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Roter Stern

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Everything posted by Roter Stern

  1. Went looking for it again and barely found it... wasn't coming up in the search for me for some reason... can we get this stickied, pretty please?
  2. I'm actually working on a copy of a tiny CMAK map I used to play all the time with my mates at work - it was the perfect size for a lunch-hour battle It was a 300x700 meter urban map that was simply called "Small City Meeting Engagement". I honestly do not recall whether it was one of the basic Quick Battle maps that shipped with CMAK or something I downloaded. With any luck tomorrow is going to be another one of my "slow Fridays" and instead of doing another photoshop, I'll put that map together.
  3. You actually did a great job with the terrain in Red's starting end - lots of room to maneuver and when the reinforcements do arrive they don't end up looking as if they were para-dropped on top of the opposing force. So all you'd need to do is make the village the center of the map, as opposed to it's far edge. This way when Blue reinforcements do arrive they can be positioned a few hundred meters away and hopefully even out of LOS.
  4. Just played though the updated version of the scenario, as the Red side and managed to secure a Total Victory though a Blue Surrender. Lost all of the original five T-55s, two T-62s, and a bunch of the BMPs. Rather surprised that the T-62s were able to take several hits from the M1 from a rather close range and not even suffer any casualties. The M1s were taken out with sheer volume of fire from the tanks and BMPs. The BDRM ATGM carriers proved to be utterly useless, unable to spot their own hand in front of their face – both were taken out without firing a single missile. A few comments, hopefully constructive: The thing that I didn’t like the most is having the Blue reinforcements spawn not even a 30m away from the objective. While it’s not a problem limited to this particular scenario, it does become more evident on such a small map. By the time Blue reinforcements showed up, I had an entire company on top of the main objective and all of my tanks only 50-70m away from it. Needless to say that upon spawning the pair of M1s and half a dozen Bradley’s made quick work of the lot. My rule of thumb is that there should not be any reinforcements, unless they can be spawned reasonably out of LOS from the main action. Given the monumental amount of high caliber guns on the attacking side, the defenders have absolutely no chance of surviving. Perhaps adding an extra 3-4 layers of buildings and walls to break up the LOS would help. I also felt that the Red side had way too much infantry, even without that last Infantry Battalion showing up. At that point even if I hadn’t destroyed all of Blue’s Armor I could’ve charged in hopes of depleting their MG ammo All in all that was pretty good fun, even if a little unorthodox
  5. This part of the city must've been specially build with CMx2 game engine in mind - almost all dimensions come in multiples of 8-meters My favorite is the square house on the lower most street 3rd one from the right - it's *exactly* 16x16 meters. But even the streets are 8m wide and the avenue is 16.
  6. I don't think you can either - I crop all my screenshots to get rid of the UI, if needed.
  7. I didn't even bother trying, actually ... the last 1C product I installed had me trying to root StarForce out of my computer for the next 3 weeks :mad: [ February 12, 2008, 05:12 PM: Message edited by: The Louch ]
  8. Never checked the '29 actually, but the AT-13 must've just been lucky... or tweaked from when I first tested the ATGMs. I had something like 20 of each ATGM type take frontal shots at a few M1s, and only the AT-14 was having any luck - others would expand all of their 90-100 missiles without as much as a ruined gun or optics for the M1 (something else I tried addressing a while ago, but to no apparent effect).
  9. Actually Kris is well aware of ToW, although he doesn't seem to be a big fan of it either
  10. Perhaps those squads have a 7.62 LMG with them?
  11. Thanks, I'm glad you enjoyed them! Polyanskoe turned out to have an amazing replayability, I must've played though it at least 2-3 dozen times by now and still manage to get my arse handed to me every once in a while But funny you should mention the Polyanskoe - that's where I had the problems with dismounting my troops from the BTR's - one squad refused to get out completely, and another wouldn't move after dismounting. While I haven't tried reproducing the problem, I havent had that happen again...
