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jcmil

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Everything posted by jcmil

  1. I suspect the M37 weapon is this - This is from a manual for the (later) tank type M37. The .30 browning M1919 variants used in WW2 (& later) were given the M37 designation & deployed in a lot of different ways - on vehicles, aircraft, for infantry etc. So your M37 sound is probably for the .30 shown. Will try & test your sounds out at some point, thanks for sharing.
  2. The hold & defend commands will help. I also find telling the inf to go prone when in trenches keeps them alive longer. [There seems to be a flaw in how the cover is modeled for trenches & this seems to be a way round it.] Holding fire till the last moment also helps max the enemy damage before they can zero in on your concealed units. If you can't get through a mission I have found a 'cheat' which was presented elsewhere on the forum to be helpful - (Having made a copy of the original files) Open the mission in the editor, dial some of the enemy forces down from elite/veteran to normal. Even a single unit reduced in this way can change the whole game. You will find what gives you the most challenge without being impossible with a few trials. That way you get to have fun, learn the editor & save a few hairs in the process.
  3. Assume you're referring to the 'lines of confrontation' where you sit & try to halt multiple assaults over a river. It can be tricky, but the main thing that will benefit your actions is cover. Ensure the guns are as buried as possible in bushes/trees; likewise with the armour & ensure they aren't allowed to break cover & go running off on their own. The effective calibre of the weapons far out-weighs their armour so use of the landscape is essential. As long as you can keep up suppressive fire on the areas around the bridges the enemy stalls trying to cross. I found my best use of off-map support fire was on the west side. When the FR reinforcements arrive in the NW ensure you get them to fill any gaps/re-man guns etc as a priority. I think one is most likely to fail if counter-attacking vs being dug-in. The French campaign has had some good mods done for it by Arzok et all in the Uchronie mod BTW.
  4. It must be possible as some of the promo vids using the game engine were made without selection icons visible. You need to ask the devs (or perhaps Sneaksie may know)
  5. Had opportunity to replay the mission, other than the slightly odd M3 crew behavior everything else (& most importantly the Sherman 105s) seems to be working great. Thanks for a fun mission Arzok
  6. I may be wrong but - I think Missions details are in texts.utf8 Names of items are normally in .ini's Don't know how changing those files impacts calls in the code tho. You probably realise you only need the displayed text & not the references the game needs to run.
  7. Had 10 minutes to quickly load the mission & I noticed the halftrack crews behaving strangely (as they did in the uncorrected 1.5.2 mod.) Halftrack lost its gunner, driver took his position then when I added a soldier with no driving skill to the gun position the HT wouldn't move. :confused: I discovered that the HT would then only drive if the driver was in the gunner position & the soldier with 0 driving skill was in the driver slot...:confused: This kind of thing hasn't happened in other missions since the corrections were made to 1.5.2 by Gooana. Weird Am hoping to try & play thru the mission today so I can give more details.
  8. You should be able to progress & alter icons if you use these settings in 'Game Options' - Ignore Campaign Loss — If this option is enabled, you will be able to progress further into the campaign even if you lose a battle. Show Icons — If this option is enabled, unit icons will be shown above all units. Otherwise unit icons will be shown only above the selected units. (From the manual)
  9. I will need to play it again & see how it goes, I hadn't counted exactly who was left but maybe I lost a unit when I was studying the 'command' group. I didn't save it just came up with a seconds to close dialog. Now I know who should be protected I can do better Nice Churchill BTW
  10. Ahhh. I had just gone into it as an assault. Perhaps someone who was 'important' was killed & so I failed? You are creating some good content for ToW, I like the Uchronie mod too. Seems like 1c need to give you some recognition
  11. The 105s work well. Response to damage etc all good. The mission AI deployment is detailed & shows some good planned defence. Couldn't decide what the group of allied AI troops & the truck were for, they eventually came under fire & just sat there= assume there is a trigger issue for that group. Is there a time limit for completion? I was busy micro-ing around & it flagged I'd failed, tho only 1x105 was gone & I still had most of the troops. Not that I mind as I shall play it again later Installation was easy, I don't normally use JSGME but it certainly works fine with this mission. I would add a line to the instructions - "Install JSGME if not already present", so it's clear that the mod will go into the MOD folder JSGME uses by default.
  12. Strange, I have run the editor on vista & 7 x64 w/out issues. Pretty sure I haven't edited anything to get it to run. ToW 1 editor actually seems happier running than ToW2 editor if anything.
  13. This sounds interesting. Can you tell me which items display as ???s so I can examine the files & see if I can fix it?
  14. Thanks - got it. Hopefully I will be able to experiment this w/end.
  15. I wouldn't mind trying it mon Capitaine
  16. Death Traps - Belton S. Cooper & Invasion - They're Coming - Paul Carell ( Harrap, 1962).(Link to reprint) - Were 2 tales that gave a good comparative overview from several perspectives. Easy to read too.
  17. Knowing exactly how many were captured is not a real problem. Just seemed strange to see a 'captured' stat that was empty . I think the way the triggers are working is good, & raises possibility of more diverse missions. Good to know you guys are keeping this good game alive Merci Arzok!
  18. Reminds me of the fullscreen/windowed mode ToW1 mouse issue that sometimes occurred
  19. I tend to agree from a gfx perspective. I think ToW does look better & I had higher expectations from viewing the CMBN screen shots. I played the 2 one after the other & the gfx just draw me right back into ToW. That said CMBN blows PC Ostfront away I am playing with everything on Max in both games BTW. The upside is I have yet to see any lag or slow-downs in CMBN. Eye candy is important to me personally but as long as the game-play is good I can wait/live with it. However I am hoping that sometime there will be a DX11 texture pack or something. [CoH did a patch from DX9 -> DX10 so it's not impossible... ] Has the modding community pushed the CMBN texture envelope yet I wonder?
  20. Finally I managed to capture the enemy! Guns get resupplied with some appropriate animation; attacks & counter-attacks all work as I expect. Only thing that I could see that might be "wrong" was in the after-game stats no troops were listed as captured. The kill counts did get calculated & displayed though. Unless I'm missing something of course... Very enjoyable mission about which I don't want to give spoilers. Nice job Arzok. Now I must get some time on Uchronie...
  21. Sorry Arzok. No chance to get back to it yet, probably this weekend.
  22. Bit OT but the tree image above made me think - I am wondering about the possibility of translucency for trees. The 3 states that exist now do cover most eventualities but I find I sometimes want to 'see' what my units are doing without also removing the cover I'm trying to use. Or maybe I'm being too literal? (i.e Area effect of terrain tiles vs visual representation). That said I'd like to see the units with the eye-candy too.
  23. This is a pretty decent mission Arzok. Thanks for sharing. It seems the triggers for counter-attack events work fine; I haven't yet managed to keep enough troops alive to capture more than 2-3 enemy soldiers, so not sure about that trigger yet. The game is counting them so a few more hours & I might succeed! Initial disposition:- Attack & counter-attack:- As an aside, I tried experimentally loading the mission with & without Process Lasso. Don't want to slammed for advertising, but it really helps ToW loading / gameplay. Without the .exe in PL's 'game processes' list the mission took 80% longer approx to load. Game was a little choppy in places. (Maybe the intro video slowed down the basic loading?) Once the exe was again included in PLs gaming mode I was back in business. Fast load & no sticky frame rates. (FYI for anyone who hasn't tried this software to boost performance - The gaming mode is included in the free version too.) So far the mission is running as I imagine it should. Will need a few more hours to actually win it tho...
  24. I'd like to try it but not sure when I would be able to do it ...!
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