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Ithikial_AU

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Everything posted by Ithikial_AU

  1. No probs hope you enjoy. Historically the HQ team spent two hours hiding in the pig trough in the yard (marsh tile on the map behind the low wall) as the fight occurred before slipping out in the evening and heading south east. In the game you can make it and hide in that tile if you're quick but in every test I did the US HQ team would ambush the German infantry eventually and go out in a blaze of glory. The points the German player gets is small and won't dictate final results on it's own. The allied player has an equally easy and low point scoring objective to counter balance it. I think I say it in my designer comments, if you want to give yourself more of a challenge and go historical, don't use the blast command for the entire fight.
  2. I'm the scenario author. There was some tinkering done post 3.0 upgrade release IIRC. Hazy memory. I'm guessing something I've clicked in the editor has meant you need the 3.0 upgrade to get it to work? It's only got US and German Heer forces so there's nothing 'funny' unit wise that would force you to other modules and packs.
  3. A while back I created a whole bunch of 'Mod Packs' for some members of the FGM who didn't want to dload a million individual files. Most of the mods mentioned above were included. See the video in the OP to see what your game will look like if you grab them all. Just note it's a little dated now and was done prior to the 3.0 upgrade and the Market Garden module so there could be some errors or missing artwork now. Still for most vehicles etc, it's saves a lot of time. Edit: And I should point out, the mods aren't mine! All kudos and praise to the mod makers! http://www.thefewgoodmen.com/thefgmforum/threads/mods-aris-and-other-popular-mods-combined-into-easy-to-download-packs.17477/ As for scenarios... shameless plug... search for 'Three Patrol Action' in the repository.
  4. At the moment pretty much for a printed manual I can refer to anytime anywhere.
  5. Tell you the truth never thought of that. Assuming the answer is no.
  6. 10th September, 1944 just south of the Dutch-Belgian Border. The Irish Guards launch a hasty assault on a canal bridge to make Market Garden possible. A semi-historical recreation of the Irish Guards assault and holding action to secure the final obstacle at the end of the rapid Allied advance across western Europe. After a few months of painstaking research (German OOB in early September... ugh) willing to pass this over for the community to play. Special thanks to Ulf Norman for assisting with testing and the German OOB. British vs AI, H2H only. Stronger player should play Germans. File submitted to repository and FGM scenario downloads page. Some preview screenies to tide you over.
  7. Given that sentiment is there any word on how CMSF porting will one day be handled? I realise it's a long way down the road for BF. Could there theoretically be one big modern era title with lots of modules? Given the modern era players will be more than likely be focusing on creating fictional conflicts (hopefully!) rather than recreating historical encounters as we tend to do in WW2 -having less restraints and a greater degree of versatility in force composition and geography would be great. I mean couldn't this fictional Black Sea conflict spread into other regions for the sake of gameplay? Russians in the Middle East? I understand that BF needs to pay bills and eat, but for my mind it wouldn't bother me if the price of a module was a little higher if the modern era releases were together in one family. It would give us a hell of a wargaming sandbox to play with in the long term. Sorry off topic... yeah British forces would be a great addition.
  8. Berto has managed to find a little error in the key formula. Updated version can be found here: https://dl.dropboxusercontent.com/u/51696551/Combat%20Mission%20Victory%20Calculator%20v1.2.xlsx
  9. More a CMFI one. Early Commonwealth Shermans?
  10. Alex. See Shmi's March campaign recently released. Whole campaign surrounding Pegasus Bridge and it's relief. http://www.thefewgoodmen.com/index.php/downloads/category/7-scenarios
  11. No terrain packs (industrial set, port facilities set etc) to test out the new artillery toys on? Love the idea of Forces Packs.
  12. I'll flog that CM1 Operations dead horse with you Fenris. Creating a CMx2 scenario is a longer process start to finish compared to CMx1, no doubt. However the level of detail you can fine tune is also greatly enhanced compared to the 'bad ol' days.' I think part of the AI Planning process that makes people scared to touch it is the interface. If it was somehow possible to do the following two things I think it would break down a number of those barriers: 1) The ability to program an AI plan inside the 3D preview mode with the same keybindings and controls as if you were organising a regular WeGo turn before hitting 'Go.' Sort of like programing an extensive set of WeGo turns at once. 2) The ability to test scenarios from a specific minute onwards within the editor, sit back and watch two opposing AI plans go at each other in real time. Will give you a quick idea if certain planned actions or triggers are firing at the right times. Yeah no idea if this would work of if it is even within the realms of possibility.
  13. I've been working on an Operation Windsor campaign for a while now. Just can't devote every waking moment to it. Very slow work. The new pack contents are an absolute godsend to making that project better.
