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Glubokii Boy

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  1. Thanks
    Glubokii Boy got a reaction from George MC in Heart of the Dying Sun - WIP   
    I don't think i have ever seen anything simular in CM before...Holy smokes ! 😊
  2. Upvote
    Glubokii Boy got a reaction from JM Stuff in JM´s Corner   
    I previously made some comments on these mods in another thread and JM asked me to also post them here...so here goes...
     
    Hello, JM
    I have downloaded you mod and had an initial look at it...Overall...things looks VERY PROMISING imo...a few little thing here and there though ...list below...
    Bin 1 - Gaz NM - looks good, rotates well
    Bin 2 - T34-85 - looks very good, rotates well
    Bin 3 - T34, 1942 - looks very good, rotates well
    Bin 4 - Gaz 67 - looks very good, rotates well
    Bin 5 - US truck + jeep - Can't rotate it and the model dissapears completally when wiew from the rear at a somewhat close distance.
    Bin 6 - T34-85 + AT gun - looks good, rotates well
    Bin 7 - lend lease halftrack - looks good, rotates well
    Bin 8 - lend lease Sherman - look very good, rotates well
    Bin 9 - Gaz MN - look good, rotates well...a very small detail...right headlight sort of dissapears at some angles...no big deal though imo...
    Drum 2 - Panther - look very good, rotates well
    Drum 3 - Kubelwagen - look good, rotates well
    Drum 4 - T34 + Opel Blitz - Can't rotate or remove
    Drum 5 - JagdPanzer - look very good, rotate well
    Drum 6 - Opel b3 - look very good, rotate well
    Drum 7 - PAK - look very good, rotate well
    Drum 8 - Pz IIIG - look good, rotates OK...the front visionblocks dissapear at some rotating angles.
    Drum 9 - Skdfz 250 - look good, rotates well
    Barrel 2 - Mercedes - looks somewhat to shiney, a bit tricky to rotate
    Barrel 3 - Audi - look OK (maybe to shiney), Can't rotate or delete.
    Barrel 4 - Opel 1 - look good, rotate well...front hood dissapears at some angles.
    Barrel 5 - Opel 2 + 3 - greenish car to shiney, rotate Ok
    Barrel 6 - Opel 4 - look good (left rear rim is missing), rotates well
    Barrel 7 - Opel rusted - looks to shiney, rotates well
    Barrel 8 - Opel Blitz - look OK ( Maybe tone down the brown rear somewhat), rotates well
    Barrel 9 - Opel Merce - looks Ok (maybe tone down the green rear somewhat), rotates well
     
    These mods will be a great addition to the game !  ...most of the looks very good and function fine...
    They will add some nice flavour to the scenarios...I certainly hope you make more of them...Great work so far !
     
  3. Upvote
    Glubokii Boy got a reaction from Artkin in Rebels on Odessa   
    Hello...
    A small christmas present 😎...I have finished my work with expanding this map...The new larger version can be downloaded here...
    https://www.dropbox.com/s/gefi7nepowkx51a/Rebels in Odessa EXP.zip?dl=0
    I hope you will enjoy the map...Mary christmas, guys...
     
     
  4. Upvote
    Glubokii Boy got a reaction from Lethaface in Rebels on Odessa   
    Hello...
    A small christmas present 😎...I have finished my work with expanding this map...The new larger version can be downloaded here...
    https://www.dropbox.com/s/gefi7nepowkx51a/Rebels in Odessa EXP.zip?dl=0
    I hope you will enjoy the map...Mary christmas, guys...
     
     
  5. Upvote
    Glubokii Boy got a reaction from Vanir Ausf B in Rebels on Odessa   
    Hello...
    A small christmas present 😎...I have finished my work with expanding this map...The new larger version can be downloaded here...
    https://www.dropbox.com/s/gefi7nepowkx51a/Rebels in Odessa EXP.zip?dl=0
    I hope you will enjoy the map...Mary christmas, guys...
     
     
  6. Upvote
    Glubokii Boy reacted to Double Deuce in CMRT Map for possible scenario   
    Finally decided to try my hand at scenario design in Red Thunder. I'll be starting with this small, 800mx640m map based on a large section of 2 ASL maps. and based on that, I'll probably keep armor to a minimum. There is more sloping terrain than the screenshots indicate but the western bank of the river definitely has a pretty large open area in the center.  


