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nik mond

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Everything posted by nik mond

  1. You captured that 1000 yard stare. Well done.
  2. Seems the only useful thing that could be done to it would be to change its colour for different environments. Colour it yellow brown for sicily or the desert, or whitish for a winter mod. Since it repeats, you could not make the east ocean for a beach example, or put distant forests or towns for depth. Good to know it can be changed to suit different location backgrounds tho.
  3. I'm referring to the low res green area outside of the map that meets the horizon. Is this BMP accessable? Its likely a very small bitmap that stretches to the horizon boards. Can't seem to find that one.
  4. Are you sure that is not the insignia for the Inuit Freiwillingen Sturm Battalion
  5. just saw a documentary on the Tunisian campaign and realized the M3 75mm halftrack was missing in this game. Odd because it was the most common TD in 1943, and a mainstream player at caserine pass. Anyways, I still return to Tow2 from time to time because it has awsome terrain depth due to hand rendered maps and dynamic lighting. Game play is good too.
  6. Is this meant to take the place of the sdp_ITA_basic pack? It should I think, that way all summer buildings and terrain are in one pack. Great work on building and stone textures by the way.
  7. When selecting an allied rifle platoon with the intent of packing everyone into just enough halftracks. I set the headcount on one of the squads to 70% and have them share a track with the HQ. Another is to set the Plt HQ to 70% instead and have them mounted in an M20utility car.
  8. :eek: Yes like dat! Looks great. I take it those trees are occupying an existing tree slot using the invisible alpha polygon? Or is there a way to add a tree F and G? Do you have a Fall tree and textures mod in the works or something even bigger
  9. Something that would not be much trouble to include in an add-on, and would pay off. A leaf less tree. As in a dead tree. There is not a forest or group of trees without one dead one. Also next to bombed out building and craters this would add to the visual effect as well. Please add a new dead tree element to the map maker. .....doesn't hurt to ask
  10. No, its just a matter of finding the right fit, and selecting no wall, thanks. I hope it plays balanced, I wonder if it is too easy? link to the scenario here: http://cmmods.greenasjade.net/mods/4545/details Oh and without the SDP mod it looks like crap
  11. ....At Green as Jades because that is where the SDP mod pak is. GOTHIC ANVIL: Italy. single scenario battle on a new 720mX540m map. Allied Only. Single Player Recommended. REQUIRES sdp_ITA_basic pack, found at the following link:http://cmmods.greenasjade.net/mods/4478/details Some pics of part of the map. Thanks SDP great mod!
  12. Well designed scenarios are always better because the designer can: - Deploy each enemy unit where he exactly wants to maximize effect - assign specific units or a single unit to groups - assign unique AI routines to said groups - assign and deploy reinforcements - create atypical mission specific scenarios -there are more reasons but to name a few...... Quick battles depend on a good design too. But its limited. Quick battles allow the player to choose the map, units of his enemy, and friendly forces for a scrimage. Or he may allow random computer selected forces. The parameters for that could be mixed forces, or Armour, or infantry only. Also the strength of either side can be full or depleted depending on what the player chooses. All that being said, the AI of the Opfor has limitations due to the randomness of placement, and forces selected. Play balance can be thrown off, and the AI can get bottled up for path finding. I usually give the enemy an advantage for singleplayer quick battles.
  13. On occasion I have seen HMG's abandoned and left behind in case of extreme panic. Although you can herd the same team back on top of the weapon, I am wondering if another team can come by and scoop it up. Oh, and I am wondering about Erwin's question too regarding Red on red scooping up their enemy's weapons, is it possible. Gonna have to try that.
  14. Ahhh! This is a name specific file I believe. So the the spelling can't be changed. Please check that the background day combat.wav file is not renamed.
  15. could someone test or verify this worked for them? Its works OK for me by just placing the "background day combat.wav" file in the Z folder.
  16. Thankyou ian and George MC. Its relative to the game clock not the unit entry. I realize now I have never coordinated exits on reinforcements before, only ingame units and it really threw me off this time. I can work with this. Good advice on movement, I actually pasted this to my notes.
  17. OK, well thanks then. Just thought I'd put it out there, I can work around it. The AI Order locations are not ignored and it certainly takes off and follows the path OK. But the Exit times are totally ignored. Also it has its own unique group number.
  18. Does this halftrak have to be near an HQ I wonder? Considering its just a lone reinforcement. Doesn't seem to matter if I increase Exit times, or which order sequence.
  19. you would be correct even with sarcasm , because I meant EXIT before after orders (not move). Ya these exit times don't seem to be working in this case.
  20. Just wondering what the cause is for "move after" times to not work in AI routines. I have a reinforcement vehicle arrive after 5 minutes on map. I set a move after 5 minutes on the setup and a move after 2 minutes on the 1st destination but the delays are ignored and it procedes from order point to point without delay.
  21. I was thinking more like Darth Vader where the helmet is a life support system.
  22. Its not a zombie mod exactly. The wounds are on every soldier hidden under their hats as Stoex said. I have no desire to release this, but If someone was to do a face mod maybe they would like to include this with it. As for the single entities I am surprised how well it worked. You would be busy controlling 30. Buddy aid, vehicle supply ammo, and the +2 attributes really become essential for it to work.
  23. And for all you bachelors out there....The Single Guy Mod. Yes, select a foward observer Formation, set it to 50% casualty, then puchase 50% 2 man and 3 man specialty teams under C2 of the FO. Make sure you set all attributes to Max +2 to ensure each guy is Rambo'd up. I did a minicamp with 2 X 10 man teams, but lost interest in making more maps by the 3rd battle. The only issue is that the primary weapon of the core unit is lost after the first battle. So the A gunner goes back to the rifle. Surprisingly it was more fun to play than it looks.
  24. ....Or better known as mods that shall remain on the cutting room floor. First is the head shot mod. Everytime a helmet is shot off; voila, entrance and exit wound. The payoff is when the helmet is shot off while they are standing, very rare. Not a photoshop. Actual ingame picture.
  25. Holding the shift key seems redundant these days, dragging should be enough, anyways i missed that.
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