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mjkerner

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Everything posted by mjkerner

  1. Hey Michael, thanks for sending it. I'll open it up in a few minutes and let you know if I have any troubles with its size. I put together a 7 battalion scenario for RT last year, and had no trouble with it, so this shouldn't be a problem. i know what you and Erwin mean about Win 10. Drives me nuts.
  2. Michael, you can't let this awesome effort sit on a shelf! Send it to me. It will obviously take a long time to get through all 12 battles but I'm willing to give it a go. I love your maps and have a soft spot for the 84th Div after reading "The Men of Company K" 30 or so years ago.
  3. @Bootie, I have Win 10. I just hit the Printscreen button on my keyboard for a screenshot. By default (I guess) they are saved in my C drive, Users/(the administrator's name/Pictures. @IanL. I didn't realize W10 had a built in video capture; I'll have to rummage around for it and try it out. Thanks for the tip.
  4. Foot-in-Mouth affliction. He has a real and persistent problem with civility.
  5. Wonderful, umlaut, as usual! Thanks for all your many modding efforts. Honestly, the game wouldn't be quite the same without them.
  6. Thanks for the information, Phil. I'm looking forward to it. I know you'll put together a winner!
  7. K, I happen to be reading up on the 28th's November '44 battles for Vossenack-Hurtgen-Germeter atm. Does this campaign cover that by chance?
  8. Phil/Kohlenklau is undoubtedly the James Brown of CM games!* And all-around great guy to boot. *For you youngsters, JB was dubbed "the hardest working man in show business."?
  9. Wow, great map, kevinkin! You guys are really doing a fantastic job on this mod. Unbelievable! Thanks for sorting it, NPye.
  10. This is a stellar mod, no question about it! I have really enjoyed the scenarios that have been released so far, and am looking forward to more. Especially a bigger map. I am working on some of my own, but too bad the editor doesn't have a copy/paste ability! I have tried to open up some of the interior walls on the theater map, but I notice when doing that, all the walls on all the floors on that particular side of the building change as well. I assume that is a limitation of modding buildings? One limitation of the CMx2 engine as it now stands is the difficulty in telling which floor your men are on. Not much of a problem when fighting out in the country or even smaller towns/villages, but when playing city fights with a lot of large buildings, it can be a real pain. Great job you guys! Oh, almost forgot...there is a graphics problem on the rubble tiles. "TurboSquid" lettering and a logo. I thought maybe it was caused by a mod conflict or something, but it's in the texture bmp:
  11. This used to happen when CMBN first came out. It was fixed along the way, but seems to have re-appeared in FB. It's been reported recently, IIRC, and perhaps will be addressed in the 1.01 patch.
  12. First effort? FCould've fooled me. Thanks for sharing!
  13. For all you armor grogs. It's kind of unfortunate that it is from the World of Tanks, but worth the read since it is about two tankers' real world (WWII and Iraq) perspectives on what they were thinking and doing when the shyte hit the fan. http://worldoftanks.com/en/news/pc-browser/21/The_Chieftains_Hatch_Significant_Events/
  14. For all you armor slope/penetration/best tank grogs. It's kind of unfortunate that it is from the World of Tanks, but worth the read since it is about two tankers' real world (WWII and Iraq) perspectives on what they were thinking and doing when the shyte hit the fan. http://worldoftanks.com/en/news/pc-browser/21/The_Chieftains_Hatch_Significant_Events/
  15. Good stuuf! http://designyoutrust.com/2016/04/world-war-ii-paintings-from-the-soviet-union/
  16. Nigel/umlaut/kevin, this is a superb mod and congratulations for a masterful job! One question, though...in the Extras folder, you have Roads and Alternate Roads. I assume one or the other is to be picked, but I notice that they are named slightly different, and am wondering if that is intended. The alternate roads have a space between the road section number and the mod tag, whereas the "regular" roads don't. I don't offhand recall what the rule is about spacing with regard to mod tags: Alternate----paved road 2a [24pd] Regular-----paved road 2a[24pd] Thanks in advance for clarification.
  17. Nope, not possible. You can bring them down with arty, but it takes a lot and a long time. (I once brought a stone bridge down after harassing fire on it to stop oppo's troops who had only that one bridge to get to the objective (bad scenario design). After nearly an hour of various 81 and 105 rounds, it went down.
  18. Lol, that's exactly how I felt when I retired.
  19. Man o man, great stuff! you've definitely set bar higher for modding. Welcome!
  20. Very well done and pretty funny. A lot of work went into that! I agree that it's most likely Mr. Dorosch, since it's a Tactical Wargames production.
  21. Peiper took a very, very wrong turn somewhere around Lanzerath, it seems!
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