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Wiggum

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Everything posted by Wiggum

  1. Hi, i just installed CMAK again. After using so many mods for the CMx2 games i would like to also download some for CMAK ! I need: - A Terrain Mod (a complete mod) or mods from the same author so everything fits. - A effect mod (fire, smoke, explosions) or effect mods from the same author so everything fits - A UI mod, if there is any good out there - A (complete) soundmod - A mod for better building, trenches ect - And other "must-have" stuff At the Combat Mission Mods Warehouse there are to many mods, i dont know which are good and for some mods i dont know if these are the latest version because they appear more then once. Can someone tell me what mods he uses and what mods i would need to get a overall "better" looking CMAK ? Thanks !
  2. @ sburke Great Screenshots, are those campaign missions ?
  3. Due to the lack of proper (if any) communication equipment this was necessary late in the war anyway. While the US company was in radio contact with the battalion, the germans had to send messengers. Combine this with the fact that most late war german infantry units relyed mostly on horses and wagons and other issues like shortages of ammunition. Then take into account that the US leaders/soldiers got more and more experienced while the german leaders/soldiers got more and more inexperienced due to high casualitys and inadequate training. Ther germans placed a great focus on the offensive, even late in the war when they were in the defense at all fronts. Thats why they counterattacked again and again after losing terrain to the enemy. These reckless attacks took its toll on the infantry units... That means, if at all, that by 1944 the americans (allies) are the ones who were "better" on average ! Clearly the germans were even in 1944 a opponent that should not be underestimated, and the allies did not...thats why they won most battles (small or large) late in the war.
  4. @ SelfLoadingRifle ...looks like you should read the hole thread again. Its at least ridiculous to call the hole Waffen-SS "crack/veteran".
  5. @ mjkerner Do you have any such uniforms for the vehicle crews too ?
  6. Are there new uniforms for the vehicle crews too ? If not, could you do some ? Looks great !
  7. Anstellung means "hiring", like "Eine Anstellung bei Battlefront als Käferjäger"...for example. Which would be "A hiring at Battlefront as bug-hunter". But my english is so bad that this is maybe wrong too...
  8. Thanks von Albert ! Finally the americans will be able to keep up with the germans...
  9. Its "Aristoteles Terrain Mod", downloaded from your site...
  10. Can someone uploade them to the CM Mods Warehouse or the Repository ? I know there are many versions with division patches but i would like the plain version but the download from the site in the first post...
  11. I just saw this on a specific map and thought that this looks kind of odd. But if you say it is supposed to look this way i will believe you !
  12. I just rename the files to "somemod.brz.txt" and it will be excluded. Simple and quick if you dont have that much mods...
  13. Hi, is this green (?) part on those buildings a graphic bug or is it supposed to be that way ? It is only visible on a few building types (i dont have any mods loaded that change the buildings). Just curious...
  14. Would a screenshot of the AAR Screen be helpful ? At least you were able to see all Points aviable for specific tasks without getting too much information. Or maybe open the mission in the editor and take a look at the VP's.
  15. But i always thought if you just creata another modfolder (call it Z1 for example) the .brz files inside will get loaded by the game too... ?
  16. A quick question: How can i exclude .brz files from being loaded without having to remove them from my Z folder ? I thought about just renaming them like somemod.brz.txt for example. Now that mod should not be loaded. Or just name i AAA_somemod.brz and drop it into the data folder (not Z) ? Because the original files are named Version.brz they should get priority over the mod, or what ?
  17. I would reccomend you this scenario: http://cmmods.greenasjade.net/mods/4416/details I just finished it via PBEM and it was great ! But PBEM sucks...
  18. Ok, but there is still the problem with the other two guys (units) who should not have contact to the artillery, looks like a BUG to me !
  19. Maybe a list with all liks to your Vehicle mods would be useful, although you can sort by name anyway...
  20. Barrel elevation...that sounds interesting ! I always thought that CM dont simulates that stuff, has this changed ?
  21. Hi ! While playing "Cats-Chasing-Dogs" i encountered a C2 oddity that i just cant understand. So i would need your help. You can download my savegame here: http://www.file-upload.net/download-3704379/Cats-Chasing-Dogs-003.bts.html A picture for better understanding: Why is the 1st Pl HQ (the Puma at position 2) unable to call in artillery at the buildings (red cross) ? (Actually he can call them but only at some odd spots although he has clear vision to the red-cross area !) He can spot the hole area but is not able to call in artillery...why ? Also, why are the crews at position 3 and 4 able to call artillery ? They have no radio and no contact at all to anyone with radio contact to the artillery, i would say they should be unable to call for that artillery ! At least the matchup should not be "excellent" (green circle)...or what ? The (on-map) artillery im taking about is at position 1. Please help me, i really fail to understand this situation...
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