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nik mond

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Everything posted by nik mond

  1. I've seen the AI overide my target for a good reason. I was targeting a nearby AT gun, it chose to target nearby infantry. It threw me for a bit. I looked closer and the AT icon was for the crew of the gun that sat abandoned, and the infantry it chose had schrek man. I say target because the AI seems to have a good overide system. I'm sure it gets it wrong once in a while too.
  2. If you use a combination of "Paved 2" road tiles and mason stone ground tiles as the underlay it will create a shoulder border on the street. The Highway tile can work if you cover part of it with buildings then the dark border has side walk affect. I miss the actual raised slabs like in tow but these towns didn't really have those. There is also a great tutorial video in the repo on how to lay highway tiles.
  3. I've decided to post it on Gaj for now as SS Field modified uniforms. I will be the first to admit it is a stretch but plausible. Below the low res pics is a boring micro summary of my research into Waffen SS field modified uniforms. The mod changes the german soldiers appearance to rag tag SS field modified uniforms. The Field Grey M43 tunic now has SS Collar patches. Many soldiers wear blended oak type 1 and 2 wind pants. Spring and Fall. Or smooth cotton pea dot trousers. Officers wear a pea dot tunic with bottle green collar. One NCO wears an M43 blurred edge oak tunic. Another with no epaulets and palm trousers (rare). Since there are no parka smocks in this game I have limited the changes to trousers, helmet covers and the officer tunics, w/forge cap skull badge. Much scouring of my books, the internet, even re-enactor forums, looking for background on uniform modifications. This is a micro summary: Camouflage uniforms are authorized for use in some Waffen SS Divisions during the war. Smocks and trousers were present since the invasion of Poland 1939. There were regulations. All uniforms must be constructed of an approved camouflage pattern. All tunics must conform to the M-1941, or M-1943 patterns (later 44). But they were not authorized for use as a garrison dress uniform initially. Many units were issued smocks, and matching trousers for the field. However many were locally manufactured of varied quality. The common source of material for locally manufactured camouflage were the zeltbahn field blankets. When "issue camouflage" could not be acquired, any local seamstress, tailor, or skilled haus frau were commissioned by individual soldiers to sew pants, crude smocks, and if taleted, regulation tunics for senior officers. Often the price would be a soldier's 2 day ration card while on leave, coal, or some other commodity. Zelt bahn blankets were often the first item hawked from the battlefield after the casualties were picked up, to be recycled into camo trousers. In March 1944, A new camouflage M43 tunic and trousers made of a pea dot pattern used by the 12th SS, were authorized for garrison dress. Wyseman76 has posted an excellent 12SS mod with this pattern. The SS FMU Mod in contrast is a rag tag version of what would have been tolerated in the field.
  4. If you are capable of thinking outside of the box as well then fine. There could be some daring concepts that should also be given a chance. The most fun I have had so far on a 4X4km map playing with one leg platoon+FOOs,MGs and a supply truck against an entire battallion (-) for a two hour single player scenario. This probably would not be your cup of tea and I'm thinking based on your comments you would class this as a bad map (too large), and a bad scenario (asymetrical). But I find it a blast. The enemy battallion, all leg, are split into various smaller groups. Some with many way points, pause points, patrolling around the 4X4 KM map. Others with attack unit objectives. The only way to win is to send out sections to ambush the smaller units. Over time they are whittled away. At synchronized times multiple groups will attack your base camp, the only land objective. Where hopefully you have a rear gaurd. Thats where you have to call in your unlimited air support and Artie. It gets interesting when one of your patrols bump into an enemy patrol and you either reinforce or dee dee mow out of there. I am still adjusting the AI because it takes 2 hours to play test and synchronize but everything is starting to mesh.
  5. Guess we should start the map briefing with " on a battlefield somewhere in fantasia." Some maps are designed as a scrimage field where footballs are traded for bullets. When such is implied I think its pretty obvious. Add to that the artistic license of the creator. There are no bad maps, just maps that are liked or not liked.
