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Glubokii Boy

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Everything posted by Glubokii Boy

  1. Hello... I'm working on my first CMRT scenario. It will be a fictional scenario (might at best be considered semi-historical). You will be in charge of the 1st regiment/ 3rd guards carvalry corps. (not the entire regiment will be in the mission). Force size will be battalion minus... You regiment have been able to bypass the german lines during the night. The time is now 04.15 and you are in possition to attack german 2nd line forces holding a vital crossroad at Lepel from the rear. Your orders are to capture this crossroad and set up a blocking possition at that location to prevent the german frontline forces to retreat towards the Berezina river. My goal with this mission is to try and make a multi task mission. First part will have the russians ATTACK to capture the objective and the 2nd part of the mission will be more in the form of a DEFENCIVE mission...Trying to prevent the germans from retreating towards the west. The entire friendly force will arrive over time as a number of reinforcements and there will also be supplytrucks arring later with ammo. To start with the player will have very limited support weapons avaliable...having to rely primarily on machineguns to provide suppression.. Later AT-guns and some armour will arrive. The map is finished as is the first part of the mission (the russian attack part). I'm now working on the 'german attack' trying to get triggers and AI plans to work... The scenario will hopefully be ready by mid July... Here are some pictures (Friendly sturmoviks have just attacked this location before your mission start.) By the way...I'm using kiemes excellent modular building mod...
  2. Looking forward to your comming relases... Yes...this would be intresting to try the other side and see if i can manage to overun the german possitions...
  3. Hello, kohlenklau. I finally found the time to play this...I did not intend to finish it in one sitting...but i did. I got so involved in the fight that i could not put it away until it was over. Great scenario ! - Nice to play as the defender for a change. - Good map. Your use of trenches works very well. - Had a nice 'russian feeling' to it with several simular infantry assults..one after the other. - high replay value (to try and do better). - Well made russian AI-attacks with some immersive mortar bombardments. - Well choosen forces. I made some early misstakes that cost me quite alot. - I had to many of my guys in the foxholes instead of the trenches. - My counterattack on OP Bertha failed - I did not have my HMG possitioned very well at the start and they lost a couple of men when i had to regroup them. Despite a bad start (including getting my gun knocked out by mortarfire) i managed to get a draw. I held WEISE and BLAU and almost even ROT (i lost it on 'overtime'). I was able to destroy 2 enemy tanks. 52 russians killed and 20 wounded. My own casualties counted 32 men dead and 10 wounded...Not many left, uuh... Good scenario, Good fun........Thank you !
  4. Hello, kohlenklau I will do some more work on the scenario to get it a bit further on the way and by next friday i will send you a work in progress version of the scenario. I'd be more than happy to hear any comments and suggestions you might have Thanks again I will pm you next week...
  5. Hello again, guys I have tried your suggestions and they worked to a degree... The problem is...To keep the veichles on the road i had to place impassable terrain pretty much all along the roads (two). It was not enough to place that kind of terrain only around the road bends. When doing that the AI chose to take an other route before the bends (leaving the road). Having impassable terrain all along the roads is not an option either i'm affraid...It not only blocks the AI movement but also prevents the players from moving veichles and armour across the roads...That is not good. After some more consideration i might have found a way to make this work after all by making some small changes to the map and some tweaking of my original ideas... I will have an other go at it... Thanks for your assistance...
  6. Hello guys, Thanks for your suggestions... These might actually work. I will try them... Yes...The way i have done it is like you describe, Ian.leslie. I will try yours and kohlenklaus suggestion and se if i can get it to work... Thanks for your help !
  7. Ok...Thanks guys for letting me know... A learing experience... Unfortunatelly i will have to scrap this scenario i'm working on...To bad...I had high hopes for this one...Maybe i will finish the map and release it as a QB map. I'm sure i will be able to make some nice scenarios in the future but this one would require the AI to be able to drive down a road (that is not perfectly strait) in a hastly fashion... I can not se a way to make this work... Also...A number of smaller ideas i had will require some major changes and ruin my original thoughts for the scenario... I will have to keep these things in mind when trying to make my next one... No...I have not tested the trigger respons-time in RT but i guess it's shorter just like the pauses between AI-orders like kohlenklau tested...
