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nik mond

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Everything posted by nik mond

  1. AFAIK neaby battalion HQ's will adopt an orphaned squad, as in influence its morale and cohesion. I believe company HQ's same thing. I don't think platoon HQ's have any influence on squads from other platoons tho. And these orphaned squads have to be in the same battallion/company as the higher level HQ that adopts it. If I have it right.
  2. There were some precision paradrops on a small scale, but they were not adhoc and took much time and preparation such as the Bruneval Raid commanded by Capt John Frost or one of Otto Skorzeny's missions. There were no standby paratrooper waiting for call-in. Perhaps simulating the delivery or paratroopers landing all over the drop zone would be interesting during a fire fight, or a planned mission, but not being summoned like artillery.
  3. It always bugged me that the dynamic shadows are not correct. Based on the length of the tree shadow in your example the raised ground should also be casting a shadow on the same side well onto the flat ground behind it. Maybe the ground dynamics will get better in the next engine. But still the best contender. I applaud APOS for at least developing a tic tac toe style operational layer.
  4. I know just the punishment for you. First we will put you in a steaming hot room, then whip you with twigs, then cut a hole in a nearby frozen lake and through you in it. Then make you do it all over again until you feel refreshed.
  5. I think the artillery made the difference. Its great to have overlapping defence to shoot anything that moves first but that all falls apart when your static positions are zeroed.
  6. I finally found someone who took the middle ground. Yes Higgins boats as static objects for atmosphere, with a sea colored endless plain and west sky would have sufficed and been relatively little labour. For those who said a beach scenario would warrant little play value. Well I created a personal scenario on the Omaha map. Required 3 waves of 1-2 companies recreating landing reinforcements. And sure the first wave gets wiped, but the fun really starts when the third wave arrives and remnants of the second wave are actually moving to the shingle and suppressing the enemy. Easily a 1-1.5 hour scenario that plays out in small scale to a WW2 Normandy beach invasion. ...Not sure about that pacific marine level 12 paladin idea taking on the orcs of Iwo Jima tho:confused:
  7. Agreed on all points. I got rid of the pebbled fords and changed it to the same tile as the swamp as an underlay and it looks pretty good as a river or stream. But I like your suggestion of a dedicated river overlay better.
  8. Don't forget the outer terrain skirt. You can't have more than one tile for this. So either your beach is land locked by green or you are on a square island.
  9. Oh yes, debated and discussed in detail. I would have liked an Omaha, Juno and Sword scenario linked into campaigns myself. However it was basically stated, perhaps by an insider, the effort required for new models and terrain for a beach scenario could be better applied elsewhere.
  10. Was this ever released Ben? Did I miss it?
  11. So much has been said already, but.... Infantry battle vs AI. If you find yourself unable to advance as the AI is static with a good overlapping defence of the objective then you might want to trade shots with him rather than get worn down trying to advance.... providing you have ammo carriers: jeep, truck, or HT. The AI doesn't resupply. When they run out of ammo they surrender very quickly, or panic and run.
  12. For posterity I don't think referring to the protection of a "Lancia Aprilia" fender would give the same impression. Heaven forbid an Italian automobile Protect a mighty Sonderkraftfahrzeug
  13. Great for 2 player games. Spotting in hull down, while your opponent believes it is just a parked car. Plus the added Schurtzen protection of a volkwagen fender to stave off grenade attacks.
  14. Looking at the left most soldier, bottom rear edge of the smock, I enlarged the image. And it seems definately longer than the tunic. Nice blurred edge helmet camo.
  15. I am sure the civilians are in the works and will appear in the Eastfront expansion where they play a role in the final battle for Berlin scenario. Its only the buildings and trees from SDP's Basic Italy mod. No modded ground tiles or anything else...except the horizon Sky, I keep meaning to take that out as its out of place but haven't gotten around to it.
  16. Your welcome. Some pictures. The forces are pretty evenly matched to start. Which may be tough on the attacking paratroopers until reinforcements arrive. Elements of the Germans are also maneuvering from the other side of the map. I never spawn or pre-position "non-static" enemy units on the same half of the map as the player. although some may be tempted to think this .
  17. I would get rid of the pavement also, it doesn't look right for Normandy. I use the modtools for CMSF to extract and repak CMBN mods. Not sure where to find the link. Bottom line, the modded files get placed in a Z folder within the Data folder. The "how to install mods" thread has some good info if this is new to you. If you find it messed something up then just remove those files from the Z folder and you are back to normal. Also Mod tools is a good utility, but I can't find it in the repository for some reason?
  18. Trees look good for Normandy (all green). Ground tiles actually look good (only cobblestone is modded). Houses good. Walls good. Get rid of the sky, and the road textures.
  19. http://cmmods.greenasjade.net/mods/4478/details patiently awaiting the sistine chapel too.
  20. If you want a nice building mod. And feel comfortable adjusting a mod for personal use. As in removing a few files from a mod, try SDP's basic Italy pak. I love the buildings in this. I removed the sky and ground tiles so it defaulted to Normandy, since I'm done with Italy for now. But kept the awsome trees and buildings for the Normandy scenarios.
  21. I use AI routines to move small units, platoons and sometimes individual vehicles from hull down position, and bounding leaps to the next position of cover, all timed. Unless you have every mound and bush in the same position on different maps I don't see how cutting a pasting AI plans is really that useful. Great Ideas for # 2 and # 3 tho. And topic. I would like to see more blending texture tiles. There are only 3 ground tiles that mix with the tile texture next to them. The remainder keep their square shape. especially when laid in a diagonal direction. Also curved roads would be nice.
  22. In the editor you can set the headcount of the sniper team to 50%. This will give you the sniper only.
  23. Look at the tree/ object shadows, and the clock of course. Sun declination just before 08:00 or just after 17:00 becomes very apparent, without actually darkening the sky. Quite pleasing to the eye. Unfortunately leeward ground elevation does not shadow with the angle of the sun this would have elimated the requirement for the ground mod contour grid.
  24. No game has successfully managed the semi indirect tank shot. Yet in RL I've heard of tankers firing at exaust smoke behind a burm, and on WW2 documentries heard accounts of trying to shoot at tanks that reversed from a hull down position. I am not sure if this is possible, or if so, how successful, maybe the tankers could eleborate on this.
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