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Shorker

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Everything posted by Shorker

  1. The overtime is very annoying - why is there no setup option for it like in CMx1. In this point CMx2 is a step back. The choice or decision wether to play a game with overtime or not should be left to the player/customer. Same with "wind" settings - dear BF-Team, you might think it's cool to have many accidental elements/settings in a battle but others might not share your opinion. So please leave it to the players and give them more OPTIONS when setting up a quick battle. The more options the less "bones of contention" and the more acceptance and success of the game.
  2. 95% of all my CMBN games are PBEM battles and I also do not really understand the counting at the end. I agree with those who say that Prisoners should count the most, then KIA and at last the wounded. And the idea is great that heavily wounded soldiers can die if being left without first aid. But apart from the aspects of "counting", "ammo collecting" and "game results" it is every soldier's duty to help wounded comrades. Every player is different, of course, but I for one always feel with my little pixel-soldiers and I want my wounded to be saved. And this brings me to a very important point: For the sake of a better atmosphere and more playing fun on the CMBN battlefields we need medics!
  3. 4. Harder to spot AT guns. by Lanzfeld Yes - very important point (beside all others) and not just a "minor" thing IMO. In CMx1 a "hidden" AT gun was nearly invisible to the enemy as long as it hasn't been moved or opened fire (depending on the ground it was placed and environment). Now in CMBN AT guns are always detected at once and can be taken out with mortars quickly, without having the chance to fire at a tank. This makes AT guns in CMBN nearly useless.
  4. HA HA HA!!! Good joke! Yes, maybe there are things that you think are more important - why not. Please keep in mind that this thread is called "things left undone" and even though it is #138 on your list - it is undone. On my list the rocking tanks are among the top 20.
  5. Yes, absolutely - that's the point! As I learned here - thanks a lot to akd and Rokko for clearance - the German pioneers in CMBN are panzer pioneers associated with the panzer troops and therefore their uniform is correct - but the ammo pouches are still missing which is annoying. When I was reading "pioneers" I was thinking of these heavily equipped assault engineers (or storm pioneers) - so I was just expecting too much. But anyway, I want my men to wear their gear when in battle. You'll never know - maybe suddenly someone opens fire on them and their halftruck is blown off ... and then...?
  6. * proper suspension antics for the vehicles - so Tigers do not rock around like 2000 MTB's by dieseltaylor I believe the exaggerated 'rocking' is present in order to give the tanks on more naturalistic feel for the animation scale. If realistic, it would scarcely be noticeable. by Childress Childress you are right in some way but I do agree more with dieseltaylor. I for one would be glad if I could only scarcely notice some rocking of a stopping heavy tank. In my opinion the rocking of all vehicles in general is too extreme. It should only occur in that strong way if a vehicle is stopped from very high speed to zero.
  7. *running soldiers sometimes are still sliding the last few yards of their way. *hunting soldiers still look as if they had "something" in their pants. (You know what I mean but I don't want to use offensive language here).
  8. Thank you MJ and Rokko for your answers and interest in my matter. @Rokko - Uniform Problem: The gun crews are wearing the wrong uniform then - that's right - but they still don't have gear. So instead of the waffenss-ankle-boots-soldier I just took the luftwaffe-ankle-boots-soldier. If I now give the .BMP-file of the waffenss-tank-crew to the luftwaffe-ankle-boots-soldier the uniform is correct again but the waffenss-pioneers have their gear. @MJ: Your theory could be the key - sounds interesting! Can't await your results! Thank you very much for your help.
  9. The files for the gear are named *.mdr but the skeletons are named *mds. In the CWF-Module I could take these mds-files from the skeletons folder: german-waffenss-m43-soldier-ankle-boots.mds german-waffenss-m43-soldier-ankle-boots-lod-1.mds ... and just rename them to: german-waffenss-assaultgun-grey.mds german-waffenss-assaultgun-grey-lod-1.mds ... and so on. The effect is that the Waffen-SS Pioneers now have gear (gasmask, breadbag etc.). Now I would like to do the same with the Wehrmacht pioneers but when I "explode" the files of the CMBN base game, there is no folder with the skeleton files. So I wonder what the *mds-files of the normal Wehrmacht tank crew grey might be called? Up to now I tried these variants: german-tank-crew-grey.mds german-tank-crew-gray.mds german-assaultgun-grey.mds Nothing worked yet.
  10. The Wehrmacht pioneers are also wearing the tank crew grey uniforms and that is why they don't have gear and no chin strap with the helmet. To use the same skeleton model for pioneers and tank crews was no good idea. Except for the Jagdpanther the new German tanks are looking awful - there is no love in detail. Even the national emblem (cross) is missing. :mad: CMBN is not for stupid casual gamers but for a very specialized kind of players who mostly have a vast knowledge about WWII - so it's QUALITY that counts.
  11. Dear modders, in CMBN the German assault engineers/pioneers aren't wearing any equipment not even their standard gear. I would like to change that. http://www.battlefront.com/community/showthread.php?t=103154 In the "Commonwealth Forces" Module it's easy by just changing the skeleton files of the assault gun crews to "ankle-boots-soldier". But I can't find the skeleton files in the base game for the Wehrmacht units. Does anybody know how to make these files visible or the correct file's name of the Wehrmacht tank crew grey (or gray) ? :confused:
  12. OK, I see - thank you for your explanation. But maybe in the 4th module "additional '44 stuff" a platoon of fully equipped pioneers will be available, with flamethrowers etc. In between I have replaced the "skeleton" .mds-files of the assault gun crews by the "m43-ankle-boots-soldier". Now the pioneers have a little bit of equipment (just their normal gear). Unfortunately there are no skeleton-files available from the base game. I must ask for it in the modding section.