  8. hello, kohlenklau... Thanks for your answer (even though it was not the one i was hoping for...) We seems to have the same experience...I guess this is working as intended then... A bit dissapointing for sure. The delay with the trigger respons makes some kind of sence...A human opponent would not be able to react to a new threat until the next turn either...But i cant say i like it... An instant AI respons to a trigger-event would for sure help with the fine tuning of AI actions... I guess i have to change my thinking a bit and plan the AI actions with these limitations in mind...I should be doable... A bigger problem though is the long wait between AI orders...This will sure restrict what you are able to do with the AI in a big way... The scenario i'm working on now has met with a serious set-back... Some of the major feature i had planned for it seems to be undoable...and others will require some major changes to my ideas...
  9. Hello... I'm having some trouble with getting the AI troops do what i want... I don't recall seing this when i have done some simple test before. What am i missing ? The problem... I'm getting an unwanted DELAY both with the AI reacting to a trigger event and also when going from AI-order to AI-order... Triggerproblem first... - I have set up a terrain objective as a TRIGGER ENEMY... - I want a light machinegun-team to advance to a different location ones the player moves some troops to that triggerlocation... Playing in scenario author mode i move some troops to that location... The problem is that the machingun-team does nothing...UNTIL THE NEXT TURN STARTS...Then the first thing it does is to move to its next order location... If the timing is unlucky and the player moves some troops into the zone at for example 12.02...then the machinegun will wait in place for the remaining 58 seconds until the next turn starts. When doing some simple testing with the triggers before i seem to recall that the AI reacted as soon as the trigger was activated...NOT WAITING UNTIL THE NEXT TURN like i'm seing now... Am i wrong about this ? and miss-remembering... Is this working as intended...THE AI WILL NOT REACT UNTIL THE NEXT TURN ? or am i doing something wrong... ? I have... - Exit before AND set to 00.00 and 01.00.00 (one hour) - I have WAIT FOR set to the trigger location (terrain objective ENEMY TRIGGER). - I have the Machingun set to CAUTIOUS, ADVANCE... I'm having sort of the same problems with multiple AI-orders right now... The move to their order location AND WAIT until (at best) the next turn starts before moving to their next order location. If i understand the manual corractly...If i set the EXIT BEFORE AND to 00.00 and 00.00 then the AI troops should move right though the AI orders one after the other without waiting... Is what i'm seeing with regard to this also the best i can get or am i missing something here to...Is it not possible to have the AI move without any significant pauses at the order loactions... As with the triggers i seem to recall that this should be possible.... I hope i'm missing something... Any help will be apprisiated !
  10. Yes...This is something i have been thinking about. I'm a bit suprised that this is not something that is being used more frequently. I don't think i have downloaded i single scenario that have some attached text and picture files added to the download. I also play DCS A10 (a flight sim)...That game also have the same limitations with pictures in the briefings...To limited amount of pixels to make a detailed picture or map. With that game it is quite common that the scenariodesigner adds some additional files to the download that have a more detailed briefing with detailed maps and picture at high resolution. It works really good... In CM these could perhaps be areal phototgraphs with some notes on them, real topographic maps, more detailed situation maps and things like these...
