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kohlenklau

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Everything posted by kohlenklau

  1. The next virus you get is scenario/map making! You'll be out there in your yard with a tape measure....
  2. Map is in progress. Hosingen On December 16, 1944, Hosingen was attacked but US control of this village was impeding the German march westward. In fact, the Americans entrenched in Hosingen were in a position to block all approaches to the locality from the east, north and south through well-directed antitank gun and mortar fire. As early as noon on December 16, US resistance by the 10.5 cm howitzers of Battery C, 109th Field Artillery and the tank platoon in the area between Hosingen and Bockholz had temporarily thwarted Grenadier Rgt. 77 drive to the Clerf River. And now the US attacks from the front, right flank and the rear were all taking their toll on the Germans. Grenadier Rgt. 77 decided it needed Hosingen badly. Earlier German attempts to break US resistance at Hosingen had managed to get a toehold in the southern edge of the village, but so far had made no further progress. But that was not enough. Hosingen must be taken and taken quickly. The German command realized that the western exit road from the Gmünd bridgehead was the main divisional supply route to the Clerf River, and it was hopelessly blocked unless the Americans could be driven from Hosingen. The hope of a quick breakthrough of the 26th VGD or the 5th FJD in the 110th Infantry Rgt. Sector had proven illusory. The German Infantry would have to fight for every yard they gained and pay a high price in casualties for each and every one of those yards. Hosingen only fell on December 18, 1944 after bitter fighting.
  3. I asked the same question to someone back a few months ago. I got a look like you get when you go to the wrong end of the Subway sandwich line!
  4. Hey Lee, I never heard back on the phone. Successfully all patched and playing CMFI GL?
  5. No problem at all fellas. We'll stay out of the kitchen Mom! Serve it up when it is done and ready. We're out in the dining room setting the table. Fork goes on the left or right?
  6. All of these CMPzC Operations germinate in the same manner. You can look at my signature and find your way to the links which give the status on some of the others. They do take some time to develop the maps, org charts and other things needed until ready for the opening moves and battles. I have a vacation road trip at the end of July and beginning of August, so I think we can get this one started in late August or September.
  7. I have this concept in my mind I call the "Forest of Unfinished Scenarios" and it is dark and spooky and the lightning is flashing. My handful of scenarios is not much of a data point but for those scenarios and projects that I did not finish, it was more a writer's block issue than anything I can blame on lack of feedback or whatever. Using Jon's nap vs map example....I would stare at the map and be stymied on what to do or it just didn't look right for what I did do and I lost the way forward. No nap was taken. I might have busted open a 6 pack though!
  8. This is a fairly old screenshot and I actually just remembered the background when you mentioned the backpack. After a few of us did the CMFI GL Bulge 44 mod, I ventured into doing a CMBN MG Bulge 44 mod project. I cannot really remember why I wanted to do the project and I also cannot remember why it died. But since it is CMBN, then that is why you see the backpack.
  9. Hey Lee, Some folks say to wait for the CMRT module to come out and then buy CMRT and it first module as a bundle and save a few bucks. I have no idea how long a wait that is... If you buy GL module you can play many other countries and for example go against the axis as Canadians in the snow with hockey sticks. Buy GL and you can also download the CMFI GL Bulge mods and it is like a whole new game for free, while you wait for the real Bulge game. I have no idea how long a wait that is... Father's Day means you should get both!
  10. Appearing together in numbered turret 1 and hull 1 "matched pairs" after they fix the code. Got it! Thanks. That would be a much easier solution to that vehicle issue. Maybe 5th year is the charm Mord.
  11. Steven, thanks for correcting my false beliefs.... No limo rides, no secretary girls, no corporate box seats? All my beta tester misconceptions falling like a house of cards... <<a big thanks to ALL scenario authors, stock or 3rd party!>>
  12. Correct me if I am wrong but doesn't it with the current system still possibly grab 2 or more of the same one if you had 5 decal choices with a nominal 5 tank platoon?
