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mjkerner

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Everything posted by mjkerner

  1. Nardiajn, try CMMODS site. It has all sorts of mods and scenarios as well. Many are the same ones as in the Repository, but CMMODS is much easier to maneuver through. You have to register, but it's free, and run by one of our regular forumites, good ol' GreenasJade. commods@greenasjade.net Welcome aboard!
  2. Harley, did you have any mods in the z folder when you installed 2.0? Doing that gives you all kinds of hurt.
  3. OK, someone will come along and nail me for it, but I seem to remember reading in Meyers book that they had aall or almost all MG42's. But then, I suffer from Old Timer's Disease alot more these days.
  4. So far, the suggestion for MG teams to issue a Move order and give Face and Deploy orders at the end/destination waypoint seems to be working for me. (Don't start a turn by issuing a Deploy order.)
  5. Well, you don't actually have to repack into a brz file. Once you figured out the renaming, just plunk the bmp files into the z folder (I always use a subfolder for tidiness) and they work fine. brz's are a PITA and not necessary. I'm not familiar with exactly how Longleftflank did the renaming/restructuring for that mod (it invovled redirecting which mdr file the game points a model to--which has to do with what configuration the model's equipment and weapons will be). So no simple answer I'm afraid.
  6. Does incoming email folder automatically put it into the Saved Games folder where it needs to be? (I don't know, because I always just manually take it out of the Dropbox folder and plop it into the Saved Games one.)
  7. Whil;e we're at it, are there any "birders" here? What's the bird that is always singing in my ear? I want to know so that I can go to France this summer and strangle every friggin' one of them!
  8. No fair, your name shows a distinct bias!
  9. Redwolf, you are undoubtedly no dummy, and know eons more about computers under the hood than me, but why don't you let BFC figure out their own development plans and schemes. They have shown that they thoroughly plan ahead (alot) and you're hints, complaints and suggestions aren't going to make one whit of difference to them. No disrespect meant, but please, just let it go.
  10. Slysniper, you can do that with core units now. (Or can't you import them in QBs?--I hardly ever do QBs.)
  11. LOL, as soon as I get the time to re-learn masks/transparencies...and also to finish the uniforms. But glad you are still interested!
  12. timmy69, an Action Square (those yellow squares that follow under your cursor over the map when you click on a unit and click some form of MOVE Order), is 8x8 yards. Also, what benpark said. Good luck and good learning!
  13. No they don't, brindle. They are named differently, and you have to make sure you each each with the proper normal map. Not hard to do, but tedious.
  14. Excellent! Actually, earning that put me in my perfect comfort zone.
  15. I very heartily agree with Cpl. Upham!
  16. It appears that earlier uniform naming conventions wouldn't really be the issue for you. You're into hex editor territory and needing to mess with the mdr files...about which I know squat. But maybe Mord or LongLeftFlank can help you. Good luck, though.
  17. Ith can probably give you a more detailed answer, but in the Overlord campaign, the "major formations" (mostly infantry/airborne with subordinate armor units) were the determinant. Since this system gives you overall stats, with a platoon of infantry and a platoon of tanks, you could have two entries: UK Infantry and UK tanks, for example. In that case, you'd need to check each unit after the battle to see the damage they caused individually in order to get total damage caused by each unit.
  18. Not true. It's due to the vastly more complex coding for 1:1 modeling, more complex terrain, etc.. For those who love CMx1, well, this isin't CMx1, it's a different game entirely and may not be your cup of tea. Different strokes, and all that. When CMx3 comes out, I probablyI will not like it--or at least will take some timeto get used to it, since it will not be CMx2.
  19. Check it out in real life. Here's how the Overlord campaign is going after June 6th fighting comes to a close over at The Few Good Men: http://www.thefewgoodmen.com/thefgmforum/threads/d-day-comes-to-a-close-how-did-both-sides-go.16206/#post-125736
  20. It's actually pretty elegant when you get the hang of it, but it is annoying until you have that eureka! moment. When you delete units, start with the lower units and work higher if you don't want a lot of "extra" higher echelon HQs. So if you want only a company, get rid of (for example) D, C, and B, the skip over A, then delete all the Batt HQ units (unless you want to keep it of course), then you have A Co. with no extraneous higher HQs. Then, let's say you want only 1st Platoon of A Co. Do the same thing...delete weapons, 3 and 2nd platoons, then if you also don't want A Co. HQ, you skip over 1st Platoon and you can delete Company HQ. Voila, 1 platoon to command. Basically, the idea is if you have a complete subordinate unit...platoon, company, etc that has it's own HQ, you can delte the higher formation HQ. You can't delete a Higher formation HQ if there are any subordinate units without their own HQ. So if you add single teams or vehicles directly to the Batt HQ, you can't delete it no matter what. So if you want company-size kampfgruppe, and don't want Batt HQ, click on the company HQ and add the extra vehicles/teams directly to it. You'll get the hang of it.
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