  11. I will also have a look at your scenario...I have not played it yet but the map is truely OUTSTANDING !!
  12. That was my thinking also... I will do some testing to se if i shall go with this 'model' or use my second alternative...Like you mentioned...To use this technic the messages have to be short...An other way i'm considering is as follows... Use the reinforcement slots as you mentioned but instead of showing a radio message on screen i'm considering to use the DESIGNER NOTES in the briefingscreen to be able to use much longer text (radio) messages... I will use the reinforcement slots to alert the player of an incomming radio message and use a specific PAGE of the DESIGNER NOTES for each of the radio messages.... Something like... A regular reinforcement message arrive... "reinforcements have arrived...Radio message from battalion HQ recieved (page 2)" This would instruct the player to open the briefing screen and look at page 2 of the designer notes... The more or less only drawback with this will be that players can cheat and look at these messages ahead of time...However a don't think this will be a big problem... I'm sure most players do not want to 'cheat'... I think this could work rather well...We shall see...I have the map about half done for this scenario... It will not be finished for a few weeks yet...
  13. Hello... I'm working on my first CMRT scenario and i think i have found a way to give the player some additional mission objectives half way through the mission (a work- around solution that i think works atleast OK). These mission updates will come in the form of radio communication from higher HQ (No voice files...only text messages)... My question is...What would these sound like ? Did they use callsign back then when communicating or did they use the name of the commanding officer to call a certain unit or did they simply call them by using their designation ? What would it sound like if a Battalion HQ communicated with a subordinate company ? Would something like this be correct (the last of my examples with unit designations)...? FROM BATTALION HQ - "Bravo company, Bravo company" FROM B COMPANY - "Bravo company, over..." FROM BATTALION HQ - "This is battalion HQ...Standby to recive new mission tasking, over" FROM B COMPANY - "Standing by, over" FROM BATTALION HQ - "New mission tasking...Ones objective TANGO ONE is secured you are to reconoiter the area around the crossroad, 400 meters to your north, over" FROM B COMPANY - "B company, reconoiter the area around the crossroad, 400 meters to our north, over" FROM BATTALION HQ -"Correct ! Battalion HQ over and out..." Any help will be apprisiated...
  14. You're quite welcome...You deserve it ! I guess i got lucky with the armour duell...Taking out the entire enemy armored force and not loosing to many in return was a good thing for me...The end result in that duell could have been alot worse... That's the way to do it...I agree ! Perfect ! Thanks again...Best of luck with your new project...
  15. "THE ROAD IS OPEN, I REPEAT...THE ROAD IS OPEN ! Mission accomplished but we need imidiate reinforcement and resupply to be able to hold our possitions...over." ------- SPOILER, SPOILER, SPOILER !!! ----------------- GERMAN ARMY TOTAL VICTORY: All terrain-objectives achived except FARM 2. Germany 930 points, Soviets 93 points. -------------------------- GERMANS ---------SOVIETS---- men OK...........................223.......................97 men KILLED.......................43......................198 men WOUNDED..................39........................83 men MISSING......................0........................15 TANKS lost.........................4........................12 ARMOURED VEICHLES lost......1.........................3 OTHER VEICHLES lost...........3..........................8 GERMAN TANK STATS--- KILLS------------------------------AMMO LEFT-------STATUS: Pz IV.............................6 cas.......................................20 HE, 42 AP........OK Pz IV...........................13 cas, 1 truck, 1 57 mm Zis 2.......0 HE, 35 AP..........OK Pz IV...........................19 cas, 1 57mm Zis 2...................0 HE, 42 AP............OK Pz IV............................8 cas, 1 T34'42...................................................DEAD Pz IV............................4 cas, 1 SU76, 1 57mm Zis 2..................................DEAD 505 PZ HQ (tiger) ..........18 cas, 1 SU76, 3 T34'42..............10 HE, 37 AP........OK comp 1 HQ (tiger) ..........25 cas, 1 truck............................0 HE, 37 AP........OK 3rd plt HQ (tiger) ..........20 cas, 1 T34-85.....................................................DEAD 1st plt HQ (tiger) ...........6 cas....................................................................DEAD Tiger............................2 