  13. Hello, I can't find a thread about this topic in the forum so I'm starting it. In my opinion there is something wrong with the German assault engineers. They are wearing the "tank crew uniform grey" and they don't have any equipment... But especially combat engineers should have even extra equipment beside the normal gear like big shovles, wire cutters, mine detectors, satchel charges etc. Maybe with the next module this can be fixed...?
  14. I call the Tiger/Panther/Elephant guys "zoo directors" And in my last ten years of playing PBEM I met another very rare but likable kind of player: "The Unbroken Ignorant". This type of player never wins a battle (or only very very seldom), he doesn't seem to know anything about tactics, combined weapons and gameplay and he is resistant against any good advice but he always stands up again and is asking for revenge.
  15. Yes, joining a gaming club for PBEM-Games is the best to do. We played a tourney against "WeBoB" some years ago in CMAK and every game was brought to the end properly. Good people there!
  16. Dear Combat Mission Developing Team, when setting up a quick battle in CM:CW there is the option to choose "mixed combat forces". May you please also create an option in the field "service" that allows the player to choose mixed allied and mixed axis troops, like it was in CM:BB and CM:AK? Thank you very much.
  17. I tell you it works very well - I have not only bought "Commonwealth Forces" but "British Forces" for CMSF too!
  18. Two arguments against it: In my opinion the loading screen images are important for a WWII strategy game. They are nice to see and they are good for accomodation. WWII photos do a lot for the atmosphere of the game. I like them very much. On fast computers the loading screen is shown only for about 10 seconds - enough time for a photo but not for a briefing.
  19. Here are more suggestions - maybe you like them too :-)) 1.) It would be great if in a German HQ-team (e.g. Battalion Commander) there would be a commander with a leather longcoat. And if this team is activated and you click on the "deploy weapon"-button they are setting up a folding table with a map on it or they are installing a rabbit-ear telescope (scissor scope). 2.) The German Kubelwagen is a very small car. It would be great if the player could also choose the SdKfz 15 "Horch" from the car pool in order to carry a group of men and anti-tank guns. 3.) American and German motorcycles and German motorcycles with sidecar. 4.) German Kettenkrad. 5.) Medics and their vehicles. 6.) US Rangers. 7.) German Flakpanzer "Moebelwagen" and "Wirbelwind". 8.) German SdKfz 8, 12 tons Halftruck to tow the 8,8 AT Gun and Flak. 9.) Moveable 8,8 AT Gun and Flak "on wheels". 10.) French Resistance.
  20. Well, some will like it, some will not. The subject of this thread is not about "useful weapons", maybe the "hooker-fraction" will take notice of that.
  21. Yes, I agree with you - a crew with a 2 cm Flak, equipped with a Kettenkrad could be sent quickly to any hot spot on the battlefield as a reinforcement/backing for the fighting troops. It would be very useful and it also looks good for sure!
  22. Dear Rambler, what a clever idea! This is absolutely great! Really fantastic!!! THANK YOU VERY MUCH!!! Are you going to upload this to Battlefront's mod repository, please? I can't await to install it! I also would like to thank Earl Grey and all others in this thread for their time and effort and interest in this matter. You are a great community! Maybe - later - when Charles sees this mod, BF themselves will take care of this issue an delete this baleful, inauspicious, annoying single zeltbahn nonsens. Again: MANY MANY THANKS TO YOU!!!
  23. I would like to fiddle around with CMBN too, if I could Changing units in CMBB and CMAK was very easy by just renaming the *bmp-files or by repainting them - but in CMBN I don't know how to get to the unit's files. :confused: Would someone of you be so kind to tell me which programme (extractor?) I must use, please? Again I must say that I'm very grateful for all your time and your findings that you've reported here so far and for your interest in this mod. Maybe - allthough I'm unable to look at the refering files yet - I can give you an idea too: As a matter of fact the German soldiers that belong to a gun crew or mortar crew do never have a zeltbahn (only breadbag, water flask, gasmask canister) and the sappers (engineers) and officers are having no equipment gear at all. So maybe as some kind of a "quick solution" it would solve the problem by just giving the "equipment code" that exists for gun crew soldiers to just every soldier that belongs to a rifle group, grenadier group, panzerschreck, tank hunters, sharpshooters etc. - just everyone who might "receive" a zeltbahn. Maybe this is a way - what do you think?
  24. Dear Rambler and Earl Grey, thank you very much for your time and effort! I'm sorry that my English is not so clear and that my question left space for interpretation. You are both right - the tarpaulin must not vanish completely from the equipment list - but only the the soldier (the 3D model) who is wearing a single tarpaulin a this high position. I must say that I have no knowledge at all about the CMBN programme files and I also do not know how to make them visible. I only assume that the soldiers are not painted sprites but 3D polygon-models - some with equipment on their back and some without (I don't think that the equipment is only painted) and that there is a code for every model. And - if it is that way - for example the "single tarpaulin soldier" is model "C" (or has the code "C") and a gun crew member with no equipment on his back is model "E". Now when the programme is showing a Grenadier Group of eight men in the game, it chooses by coincidence let's say two soldiers "A", three of kind "B", one of "C" and two of "D". Now my idea is to replace the model "C" by model "E" so that the game is always showing a gun crew soldier instead of the "single tarpaulin soldier". But the scripting itself is not effected, there is now only a different model connected (or behind) this particular soldier code. Is this a way how the "tarp-mod" could be working?
  25. @Broadsword56: I absolutely agree with you - having Medics would be great! @c3K: The Horch SdKfz 15 is not the limousine but a field car like the American Dodge WC52 / WC56. to all: Thank you for your feedback - I'm glad that some of you like my ideas
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