  12. Well I’m sure it’s a classical case of the game devs having to pick their priorities with-in the finite development time. Hopefully one day the unit editor will look a little less like a 1987 Norton Commander ...although that's a bit of an insult to NC [ February 12, 2008, 08:33 AM: Message edited by: The Louch ]
  13. The terrain looks stunning, great job! ...I'm still waiting for an email with a few of your scenarios In case you didn't know, you can click the -icon above to get the email address, it's just not a good idea to post an email plain text on a forum for spam-crawler reasons.
  14. It would take quite a bit of work, but its just a matter of finding the right .wav file in CMx1 and renaming it to the CMx2 equivalent. As M1A1 proved with his fantastic Russian Voices mod it’s quite doable.
  15. I demand these be modeled in the game! http://www.smith-wesson.com/wcsstore/SmWesson/upload/images/firearms/170280_tripod.jpg
  16. Well then it's a good thing the units hopped out, isnt it? Perhaps they even knew the vehicles are being ordered into an ambush, and hopped out on purpose? Seriously though, there was another thread addressing similar problems with dismounting that seem to have been introduced in 1.06. While I haven’t seen units hopping out seemingly for no reason, I have seen units get stuck after mounting/dismounting. Another thing to check is that when you select a bunch of vehicles with a drag-box that you don’t accidentally end up selecting one of the infantry units inside – since then any movement command you give to the vehicles will also apply to the infantry causing them to dismount.
  17. While not explicitly, you actually can – it’s a combination of the formation type and their “equipment” value. Also note that changing the equipment value after the unit has been added to the active list does not seem to do anything, so make sure you set the proper value beforehand. It does take quite some time to figure out which units get which launchers at which equipment levels, and frankly it would’ve been very helpful if the editor would actually specify which launcher each ATGM Team is using, without having to load up the 3D map. As far as the Abrams goes, from my own play-testing only the AT-14 has a reasonable chance to take one out with an angled shot – everything else is hopeless. It is a rather rare piece of kit to come across however, since IIRC only the Special Forces guys and a few Combatants get the AT-14, while even an excellent-equipment Republican Guard unit doesn’t have them. So if you don’t plan on giving the Red side a few AT-14s, I would seriously rethink their indented strategy vs those M1s. Also a special note with Fighters and Combatants in the editor – their equipment tables seem to be reversed, something I reported a long time ago but no one important seemed to take note, since it is still the case in v1.06. What that means is that the units set to “poor” equipment will actually get better stuff than those with “excellent”. This is rather important, because the equipment setting for the Uncons also controls the number of men and small arms in the unit. Basically the moral is that you need to play around with the equipment value setting – it does effect the units quite a bit. As a side note, there's a Scenario forum where this thread would've been better at home - as an added bonus of posting stuff over there your posts will stay on the first page for a lot longer than they would in the General section. [ February 12, 2008, 07:29 AM: Message edited by: The Louch ]
  18. Also, usually only crews have pistols, and those guys virtually have no ammo. So even if they are modeled as using AK's, I wouldn't worry too much about it. That said, personally I think a better compromise to showing a soldier wielding a pistol is showing the guy empty-handed, rather than packing an AK.
  19. Ha! I thought I was the only anal retentive idiot who did that. </font>
  20. The very first thing I do, be it in the editor or deploying for a battle, is scroll though the units in order with the "+" key and group them together in parade-like formations - HQs in front, followed by their squads, followed by their support weapons and vehicles. Not only does that give you a much better idea of the force composition, but also makes it easier to find the units you need once you start positioning them into their pre-battle spots.
  21. You can also detach the AT team from most infantry squads, making it a bit easier to position the weapon.
  22. No need - just create an empty text file and rename it what ever file you need to zero-off.
  23. I havent tried it, but perhaps setting the four BMPs in "\bmp\textures\skybox\lens flare\" to zero-size would remove it?
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