cas..........................................25 HE, 44 AP........IMMOBOLIZED Tiger...........................31 cas, 2 T34-85, 1 SU 76...............17 HE, 35 AP........OK Tiger...........................28 cas, 2 T34-85, 2 T34'42................0 HE, 28 AP........OK Tiger............................4 cas, 1 57mm Zis 2.......................26 HE, a6 AP........OK My AT-gun managed to kill...8 soldiers, 2 trucks, 1 T34'42. The better of my infantry units scored on avarage 10 kills each... MOST SATISFACTORY KILLS: I watched one of my infantrysquads kill an AT-gun in Smaliavicy with a handgrenade ! (the one by the crossroad) One of my panzershcreck teams killed the 85 mm AA-gun protecting MAIN ROAD WEST (the one located by the field north of the road). I managed to get my AT-gun in possition to do some good things. Very nice to se it kill that T34. THE PLAN... ------------- Looking at the map i soon came to the conclusion that this would have to be a right flank- centerfield attack. The wooded ridgeline north of the MAIN ROAD EAST objective would prevent my armour from supporting my infantry on the other side of the crest. The road going through the middle of the ridgeline would probably be mined or atleast be well protected by AT weapons. The muddy stream north of the HILL objective would also prevent my armour from circuling around that ridge. The left flank was a NO GO with the main attack... My plans for the left flank were these... Recon, and if lightly defended, clear the large wood north of the ridgeline. If this was succesful my plan was to continue to advance with only my recontroops (supported by 4 of the tigers) to scout out my side of the ridge (not move over the crest). If no major opposition were encountered these troops would take up a defencive possition on my side of the HILL objective and wait until the time was right and the try to assult across the top to try and achive that touch-objective. My main attack would be on my right flank and up through Smaliavicy in the center. The primary objectives would be to capture the MAIN ROAD WEST objective and the center MAIN ROAD OBJECTIVE. Along the way i would also complete the CHURCH, SMALIAVICY and FARM 1 touch objectives. My forces allocated for the main attack looked like this... One platoon from the escort company and the pioneers closely supported by the Pz IVs got the task of advancing through Smaliavicy to clear that. These troops were also tasked with securing the FARM 1 objective. Next objective would be the MAIN ROAD (center) The remaning 4 tigers were to take up supporting fire possitions on my right flank to primarely deal with any enemy armour that might show itself. The other escort platoon along with the recon section heading to that flank got the task to clear the church and advance up the right flank through the woods with the objective of securing MAIN ROAD WEST. If these objectives could be achived and time allowed and sufficient forces remained i planed to move some of these east along the MAIN ROAD to capture the MAIN ROAD EAST objective from 'the rear'. . THE BATTLE... ------------- First thing first. The recon... The two recon sections that got assigned to my left flank initially advanced towards the FARM 3 objective were they encountered and defeated a small enemy force with the help of the support halftracks. After that they proceeded further south to the woods north of the ridgeline...Light opposition were encountered and delt with. The recon section assigned to scout ahead of my main attack force on the right flank proceeded unopposed to the wooded hill north of Chroestjov farm. Here they came under fire from the church. A support halftrack responded by pouring HE into the church and the enemy fire soon stoped. When my armour arrived i devided them up...4 tigers were sent to my left flank to be able to provide support to my recon troops over there. The reamaining 4 tigers and the panzer IVs were sent towards my right flank. One of my tigers were hit by the enemy 57mm AT gun protecting the north entrance to Smaliavicy when it and an other of the tigers moved into a fire support possition by the same hill that my recon troops occupied. The Tiger got immobolized. The second tiger managed to kill the enemy gun. On my left the tigers found a hulldown possition just left of the woods(north of the ridge). From here they could put HE fire on my side of ridge and allow my recon troops to advance to the north foot of the ridgeline (my side). I sent on of my recon teams up the ridge to have a look...As expected...They came under fire from reverse slope defenders and withdrew back down the ridge.. No big deal...As i originaly planed i started to move my recon teams along my side of the ridge towards the HILL objective...They arrived there without taking any additional fire...They took up a defencive possition just below the