Stugdownunder
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Posts
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Posts posted by Stugdownunder
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Id Be happy if it acted like the engineers when they flag a mine taking one turn to move next to the dragons teeth and the next turn the dragons teeth disappear simulating the dozer clearing the obstacles out of the way. I realise it wouldn't be used for making pathways through beach draws and things which would be too hard to simulate. Maybe it could be used to clear tall walls also?
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Thanks Steve for the update. Any chance of getting a Sherman Dozer in the FB module need one for my Utah beach scenarios I'm making cheers!
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On 2/27/2019 at 8:24 PM, Hadwin73 said:
The meteriological winter ends tomorrow, the calendar one on 20 March. And here with us in Southern Germany is already great spring weather...
When will Fortress Italy's Rome To Victory Module be released???According to Battlefront - Not until the SF2 patches are complete not sure when that will be but a rough time frame was given in the original post hopefully we will hear another update before the end of March where things are at in regards to the original post.
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Graviteam Tactics: Announce Tank Warfare Tunisia 1943: Scroll down the Link for Screenshots http://simhq.com/forum/ubbthreads.php/topics/4352202/tank-warfare-tunisia-1943
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Hi Chris. Will you be doing a Twitch TV on the upcoming Bulge game? I really enjoyed the ones you did for "Black Sea". Cheers
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Yay awesome work Battlefront keep up the goodwork! Loving the camo schemes Thanks guys.
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I Played this one as the Russians first and got a Minor victory first time through. Ukrainian snipers and those pesky AGS grenade launchers set up on roof tops in ambush regularly picked off my engineers and M-R infantry as well as a couple of my BTR's. M-R squad would approach with BTR in overwatch so snipers would get off there one kill before being annihilated by the BTR's cannon fire often bringing down walls on one side of the building. One of my BTR's took out the Ukranian BMP positioned just over the bridge but The Ukrainian tank took out this same BTR as I was approaching the bridge so I brought some engineers up to blast some holes in the side of buildings and managed to take out with one of my RPG-7 teams. The one bridge crossing over the road was a severe choke point and lost a lot of my Russian forces attempting to cross the bridge to the other side despite having numerous M-R infantry and machine gun teams set up in over-watch in buildings on the Russian side of the bridge. I made the mistake of trying to complete the mission without first bringing up the 2nd platoon which arrives as a reinforcement where I should of put first platoon which had suffered about 20% casualties on approach to the bridge into over-watch into buildings overlooking the bridge and use my 2nd platoon at full strength to make the assault over the bridge and into the town square. Used one of my BTR's to area fire from across the bridge on the top of the church steeple as this was the highest location on the battlefield and would have been an ideal location for an sniper or artillery observer. Final assault into the square was deadly and all of my remaining BTR's were picked off by RPG's or grenade launchers from various ambush positions iin/on buildings. I had one BTR left which was immobilized on the Russian side of the bridge which I left in overwatch across from the church/steeple which thankfully took out a lot of the Ukrainian forces snipping my infantry. I used my artillery 82mm mortar mission rather in-effectively in linear against the strong hold position of buildings located opposite side of the map from the town square victory objective. Last of my anti tank platoons was destroyed by the Ukrainian BMP which was located at the back of the town opposite side of map from the town square in a deadly ambush position. As I had captured the main objective being the town square and was nearly down to half strength I decided not to waste any more Russian lives on trying to destroy the last Ukrainian BMP and fast forward the remaining turns to the end scoring a Russian minor victory. This was a really enjoyable mission and highlighted just how deadly urban close quarters combat is and just how fragile vehicles are in such urban combat environments. Russian M-R squads also seem quite fragile when compared to there US counterparts as there was a number of times when only a few of the squad members were casualties then they would often throw there hands up in the air awaiting to be taken prisoner they seemed to be lacking in fire power but this could be just the way I had led them into ambush after ambush effectively diminishing there morale on several occasions. Great scenario looking forward to more like these:).
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I think the pre-orders were coming out a couple of hours early before the release to the general public as a thankyou for your pre-order. As its 1:00am in Perth Western Australia I will gladly await my Saturday morning Blask Sea Fest. Have fun with your game:)
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All working fine now. Just added all the module Executable's to the exceptions lists on my Trend-Micro anti virus software. As before I was only having problems with the Marines module but decided to add them all to the list this time. All Patched up to 1.32 without any further issues. Thanks for your help much appreciated
Regards Justin.
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Have you added an 'exception' within your TrendMicro security software for the game executable AND the 'runservice.exe' file found in the 'Windows' directory (if you were able to activate the game - it will not be present if you haven't been able to activate the game yet) ? If you have any of the CMSF modules you will need to add those executables to the exception list too.
I'm not sure if a registry 'cleaning' will help or actually cause problems. If the program does it automatically or if you say 'yes' to everything it presents as needing to be 'trimmed', then you may run into some unintended grief. I haven't used CCleaner's registry cleaning functions so I don't know how well they work or it typically targets for cleaning within the registry.
CMSF will NOT utilize SLI. There is no code within the game engine to support SLI rendering, however it should generally be ignored by the game and run on a single GPU. The 340.52 GeForce driver should be fine as far as I'm aware.
