds more than je ne sais quai, c'est magnifique!! It not only adds masses of immersion but a serious punch, it's the only a/c I know that can & does knock out armour on a single pass!
Sorry the Typhoon has to stay, period!
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No it's been through a bit of a hiatus, I didn't play with the missions for a few months although I have recently picked up the ball again & added a new mission & am currently looking to improve the Capture Gavrus mission. I'll be releasing this soon to the repository as Beta 3.
You will need the Typhoon mod for this, it's a shame no one succesfully modded SS Camo smocks as this campaign would really benefit from them (All but 1st mission are against 1 & 2 SS Panzer Corps.).
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Stupid question, but you did save the campaign afterwards?
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are these MP player maps only?
one drawback [anothr problem i have with the TOW engine]? how do u blow the guns?
perhaps the mission parameters could be 'kill the gun crews' of the 105s? that could cause issues tho if one of them panics and runs off map !!!! or way behind heavily defended MG nests? there's no need to kill him. he's run off but he's not dead so you can't complete the mission!
I did it by coding, each gun has a rect that must be captured & held for 2 mins before the gun self destructs which opens the way to the next gun.
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I'm eagerly awaiting to see what you chaps come up with.....
Keep up the good work & Bon Chance!
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Looks great!
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I thinks what you're proposing would mean quite a major recode. However if it's the single solution battles that seem to be the thing in stock mission then there is a way to add spice & a certain amount of unpredictability to missions that mean you have to tactically win the battle rather than satisfy strict victory conditions.
The way is to code multiple responses to a generated random number so that in a given situation different things can happen. I tried this in a very crude manner in my Bulldog campaign, it IMHO makes things much more interesting & unpredictable & thus replayable. Here's a crude example:-
Set @num = RND ( )
SetWorkArmy ( Army , 2 )
if ( @num <= 30 ) then
ReinforcementLand ( Group , "Group_Panthers" )
CreateRectByObject ( RECT , "Panthers Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
RunCommand ( GROUP , "Group_Panthers" , ATTACK , RECT , "Panthers Attack Rect" )
Delay ( 20000 )
halt
endif
if ( @num <= 60 ) then
ArtSupportChangeState ( 2 , ENABLE )
ArtSupportCall ( 2 , RECT , "final objective" )
Delay ( 50 )
CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
MortarSupportChangeState ( 2 , ENABLE )
Delay ( 5 )
MortarSupportCall ( 2 , RECT , "Mortar Rect" )
halt
endif
if ( @num <= 90 ) then
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 20000 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Flak" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Flak" , STORM , RECT , "final objective" )
halt
endif
if ( @num > 90 ) then
AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )
CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )
Delay ( 5 )
AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 20000 )
ReinforcementLand ( Group , "Group_attack_tiger" )
Delay ( 5 )
CreateRectByObject ( RECT , "Tiger Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
Delay ( 5 )
RunCommand ( GROUP , "Group_attack_tiger" , ATTACK , RECT , "Tiger Attack Rect" )
endif
Something different can happen everytime this is called. I'm no programmer but something along these lines (With more elegant code) could be made to produce truly dynamic missions & can be as complex or simple as you want it to be....
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Info? Links?
New file at the Repository: Gnasher_Bulld (2009-07-19)
in Theatre of War Modding Forum
Posted
Doh!
Part 7 with the Cheux map is uploading as I type.......