crest of the HILL objective...left flank objective accomplished for now... With this achived i withdrew two of the tigers from the left flank and sent them to help out over on the other flank with the main attack. The two remaining tigers on the left moved forward to a hulldown possition in the gap between the HILL objective and the woods to the north. Here they managed to destroy two of the enemy AT guns (the one at FARM 1 and one of the guns at MAIN ROAD (center). Eventually one of thoose Tigers got killed by enemy fire...I'm not sure from were... Meanwhile on the right flank... Enemy troops were located in the Chroestjov farm. I moved one of my support halftrack from behind the hill down towards the farm following the bending road (that provided a covered approch to that farm). The halftrack spent the last of its HE to fire at one of the buildings at that farm. When my pioneers arrived on the right flank (behind the hill) they used the same road to approach the farm followed by all 5 Pz IV. In an combined effort the Pz IVs and the pioneers cleared the Chroestjov farm from enemy troops. My right side recontroops left the hill and advanced further west to be able to approach the church from the north (covered terrain). When the escort company arrived one of the platoons joined forces with the panzer IVs and pioneers and started to advance through Smaliavicy. With the help of heavy areafire from panzers the advance made good progress but at a cost to my infantry. The enemy defences were well placed and equiped with a number of AT guns that posed a threat to my panzers and cost the infantry some casulties. The second escort platoon joined up with the recon troops north of the church and cleared that location (the church had been rubbled by HE fire). They then pushed ahead into the woods behind the church and engaged some enemies on the other side. After that they followed the trees towards the right edge of the map to setup for an advance across the field towards the next wooded area on the right flank. The area to the far right of the map provided me with fairly coverd approch to the next treeline... The tigers supported the advance on the right flank as good as they could from supporting possitions. A number of enemy Guns were spotted and engaged by HE from my tanks. With 1.02 left on the clock the first enemy tank was spotted on the right flank close to the MAIN ROAD WEST objective . A T34 that got killed by one of my Pz IVs. After that more enemy tanks appeard at that location. A tank vs tank battle began. Enemy t34s and SU 76s faced off against my tigers and Pz IVs. The tank duell went well for me...Only one Pz IV lost and a large number of enemy tanks got destroyed. But the advance through Smaliavicy had bogged down. My infantry casualties started to mount and i had to reconsider my approach... Until now a had kept my armour behind the infantry but this had resulted in rather heavy infantry casualties and this could not continue...I had to be more agressive with my armour and put them up front if i wanted to have any infantry left with some decent fighting capability. I moved my tigers forward from a possition west of the Chroestjov farm...2 tigers advanced to a possition just west of the small wooded hill to the south west of Chroestjov farm and finished off some survivors from an enemy possition. The 3 remaining tigers (2 new arrivals from the left flank and the last of the original right flank tigers) advanced south between that wooded hill and Smaliavicy to a hulldown possition south of the road running from Smaliavicy towards the west edge of the map. These 'hulldown' tigers arrived just in time...They ended up in a perfect possition to engage a platoon of T34-85s in the flank. The t34 were advancing east from their starting possition somewhere around MAIN ROAD WEST...I don't know what their final destination was...But they never got there !!! Bang, bang, bang...Nice ! Unfortunateely the last thing one of the t34s did was to put a AP round through the armour of one of my tigers...KILLING IT.... Acceptable losses...By the look of things...These were the last of the enemy armour... Not quite... To my great satisfaction i had succeded in moving my AT-gun to a possition on the small hill north west of the lake. This AT-gun managed to kill an enemy T34'42 moving close to the MAIN ROAD (center) objective. This was my last tank-kill in the game...The AT-gun also killed 2 trucks and put some HE into one of the buildings at the MAIN ROAD objective...killing more troops. In Smaliavicy i also used my Pz IV a bit more agressivly and manouvered them to be able to engage enemy defenders in- and just outside the village. The advance in the village continued and i reached the crossroad...At this location i watched one of my squads kill an AT-gun with a well placed handgrenade... A