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Gnasher

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Posts posted by Gnasher

  1. 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.

  2. 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!

  3. 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.).

  4. 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.

  5. 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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