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hcrof

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Posts posted by hcrof

  1. I never saw cover arcs as a firm order. If there is a clear threat such as an enemy unit opening fire on the covering unit, the cover arc will be ignored. Likewise, a covering unit will open fire at things just out of range of the arc if they see fit - often to my annoyence.

    Also, poorly disciplined reservists will just open up at everything that moves, whether there is a cover arc or not!

    I like the cover arc system and while I would welcome a cover armour arc, I don't see the need for change

  2. Yes but in the game they deploy is with smoke mortars that fire it 150m in front of the tank.

    In real life, soviet armour has the ability to spray diesel fuel on the hot engine, creating smoke immediately around the vehicle. That is the reason why early armour like T-55's do not have smoke mortars - because they could already deploy smoke anyway.

    Here is a video of what I mean.

    It isnt good for the engine but 105mm APFSDS is worse :P

    I am not sure what the smoke mortars are for but I have heard the term 'offensive smoke' thrown around

    Edit - Sorry Sgt Joch, I missed the point of your post. Its an interesting video though so I'll keep it up

  3. Although Soviet vehicles are supposed to dump diesel on the engine as defensive smoke - that isn't modelled. I would love to see a syrian BMP reversing through a rapidly expanding smoke screen from the engine as they come up against something nasty.

    Chucking smoke mortars 150m ahead just isnt as effective in that situation

  4. About the Falkland islands - We fought for them once, and not too long ago. I think the public would be pretty annoyed to lose them after that so I can see the RN steaming back over there in an emergency.

    I can definately see more fighting in Pakistan for the near future but if anything, western support will be limited to SF only.

    I don't see Iran as a military threat. Its army is in no position to invade anyone and if it gets nuclear capacity all it will do is gloat about it to Israel who wont be able to respond. None of the Arab states would like it but they couldn't do anything about it so the Middle East turns into a mini cold war. The Iranian leadership might have fairly extremist views but they are far from unified and probably worried about the large numbers of educated liberal young people in the country saying enough is enough and overthrowing the government.

    Apart from that, you can always rely on Africa for a pointless war. My money is on the horn of Africa again :(

  5. PT - maybe I started with a bit of a sweeping statement but I do sort of like a quick single player scenario.

    I don't want to put any of the campaign builders down as I can see that their creations are of very high quality with clever setups and excellent progression through the unfolding series of battles. The problem for me is that the AI will always lose but just slowly attrits your forces when you get lazy and make a mistake. I have tried real time but that just makes me micromanage even more!

    Like MarkEzra said, I think I am spoiled by some great PBEM opponents, I have just played a desperate defence against pkjsmith where I tried to dodge scary amounts of artillery, set up multiple armour kill zones, fell back and eventually tried a desperate section assault to regain an objective to find that he had kept a platoon in reserve. I might have lost but it was a lot of fun!

  6. So far I have started Task Force Thunder (Got to mission 2), Perdition (Got my butt kicked on the first mission but might have been playing for the wrong side), The road to Dinas (3rd mission) and Semper Fi, Syria (2nd mission).

    I just find it so boring to play against the AI!

    In a PBEM yesterday I took out a humble BTR and it felt amazing but I just dont care when playing against a computer - I could take out a tank with a toothpick and it wouldn't come close to the buzz I get from out thinking an opponent and scoring kills in multiplayer.

    Is anyone else like this - who only plays multiplayer?

  7. Dietrich - I think that is a good plan you have there - one minor suggestion is that I don't see Baathists allied with Islamic militants because:

    a) Bashar al-Assad is a Baathist himself, albeit a bit of a reformist

    B) the Baath party is strictly secular

    I might be wrong but that is how I see it

    I have in my head another war in Syria - one where the west does not intervine directly because of troop commitments elsewhere and a fortunate set of circumstances inside the country but I will announce it when I am ready... ;)

  8. I have been kicking around an idea for a MOUT scenario around a major roundabout or a park, basically you have loads of tight streets (maybe the old town) and 1 or 2 big open areas (100x 100m) surrounded by bigger, wealthier housing.

    The map should be big enough to force the defender into a dilemma. He cant defend everything at once so needs to out maneuvre the attacker and hit and run a lot. To help him do it he should have some sort of intelligence advantage (spys? a load of good OPs?) and plenty of space to move undetected.

    The attacker should have loads of artillery and armour and rules of engagement that allows him to use it. By the end of the game, the city should be pretty shot up. I have been working on other project so I never had the time but I think it is a pretty cool idea.

    What do you think?

  9. Round huts are very dependent on where you are. As cool as they would be you don't need them to do Africa.

    I used to live in Angola and just about all the mud houses there were square. They were of course smaller and a bit more flimsy than the houses in shock force though! For the same reason, you can't do 'true' slum houses as you just can't model a tin shack in CMSF.

    I have tried modelling a slum in Shock force but the shear number of houses needed gave me the very big map bug. Villages are OK though.

    My next mod will be rail tracks! I have a couple of maps on the go with train tracks running though them but it will be a while before they are released because of, you guessed it - the very big map bug! I now have made a lot of maps but I now think the minimum size of a reallistic battle should be 3x3km and the detail involved brings my computer to its knees so I can't play them :(

  10. I for one love the idea of battling it out in Africa using antiquated equipment on both sides. I am currently fighting my way through my second African scenario and am trying to hammer out a couple of maps myself. In the mean time here is a little something to make CMSF feel a little more African!

    Features:

    - 2 new houses: a slum house and an African hut

    - Extra long grass instead of wheat fields

    - Tweaked colours so the gravel road actually looks like a gravel road and joins up better with the dirt track, the grass is a little greener too

    - 2 colonial style bonus buildings

    Obviously it is designed to go hand in hand with MikeyD's African theatre pack which I think is a brilliant idea.

    I would welcome feedback so tell me what you think!

    Africathumb1.jpg

    Africathumb2.jpg

    It will pop up on the repository soon!

    Edit: You don't have to use this as a specifically African terrain pack - as the houses are added on instead of replacing old ones it will work equally well in any other setting if you like the new gravel and long grass

  11. Thanks for the advice Birdstrike, actually after posting that picture I stumbled across the method you describe except I used the long grass texture which got taller - It works very well!

    You are actually looking at a grain field - I changed the base to look greener in order to add to the grass effect. I am beginning to enjoy this modding stuff and have already done much of the work for a terrain pack but I still can't seem to work with alpha channels or 32 bit .bmp files which seem to be necessary. For example I want to add some new road tiles.

    I had been working with paint.net but now have started with GIMP2 with little success. I can't seem to get transparent bits on my bitmaps!

  12. well I finally found the modding tools and have done a few tweaks to some textures but I can't seem to get rid of the background on the grass, have a look:

    graphicserror.jpg

    I have tried everything but can't get it to work. I have heard the term alpha channels thrown around from time to time but I don't know whether I am on the right track.

    Any ideas?

  13. I meant the visual effect - sorry, it was late when I posted.

    Basically the I want to replace the vertical grass with the vertical swamp and maybe change the colour a bit to have the game attributes of a long grass tile while making the grass look longer. The base would stay the same as the long grass base.

    If it takes more than a few minutes then I could have a shot at it myself but I cant remember how to open up the game to mod textures.

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