little further south, at the exit from the village, an other AT gun was discovered and knocket out by my infantry. Smaliavicy was cleared... The AT-gun at the FARM 1 objective had already been spotted and knocked out by my Tigers from the left flank. The AA-guns at the MAIN ROAD (center) objective had also been destroyed by thoose tanks together with mortarfire. The only likely opposition between the center attack force and their primary objective (MAIN ROAD) seemed to be some light infantry possitions in the FARM 1 objective as well as in the Timoshkin farm by the MAIN ROAD. However... One big threat remained...The 85mm AA gun over on my right (located by the field north of the MAIN ROAD WEST objective). I Could not get line of sight to that possition from my current locations and by the looks of it it had good line of sight to the area just south of Smaliavicy as well as the area infront of my 'hull down' tigers. My advance once again came to a halt. I could not move my Pz IVs forward from Smaliavicy to help my depleted infantry clear the FARM 1 objective. My tigers to the right were also held up by that gun. IT HAD TO DIE !! that task obviously fell on my infantry advancing on the far right. By the time my troops in Smavliavicy had cleared the village and got bogged down again at the south exit from the village my guys on the right were well into the woods north of that AA-gun possition. Most of the enemies in that wooded area had already revealed their possition when they engaged and destroyed one of my AA-trucks that i tried to move forward earlier. My 'hull down' tigers were in a good possition to support my infantry when they advanced through that location. They could put HE fire on every enemy possition that was located amongst thoose trees. Non the less i still took some infantry casualties advanacing uphill towards the enemy gun possition. Finally i got into a possition to do some harm to that gun. My infantry suppresed the gun to allow a panzerschreck team to get line of fire to it and take it out...SWEET ! With that gun out of the picture the advance on FARM 1 continued. That possition fell to my infantry (supported by my Pz IVs). By now thoose panzer were almost out of HE rounds. The artillery barrage that i had ordered earlier on the area around the MAIN ROAD objective began as well as attacks from my divebombers. I don't know excactly what thoose divebombers targeted...By the looks of it only bailed out tank crews unfortunatelly...But they sure dropped some big bombs !! With that last AA-gun destroyed my troops on the right managed to advance and secure the MAIN ROAD WEST objective. I also moved my tigers and 1 of the PZ IVs up to that loaction. MAIN ROAD WEST objective seccured ! My center attack force advanced from the FARM 1 objective and managed to secure the MAIN ROAD objective. Because of my depleted infantry i decided not to try and take the Timoshkin farm south of the road. I ordered my tanks to areafire at thoose buildings...That would have to be enough...The objective was achived after all... On my right i advanced some of my infantry past the MAIN ROAD WEST objective up the hill and spotted yet an other T34 behind it. I brought up one of my panzerschreck teams to deal with it and managed to get a hit but the target did not get destroyed. To finish it of i ordered my Pz IV on the right to move up the hill and take it out. Unfortunatelly the T34 got of the first shot and killed my tank...After that i decided to leave that T34 alone down there. With the MAIN ROAD WEST and MAIN ROAD objectives seccured i ordered some of my tanks to the east along the main road to also capture the last of the MAIN ROAD objectives...They succeded. Finally i ordered my recontroops down by the HILL objective to advance across the crest of that hill to seccure that objective...also succesful MISSION COMPLETED...TOTAL VICTORY !! SOME COMENTS: ------------- Let me start by saying...This has been the best CMRT scenario i have played ! Might very well be one of the best ever...including all CM games (CMBN, CMFI and CMRT). Well done...Thanks ! Some good things... - The map i brilliantly made - Well placed defenders - Good briefing - good force size - No 'slow, eventless' period in the scenario where nothing happens but a long move to contact for many, many turns. - good 'story' SOME THINGS THAT COULD BE CONSIDERED IMHO (No big problems at all only some suggestions...the scenario works very well as is). ------------------------------------------------------------------------------------------------------------------------------ - The Smaliavicy objective...Maybe the terrain objective area should not cover the entire village...As it is now the player only needs to touch the north edge of the village to get the points for that objective. Perhaps the terrain objective area could