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Ithikial_AU

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Everything posted by Ithikial_AU

  1. Nope no need. Just create a copy the BRZ's from your data folder into the appropiate folder in your mod tools folder. No need to 'remove/edit' the base data files used to run the game.
  2. Not that I'm aware of. I think two people have reported a possible corruption that can occur between battles 1 and 2 which is a bit annoying but nothing I can fix. However given the number of downloads it's received it's a small minority of players. Some of the battles are Battlation(+) affairs so make sure your computer can cope.
  3. Hope you like "The Lions of Carpiquet." I maybe a bit biased on that point.
  4. More AI groups are better but what would be a nice editor tweak is the ability to rename groups and plans inside the editor itself. For instance I can rename the group to "A Company, 1st Platoon" so I know just from looking at the screen what is what. Would cut down on paper clutter on my desk. I'm guessing UI limitations are a factor preventing that from occuring.
  5. Great news. Fingers crossed there's some juicy module/content news right behind it. Keen to jump back to Italy with gusto.
  6. Sorry was thinking more generally back to the likes of 1941 where the Panzergroups had significant breakthrough power against the Soviets and the German warmachine could actually kit out a full Battalion of Panzergrenadiers with halftracks (but yes not full divisions). Terrain will also play a key factor considering we don't have many opportunities for fighting on the open steppe or deserts of Africa under current titles. For small arms fire, the ability for passengers to duck their heads down when under fire would be nice. Sort of related to another long held wish of mine to one day see infantry be able to crouch move / duck and dash when under light surpression to get to the end of that waypoint. There isn't that nice in between mode for infantry between moving normally and going prone to seek cover and concealment.
  7. I think it's one of those things we'll get to appreciate more if CMx2 ever goes mid and especially early war, when the caliber of heavy weaponry and array of machine guns diminish compared to '44 and '45 we mostly play now where everything is a threat. Halftracks as armored transport with mobile HMG's could be incredibly versatile when you know you probably don't have bazookas, fausts and tanks with 75mm guns in front of you every battle. I think technology and weaponary simply overtook the concept of open topped halftracks pretty quickly and we've one seen the end game in the CMx2 engine. Two cents from someone who's keen on mid and early war titles.
  8. Thanks the for the praise above guys. When I started there was really no one doing a dedicated channel for Combat Mission videos. (And certainly not in 1080p!) I looked at the many Total War channels out there and decided to copy that type of format "Let's Play" format. Just with the added bonus of me saying "No, no, no, no, no, no, no, no..." and then cursing my pixeltruppen. Probably now is the the best time to say it but anyone who follows my channel knows it's been dying a slow death over the past 12 months. Building a house and getting promoted at work means I've got less time then ever to dedicate to the channel. Having some more time designing scenarios would be great. Then there's the Australian 'Kangaroo Internet' issue. It takes anywhere between 8 - 12 hours to upload each of my AAR episodes at my new place. I may be able to get a connection upgrade later this year which might help, but in short Australian internet is garbage. I have committed to finish the current Aachen campaign (from the excellent work of @benpark), but after that I may just upload little 'Action Moments' when something awesome occurs. If this is the end, well at least I know there's a new generation of excellent CM YouTubers to take the torch and I know for a fact (from comments and PM's I've received over the years) this little community grew a little bigger because of the channel, which can't be a bad thing.
  9. It's one of those things you only realise once you go into the editor to make your own scenario that a roadblock fortification like the CMx1 days isn't there. On my wishlist for future inclusions. Using hedgehogs and bit of terrain trickery (such as a mound of Heavy Rocks - so vehicles can't pass over) can get the job done, but you give the player a heads up to where the roadblocks are before they encounter them.
  10. Damn that was a long time ago. Aris' terrain pack for CMBN. http://cmmodsiii.greenasjade.net/?p=2785
  11. Pretty much everyone's mods are here now: http://cmmods.greenasjade.net/
  12. @John Kettler - Yes this scenario is 'the odd one out' against most of of the scenarios of the pack since it's the Allies on the offensive. Most others will involve them reacting to surprise German movements. After the dawn attack of the Sept 20th attack against CCA HQ was repulsed, all CCA forces turned around from their advance north and returned to the vicinity of Arracourt at speed. Lt Col Abrams conducted an offensive in the afternoon and into the night running south through Ley to Moncourt to clear the German line 'once and for all.' (Hence the scenario name of Rinaldi's). He had his full 37th Battalion and the 10th Armored Infantry to do this. It was a constant attack that lasted hours and quite rarely for the time into the darkness of night. Despite the risks, A Company of each Battalion entered Moncourt in the pitch black to dig the Germans out. It was all for nought though since the US forces pulled back soon after their success and the Germans returned to occupy the positions, the stalemate started to settle in. Working with these forces in the editor and the vast space involved it's easy to see why CCA 4th AD were constantly surprised. They simply didn't have the manpower to a continuous front line on three sides around Arrocourt and the Germans attacked from all three directions over the course of week.