  6. The fact remains the graphical representation of orchards in the game can be somewhat misleading at one small foliage bush type A (or B or C) per grid.
  7. Star Trek terminology for the 2i/c and adjutant.
  8. I may have read into this incorrectly. But I placed an observer team in a two story building with a commanding view and sent a sniper team into the same building both on the same second floor. I noticed when the sniper team was not there the observers could not see as many enemy units. Maybe due to the sniper's different vantage point or higher optics rating. Or maybe it was a coincidence? Do co-located teams feed intelligence in this manner?
  9. good point. think I will use blended. gotta fix some of the stretching too. Still rough.
  10. Well I wanted to leave the feldgrey tunics mostly intact so I created some blended wind pants, helmet covers and an unauthorized but tolerated m43 pea dot officer tunic. ......until some real SS Parka models come out. can't see it from this angle but the officer's eagle is on the left sleeve.
  11. Really nice map Ben. I am absolutely looking forward to playing this and want to avoid peeking at the AI so it is not spoiled. Its gonna be Carentan meets Hue or something like that I hope. My preference personally, never played much on the dusky maps but then again never gave it a chance. But thats easy for each individual to change. Nice building and street arrangements. 528m X 960m good size, gonna need more than an hour the way I play.
  12. I saw pictures in the screenshots thread of Nazi's holding javelin missles from CFMS. Or GI's with Abrams so why not the infantry. http://www.battlefront.com/community/showthread.php?t=96469&page=2
  13. Double taps for the carbine, very little recoil and a faster mechanism. watching youtube demo's of garand rapid shoots, seems the second shot of a double tap would be a miss with the recoil, and the bolt slide is a little slower too.
  14. OK that's true. had to check it out. From the manual, units can effectively only trace command-and-control to their immediately-superior HQs. Higher HQs may fulfill this role only to a limited extent. If a squad or team is out of contact with its immediate superior (usually a platoon HQ) then its company or battalion HQ may provide voice and close visual contact, but not radio or distant-visual contact. This simulates that a higher HQ can't babysit a large number of units more than one level lower in the organization, and it means that higher HQs can't be used in a gamey way to make platoon HQs unnecessary, but they can step in and provide command-and-control in a limited radius in emergency situations.
  15. Great concept and I really like the terrain. I will suggest maybe a splinter pattern tunic for the LW trooper if you have the time. But looks good anyways. I look forward to playing this when its done.
  16. I don't think the scenario creator/editor will let you delete echelon HQ's unless you are building a force composed entirely of specialist teams. If the platoon is there the company HQ has to be there.
  17. Hi Gundolf, can you check your PM please. thanks
  18. Hey is that a flame mod? Looks different, as in good.
  19. My windpants mod. Which is about to be deleted for something better like Veins German Mod or Wyseman's 12SS Hitler Jugens. ..........
  20. Now we know. Just squares. I assumed it was all modulars. thanks Mikey.
  21. The point for 2 directional roof gable facings is for joining different buildings together which is why they are called modular. Sometimes the edge of the roof will clip through the next building at right angles.
  22. I made a couple maps but didn't release any because I couldn't get the relief contours shadowed to layer in the right place. It was quite a few hoops to jump through. As far as making a bland flat map with little contour or shadowing, its pretty easy to do, but they won't be of the same quality as the stock maps in the game. Ofcourse you have to have photoshop, and maybe neopaint, and know your way around them.
  23. I am gonna say you can't, I tried this on the modular buildings, even with all 4 facings and the gables stay the same. Only the chimneys switch around.
  24. I like random force selection when fooling around with QB's. Once the AI got all tanks and my all infantry force was amazingly stuffed with extra panzerfausts and shrecks. It was a good battle. The unknown makes QB's more interesting IMO. Does anyone know if it is still possible to receive Towed AT as a random attacking force? In such a case you are battling AI limbered guns and trucks. I looked at the AI routine and dismounting orders are there. So I am not sure if early contact is creating a problem. I tested this on various maps and selected AI Towed AT. But the question is geared towards random selected forces.
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