  14. Maybe not vehicles but agree with Darknight would be great to see the Commandos, Rangers and Free French forces added to the Normandy family. (And CMFI where applicable). Maybe an Operation Dragoon module. In truth I think CMFI currently has some 'bigger holes' that could be filled compared to CMBN due to the absence of Indian, French and to a lesser extent South African forces from that title currently. Granted South Africa, probably only really relevant if a post-Rome/Gothic Line module was done for the game. At the very least you'd think the work on the French Forces would in part cover off the the work for them to be included in both games. Anyway looking forward to testing out the new toys. Save game compatible for current WeGo SP games in progress? I'm guessing we'd get a turn of high pitched aircraft noises for a turn?
  15. Guys, updated version thanks to some good work from fellow FGM member Berto. Who wants a Pie Chart with their data? New Features - Visual representation of 'Assigned Points Values' (Pie Chart) - Check boxes to tick to assign victory points to appropriate cell. - Some conditional formatting for totals to more easily distinguish the victor. - General tidy up. Get it here: https://dl.dropboxusercontent.com/u/51696551/Combat Mission Victory Calculator v1.1.xlsx
  16. Would be an interesting cosmetic change but I'm guessing that's also the reason it's not implemented. It would be purely cosmetic with a whole lot of additional coding etc for a Soviet female voice pack to match up with the female soldier pixeltruppen in game etc. As a gamer who plays more than just BF titles (shame on me ) all I can say about this gamergate affair is it throws us all into a bad light/tarnished with the same brush etc. Absolutely disgraceful.
  17. Cheers umlaut. Necessity is the mother of invention as they say.
  18. Pretty easy. The light red and blue shaded cells are the important ones where you need to type in point value numbers. Left hand column of each is the total number of points you as a scenario designer wants to assign to that objective. The right hand column is for you to test different combinations of what the player may score against it. The final battle result they will receive appears below automatically. Any questions just let me know.
  19. Yes I am. About what 9 mths ago now, the current set up wasn't working and the the boss of the FGM, Bootie, looked for volunteers to revive it. I put my hand up and reorganised the area into distinct catergories and imposed a bit of organisation around it for people using it. Take up was virtually instance since it was pretty easy to follow. The CM community scenario designers are doing their work it drips and drabs because lets face it we have real work and lives to attend to, so the setup needed to be easily sortable/searchable where threads could linger for months if need be without getting lost. There's also a unqiue area where finished products are moved to so users can review the final piece of work and provide feedback to the designer. (Something I've noticed has been discussed here as well). Many projects also stall when individuals can't work out how to do that one little bit of work in the editor or can't find that one bit of source material on one side's OOB. We created a unique area where users could pose information requests in and organised manner. Hope that helps as a start. Simply creating a thread for designers and letting users just dump everything into it just wasn't working. Scenarios are trickling out now so it must be doing something right. Oh and one of our members, Fredrocker, has just released a 10 mission campaign for CMBN.
  20. One for the scenario designers. I've been thinking about a dormant Carpiquet campaign I really want to get done and realised it's a bit hard to test objectives and victory point levels I want to set before committing. Unless they are a maths genius, scenario designers have to wait for the testing phase to truly see any results. So I created a calculator to do it for me... This little tool allows you to mix and match any variation of objectives available inside the CM editor. You can assign varying victory point level and the 'theoretical score' the player will achieve to play a bit of a what if game so you can see all the possible outcomes. (ie. What would happen if I lowered the 'Church' objective by 50 pts for the allies?) Can be used either way with the Blue or Red Force being the 'player.' Just like the game it calculates from the highest score. See Page 82 of the CM 3.0 manual for more details. The additional requirements required the higher degrees of victory are also included in the considerations for the final calculation. All calculations are done on the fly each time you enter a new value. You'll see a 'red cell' if you stuff up by having more points awarded to the player than you plan to assign in a scenario. You can get a copy here: https://dl.dropboxusercontent.com/u/51696551/Combat%20Mission%20Victory%20Calculator%20v1.0.xlsx Any error/bug reports or additional feature ideas please post below. Thanks in advance.
  21. Post my thoughts yonks ago in another CAS discussion thread but I'm sort of with on the same mind set as Yankee Dog. I think preplanned CAS should be allowed to account for well planned attacks with defined target areas worked out by the higher ups before a ground operation commences. The player would have to set all their CAS orders during the deployment phase including a 'scheduled time' (not true time) for the aircraft to arrive. That planing is fixed for the entire scenario and can't be altered, meaning you have to work around that bit of planning on your end for the entire battle and as we all know, no plan survives contact with the enemy so would be a double edge sword. If the player elects not to set CAS orders during deployment or aircraft are available from reserve only, then perhaps they become roaming free agents like CMRT. Modern era... very different story. But like Yankee Dog I'm just a forum poster so will say what I think and get back to killing my own pixeltruppen in suicidal charges.
  22. Hey I'm an Aussie that's slow reading all of Mark Zuehlke's books on the Canadian army in WW2. His Italian titles are great for a good read (if a little hard to follow at times) and well worth picking up. There is a brilliant blank Ortana map around here somewhere but no scenario was made on it as of yet. I've been struggling to find the time to create a bunch of maps for the Moro River Campaign but it's definitely on my to do list. http://www.thefewgoodmen.com/thefgmforum/threads/moro-river-map-pack.20093/
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