  13. Sorry a little off topic now but couldn't resist. This is probably most of us... "Dear Mrs, your son died heroically when his commander, recently returned from a full day at the office with an alcoholic beverage (or two) in hand, took command in a tired and half drunken state of mind. Despite his inheberiated state, the Commander was confident of his abilities and that he was of sound mind. He ordered your son's unit to assault the enemy's fortified position without support or covering fire saying 'My boys... they've got this.' The assault was a failure but the Commander wants to inform you that your boy was avenged with a follow up massive artillery strike and that the explosions were pretty."
  14. I shouldn't laugh but those pixeltruppen examples... I've got tears. Well done! We honestly need a pixeltruppen rememberence day.
  15. If you need some help. About to finish a full campaign playthrough of this urban nightmate. Just RL at the moment is delaying me finishing the final mission.
  16. When it's done. Likely the Scenario Depot. Long way to go yet.
  17. I think it's a case when there is need for a new/revised animation then one will be created. There's probably specific circumstances we can all think of we'd like to be animated a little better (not to mention other cosmetic/visual wishes) but does it really have an impact on gameplay? The new corner peaking mechanic with the 4.0 upgrade, would be great if the troops stacked up against the corder and twisted their bodies around to 'peak and shoot.' <- This guy is a bit biased however, and is still holding out for CMx2 to head back into mid-war territory one day so that's on the top of my list. New Theaters/Time Periods > Animations
  18. You've got to have the same number (or more?) of the mod tagged files than the non-mod tagged files to ensure they are all used. For instance if JorgeMC's has 8 faces with the modtag of [Snow], but you have 16 regular faces without a mod tag then only half of the pxiel truppen in game will use the modded faces. To get around it you could simply duplicate copies of Jorge's faces and number accordingly to equal the number of regular faces. Make sense? I've bumped into the problem with uniform files in the past.
  19. Just a note on the weather. If you play these scenarios in chronological order you'll probably breath a big sigh of relief when you get to this battle. You can see more than 500m in front of you. I hope you all like fog. Most of the German attacks were carried out at dawn or during particularly bad weather periods to eliminate the US aircover threat which was seen as particularly potent in this area. (The relationshp between the US Third Army and their attached air arm.... alludes me at present.... is well documented). Not the best tank weather for either side but the lesser of two evils for the Germans. Regardless the German plans had the intended effect. The weather eliminated aerical recon missions over these crucial days allowing the Germans to get the drop on the Americans virtually every time. Whenever the weather cleared enough (usually by the middle of the day) the American aircraft pounced. In game however this eliminates aircraft from the equation for most if not all of the battles.
  20. Just when you think there isn't another topic we can find research Grogs for. It's one of my personal wishes that the use of captured enemy infantry equipment will one day be included in the game for specific situations, but I realise the use of scavenged / captured equipment isn't being modelled in CMx2 given the potential for 'gamey abuse.' However could this be considered an exception worth looking at? It's not like giving an MG42 to each allied squad.
  21. If there are any modders / artists out there who can do this and want to pitch in please contact me. We've already got some modtagged uniforms for the 4th Armored Division troops / tank crews we plan to include with the package. (Pending the thumbs up from the modders themselves). One word of warning though is you'll probably have to commit to reviewing all of the buildings textures. We have a few villages and even part of the city of Luneville to map out so it's safe to say we'll be using all of the buildings at some point.
  22. Sadly no. Personally I'm again bogged down in unexpected work straight after Christmas for a little bit. Rinaldi is by far the most advanced out of all of us however and I think is putting together a bit of a preview. The desperate defense by the Hellcats of the 704th Tank Destroyer Battalion is definitely on the list of scenarios. The September 19th main engagement that features two platoons of Hellcats and anything the Americans can muster against the advancing 40 odd Panthers in the fog is perhaps the 'big fancy' once of the pack. Not to mention a likely challenge / sheer terror for the poor tanker Pixeltruppen.
  23. Though I'm not a big MP person this is generally the accepted rules I've come across. I don't think there is a problem with using pre-planned bomabrdments if you are assaulting a fixed position. The other caveat maybe if you are playing a scenario where you would assume the scenario designer has intended for one or both sides to have access to pre-planned artillery missions and balanced the sceanrio accordingly. Keep in mine pre-planned missions are (in my experience) always on target/effective and therefore can be incredibly powerful. A simple scenario design trick is to make all off map support become available after 5 minutes as it prevents their use during the deployment phase. A five minute delay can usually be explained quite easily or be default lead to a more accurate historical scenario, even in the case of strict historically based scenarios.
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