be set to only cover the south half of the village...This would kind of force the player to fight up through the village if he wants the points for it. - The hill objective...Kind of the same thing here...I think that the terrain objective area might be to close to the friendly side of the hill. The players can do like i did (cheat) and keep their troops on the friendly side of the crest and at the end rush them across the crest the short distnce to the terrain objective area and gain points for that objective without really having to fight for the hill...Either move the terrain objective area back a little to force the player to advance a greater distance after having crested the hill or to change that objective to a CLEAR objective. - Maybe add a small triggered counterattack to one of MAIN ROAD WEST or MAIN ROAD EAST objectives that would order some enemies to counterattack that objective area if the player reaches it. In the east some of the troops defending the ridge could be ordered to fall back and attack the MAIN ROAD EAST objective if the player capture it. In the west maybe a small force could attack across the hill south of the objective...This would prevent the player from holding on to thoose objectives with only a very small force... Again...These are only small suggestions...The scenario is a five star for sure as is... One of thoose scenarios that cost me a number of sleepless nights...I JUST HAVE TO DO ONE MORE TURN... Looking forward to your next mission !
  16. I will report back when i have finished this fight Just to try and describe what i mean a bit better (incase you missunderstood me)... The JUNI 29, 21.00 is not something that is visible in the UI or on the battlemap while playing the game...but rather it might be a typo on... The right map PICTURE on THE BRIEFING SCREEN...
  17. Hello, PanzerMike... I'm playing your scenario now (not finished yet though)...Some first impressions and observations... The MAP is very well made...Many oppertunitys for the defender to choose between forward- or reverse slope defencive possitions. The attacker can find many covered avenues of approach (even the small elevation-changes will help and are well placed) to help advance...The attacker can find avenues that are protected from some directions but not all...good fun ! I like scenarios that have some distinct phases...Like this one...First part...Recon with limited firepower, support and protection...Next...The main force arrives...and at some point i guess a will have to deal with an enemy counterattack supported by armor...(have not seen that happen yet though...). The force size is good... The AI-forces that i have encountered so far have been well placed and tough enough to defeat until i encounter the enemy MLR... The briefing is well made...There is one SMALL thing though ( i might have missunderstood this though)... According to the briefing text "It's now 0.600" but on the map on the top right it says JUNI 29, 21.00...Is this intentional ? I have enjoyed this mission so far...My main infantry and armour have arrived...I'm about to push up through the village and advance on the right flank...How will this end, huh ?
  18. Hello... As usual...Looks very good ! One question/request... If you have the time and if its at all possible to try and make a window-option with the windows more or less completally blow out (no glas)...? On the maps with more or less rubbled buildings it looks a bit strange to have every single window intact eventhough the buildings are heavely damaged...If a shell land nearby...the first thing that would get destroyed would be the windows..no ? An option like this would be GREAT i think... Thanks for your work...
  19. Kieme, the buildings looks very good I'm working on my first CMRT-scenario right now. About half the map will be part of a city and include a large FACTORY and a trainstation among other things. I'd be more then happy to use your mod for this. Thanks for your work.
  20. This looks intresting...Good luck with this project. One question/suggestion though... Would it be possible to have the brickwall go all the way up to the roof or possibly have the sides of the roofs lock like windows (glass)...? Thats atleast what most old, brick, factory-buildings looks like where i live (sweden). I'm no factory-grog though so i might be misstaking about eastern front WW2 factories... Just a suggestion...Maybe others know more about this...
  21. I'm sorry... I might not have described that in the best way...What i ment was that the UI only cover 1/3 of the lower part of the screen.... X = entire screen o = UI I = unused black areas (would be good if The UI could strech to use some of this) XXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXX XXXXXXXXXXXXX IIIIIIIoooooIIIIIIII
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