Try to shut down as many programs/utilities as possible that may be running in the background. You can potentially try Razer Game Booster for this function to see if it will help or just do it manually.
Hi Schrullenhaft.
Yes it was just the 'runservice.exe' file found in the 'Windows' directory that I had not put as an exception program in the DEP. So have added this and the game now runs as long as set to Administrator privileges. I have the Base version 1.10 running but have not attempted to load any of the modules yet. Just to clarify all module executables only will have to be added to the exception DEP. Will patches also require exception DEP. Thanks for your help.
Regards Justin
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Hi recently tried to play Shockforce and upon clicking shortcut the following error ocurred "shockforce application error 0xc0000142". Purchased registry cleaner CClean and disabled DEP for shockforce short cut, exe and install files. Not sure what else I can do?
Operating System:Windows 8 Pro 64-bit
CPUIntel Core i7 4770K @ 3.50GHz 35 °CHaswell 22nm TechnologyRAM16.0GB Dual-Channel DDR3 @ 800MHz (9-9-10-24)MotherboardMSI Z87-G45 GAMING (MS-7821) (SOCKET 0) 34 °CGraphicsE2711 (1920x1080@60Hz)2047MB NVIDIA GeForce GTX 770 (MSI) 33 °C2047MB NVIDIA GeForce GTX 770 (MSI) 32 °CForceWare version: 340.52SLI EnabledStorage111GB KINGSTON SV300S37A120G (SSD) 30 °C2794GB Seagate ST3000DM001-1CH166 (SATA) 32 °COptical DrivesHL-DT-ST BDDVDRW CH12NS30AudioRealtek High Definition AudioDirect X: 11.0Internet Security: Trend Micro Maximum Security 2015 -
:DHappy Happy joy joy!
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:)C,mon its night time here in Oz, and the majority of the people are now home from work ready for some Gustav style. Feel sorry for the people in the States who have to wait to the come home from work before they can play it-not! Release now or in 15 minutes after I have shower. The choice is yours:D
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BF may mean 2 working days in which case Tuesday or Wednesday. Maybe :-)
I gather Battlefront would be working this weekend. So yes two working days is correct!
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Well today is tomorrow here, and in 7 hours it will be 2 days from today, and Sunday here so I expect the game in approximately 7 hours Not!
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^^ Hey Perth buddy!
26 and been playing since the CMBO beta demo.
Hey Im from Perth too! 40 years young:)
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:)I would eventually love to see large campaign or battle packs. Where you play a large amount of scenarios with historically accurate units, and utilizing background notes, maps, pdf literature about the battle/operation. For instance battle for Caen would have all the small battles engagements involving all the units for both allied, and axis leading up to the actual battle for the city proper! All units would be historically accurate in regards to equipment, uniforms, and vehicle markings. You could also have Operation packs.i.e"Öperation Goodwood or Cobra", and unit history campaign packs. For instance following US tank company/battalion fron Normandy to the end of the war? The possibilities would be endless:D
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:rolleyes:Yes I requested this 2 months ago.
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:)I was so annoyed about not being able to take screen shots. Tried every fix under the sun, but had no luck. I have windows 7, 64 bit which was taking black screen shots of CBMN in infanview and gadwin. Normal printscreen in paint was only taking pictures of the desktop. I updated my ATI drivers and downloaded latest free version of "Fraps"", and all is good and so damn easy to use. Thanks guys for fixing this as Screen shots are necessary when creating a good overhead view tactical map.
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:(Damn I like flying monkeys.
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:confused:Cant we have a seperate subfolder(at the top of the page) for both scenarios + maps and a separate one for mods, and if your scenario uses a mod explain this in your scenario thread? Seems abit confusing at the moment trying to locate the scenarios amongst the mods:confused:
Sorry this should of read seperate sub forums not folders.
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:confused:Cant we have a seperate subfolder(at the top of the page) for both scenarios + maps and a separate one for mods, and if your scenario uses a mod explain this in your scenario thread? Seems abit confusing at the moment trying to locate the scenarios amongst the mods:confused:
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I know vehicles are usually only put into games for there usefullness/practicality, but would love to see U.S dodge light truck in the game. Not 100% sure if US half tracks carry these, but maybe it can carry extra mortar rounds, mortars and anti tank rounds as well as the usual assortment of ammunition.
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Thank you SO MUCH Stugdownunder. This is the kind of aide I suspect many newbies like me are looking for. It captures forces, routes, timing, etc. Some of us newbies get lost in the process because of a lack of experience. We don't know what we don't know. Examples of battle plans developed by successful, experienced users gives us an anchor to get started.
The map of your battle plan is a perfect illustration of the kind of tagging or markup capabilities I suggest to be built into the game. Scout the map, mark areas that shape your plan, mark up your plan, and have the whole thing toggle-able off/on as something you can call up by way of reminder and modify if need be.
See the thread I started here:
You should thank Haggard Sketchy he is the one that made the battle plan. I am the one who simply started the thread.
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in Combat Mission Red Thunder
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We will take over the world:) Says Mark McGowan