  13. Hi Ben, Thanks for popping by. I am glad to hear that this idea has already been submitted/suggested. It would indeed be a cool feature.
  14. I appreciate what you are saying Jon. Follow your heart and to your own self be true or something like that. But I think it worth noting this is a thread about user made scenarios and feel free to correct me if I am all wrong, you are in the stock scenario author higher plateau of consciousness up in a different world now and get assigned your dedicated playtester(s). If 1 or 2 or so of these beta tester playtester guys give you lame feedback, then I guess your own feedback to ChrisND or whoever is "Don't pick that guy again please." Dennis and I (amateur 3rd class) have nearly had to beg, ....no..did beg!... to get playtesters. Maybe GeorgeMC and other stock writers who come down to the 3rd party world on occasion can harness the rock star glamour (well deserved as applicable) and the playtesters often pop out of the woodwork like cockroaches. Maybe I have this all wrong and stock scenario playtesting is not well supported as in my above assumption. But a new title hitting the streets, those stock scenarios are going to be highly likely to be on the threads being discussed and AAR'd. That is feedback. Though it would be sad that a lemon gets released or a minor/major goof is spotted only after it is played more. Which does happen. Like with that bridge in the Son counterattack scenario I believe. Did umlaut's Bailey bridge mod fix that? I gotta go see that thread...
  15. one more thing! OK, if this system is way too hard to code or a low priority, then possibly shift it to a preset options hardcoded as currently done in the dropdown. Purchase Screen Appearance dropdown would have usermod1, usermod2, usermod3, etc. at least preset as available to exploit if you tag and load those mods in your z folder. In this lesser scale solution, player would not be able to edit or import the names but would have to match the nomenclature that BFC decides to use. For a vehicle unit in the purchase screen, appearance dropdown could list vehiclemod1, vehiclemod2, etc. Appearance would always default in the dropdown to "standard" as it does now and game uses the current pecking order to assign visual bmp files. For the preset options, the player would have to make sure that the unit was then assigned an appropriate mod. No different than the player now having to have his act together when he ventures into the editor.
  16. What can we currently do for visual appearance variety? If you modtag as we do now with the text file import [panther1] then ALL panthers of that model would show as that mod appearance. <Sammy idea allows appearance modification down at the individual vehicle level.> If you did a multiple tag text file panther1,panther2, then you are probably allowing the random vehicle thing to still occur. You might be able to tightly control appearance in a small scenario by using different versions of a panther or sherman and combining the normal modtag system with your mods for those versions and only purchase one of each. A scenario with maybe 2 or 3 tanks per side could be done, all being different versions but showing distinctly different in appearance. Historically might/will be inaccurate if different versions? But the visual look could be adequate. But for infantry troops, the mixing is much more limited under the current system. The axis troops within a squad can seem to automatically select m43 uniforms as well as a smock. I think that is [full camo] in the appearance dropdown. So, BFC is thinking of this type of visual variety but it is just that the player cannot yet tap into it beyond normal modding.
  17. A dozen Sammy's per side. <I will go ahead and utilize a Bulge flavored example...> Allied: In my z folder I have say for example purposes 5 complete sets of Sherman bmp images, they can be different models as long as each set is modtagged differently [sherman1], [sherman2],[sherman3],[sherman4] and [sherman5] A Sammy for each set for the vehicles will solve the hull to turret mismatch issue. On screen would appear in this example 5 distinctly different vehicles. Turret matched to hull for camo, vehicle number and/or nickname, etc. This is very useful for the half-tracks as well. They borrow hull from other models and it is tough to have good visual results without a Sammy. [halftrack1],[halftrack2],[halftrack3]. Maybe a jeep also? [jeep1]. OK, now for some troops we can use the stock [101st] which should be already there. Plus we can bring in the following Sammy's: [28id], [101st-greatcoat], [28id-greatcoat] So, if left to "standard" appearance then the game goes and runs through the pecking order for appearance selection. But when you use Sammy's, they always show up. Axis: Of course the same basic approach for panthers. [panther1], [panther2], [panther3], [panther4] and [panther5]. All would have distinct turret numbers, camo and nick name (if desired). And I would love to be able to use this Sammy: [schwimmwagen1] hinty-hint-hint Axis troops could have a nice variety in the usual axis hodge-podge we see for the Ardennes. Sammy's would be the answer to provide that. [waffen1], [waffen2], [waffen3], [waffen4], [fj1], [fj2],
  18. Hi Steven, I am not sure. Mord's unit mods are uniform bmps? Or user interfaces? If uniforms, then the answer is yes, add a simple modtag at the end of those files and you can bring them into this idea.. A. The mechanism seems to be in place already but just not in player adjustable mode. snow and muddy conditions triggers an automatic internal modtag look to the stock brz. Availability of greatcoats, shorts, armored engineers, 101 airborne, 82 airborne, Soviet Guards, modtagged uniforms in the stock brz has been coded as a dropdown menu choice. Locations and certain date ranges are coded to look for [mainland] in CMFI and of course [holland] and [easterneurope] for buildings... B. We have quantity limits on AI groups, number of objectives, orders for AI group. So it would seem reasonable that we would have quantity limit on the number of "purchase screen appearance modtag imports". <<I will use the p is silent pronunciation and coin the term "Sammy's" for Purchase Screen Appearance Modtag Imports (PSAMI's). >> C. There must be a pecking order so it becomes like hands of poker? 1. The Sammy's (Z folder tagged and "appearance" dropdown menu specified in scenario editor) overrides z folder tagged and modtag text file imported in scenario editor 2. Z folder tagged and modtagged inported in scenario editor overrides z folder non-tagged AND automatic internal modtag from stock brz 3. automatic internal modtag from stock brz overrides Z folder non-tagged AND stock brz 4. Z folder non-tagged overrides stock brz. 5. stock brz D. The Sammy's will be limited in number as the program has shown precedence to do for other concepts. A dozen? The manual will be written to give a good explanation on how to do the Sammy procedure. Like anything in the editor or with modding it will take attention to detail to get the correct results. Just like the game does not yet support a ctrl-c/ctrl-v in the scenario editor ACROSS scenarios, you will probably have to re-enter your Sammy's in a new scenario. The Sammy system differs from modtag text file in that this is specifically aimed to FURTHER modify the unit appearance for individual line items in the purchase screen. Your HQ's, your squads, your teams, your various vehicles. Anything already with the ability to be edited for experience, name, motivation, etc. Sammy system is NOT for buildings, signs, That best stays under the modtag textfile method. Let me make up a dozen Sammy's. Standby.
  19. Hi Woki, I made it an "official suggestion" about getting each tank to have some way to show as a separate distinct vehicle (its own camo, tank number, tank nickname, kill rings on barrel, etc.). I suggested as an enhanced mod tag feature. How hard is it to accomplish? I don't know.... http://community.battlefront.com/topic/119946-mod-tag-enhancement-feature-idea/
  20. Whoops, my apology for jumping the gun. Holy Crap this thread is old. I had to go back to February 2014 to see what you said. OK. And there was Dennis's thoughts on the running of a tournament: Not gonna happen. So, I assume he would feel the same way about organizing an operation though I do see it from my perspective as quite different than a tournament. Oh well, I am having fun doing them and I have all the passwords and can watch every turn and get to play Zeus the almighty and such fun. My mods get to be selectively sprinkled into the battles. I get to use my own maps or choose others. I get to pick forces and do graphic fun stuff. It is a freaking blast! I hope Dennis gives it a try to run a small operation and can squeeze some newfound joy out of this hobby.
  21. Don't be silly Gary. This is the Kate Upton bulge mod... (no it isn't)
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