  7. Like
    Glubokii Boy got a reaction from Vergeltungswaffe in I have a dream that the universal BFC will have the idea of expanding CMRT in the future   
    Nagg, nagg, nagg......Naaaaaahg, nagg, nagg, NAAAGGGG !!!!................................................................Nagg ! 😎
  8. Like
    Glubokii Boy got a reaction from Sgt.Squarehead in What we really need is "Black Sea 2024"!   
    Yepp...preferably with an Iran module (maybe complemented with some additional gulf states or...perhaps Israel)....
    But a current day CM-Asia game would be even better ! 😊...Korea, China, Taiwan...That would be nice !
     
  9. Like
    Glubokii Boy reacted to Sgt.Squarehead in What we really need is "Black Sea 2024"!   
    I'd much rather see CM:SF2 thoroughly patched and brought closer to the CM:BS timeline.
     
  10. Upvote
    Glubokii Boy got a reaction from IICptMillerII in Add something new please.   
    No...It can't be a bad thing 😎
    Using templates might be of somewhat less value when making a fully historically correct map but when making a fictional or semi-fictional map i belive it will be very useful...
    For example...Lets make a village map with some farrms and forrest sections...
    - import 2 to 3 different VILLAGE templates and complement them with some additional features.
    - import a number of different complete farm templates with flavoured objects and all and plink them down on the map.
    - import a few different forrest templates and do the same...
    - Maybe import a chuch template complete with cemetary and all...
    - Make some simple additons to the map...
    And you're ready to go...Playing on a nice looking, detailed map...put together very quickly.
     
  11. Like
    Glubokii Boy got a reaction from Suchy in Add something new please.   
    No...It can't be a bad thing 😎
    Using templates might be of somewhat less value when making a fully historically correct map but when making a fictional or semi-fictional map i belive it will be very useful...
    For example...Lets make a village map with some farrms and forrest sections...
    - import 2 to 3 different VILLAGE templates and complement them with some additional features.
    - import a number of different complete farm templates with flavoured objects and all and plink them down on the map.
    - import a few different forrest templates and do the same...
    - Maybe import a chuch template complete with cemetary and all...
    - Make some simple additons to the map...
    And you're ready to go...Playing on a nice looking, detailed map...put together very quickly.
     
  12. Like
    Glubokii Boy got a reaction from Suchy in Add something new please.   
    Agreed !
    One thing i have wished for for a long time now is the ability to use templates when making maps...
    Such a feature would speed up map creating significantelly...
    Being able to import/export/share a whole variaty of different 'map slices' covering different types of terrain features would be very nice !
    Being able to import such map slices (templates), rotate them as desired and then possibly  make slight tweaks to them instead of designing such map features from scratch...
    That is part of the reason for me wanting an improved scenario editor...It is functional as is but it is not a miracle of user friendlyness currently...A more capable and 'simple' scenario editor might very well bring more scenario designers to the table..
     
     
     
  13. Like
    Glubokii Boy reacted to domfluff in Add something new please.   
    Before the master map concept was added to the game, the plan was to have geomorphic, pre-built map sections (meta-tiles was the term used), to have these building blocks, which could be randomly pushed together.

    In terms of what I'd like from an actual update there though - the main thing is a 3D map editor. That would make the whole process an awful lot faster and more pleasant, particularly if everything could be done in 3D mode (including the AI plans).

    As a more ambitious suggestion, being able to snip something from Google Earth, automatically importing height data and creating a terrain overlay would be an enormous timesaver as well, but perhaps that's overly ambitious.
  14. Upvote
    Glubokii Boy got a reaction from IICptMillerII in Add something new please.   
    Agreed !
    One thing i have wished for for a long time now is the ability to use templates when making maps...
    Such a feature would speed up map creating significantelly...
    Being able to import/export/share a whole variaty of different 'map slices' covering different types of terrain features would be very nice !
    Being able to import such map slices (templates), rotate them as desired and then possibly  make slight tweaks to them instead of designing such map features from scratch...
    That is part of the reason for me wanting an improved scenario editor...It is functional as is but it is not a miracle of user friendlyness currently...A more capable and 'simple' scenario editor might very well bring more scenario designers to the table..
     
     
     
  15. Upvote
    Glubokii Boy reacted to Cpt_Winters in Add something new please.   
    I'm also very new to the CM franchise and have slightly differing views about both the price and the games being the same.
    I own CMSF2 (plus all the DLC's, flavour packs or whatever you want to call them).  I also own a number of the WW2 titles, CMBN, CMFB and CMFI, again with all the add ons.
    One thing, which IMHO you are missing in your assessment, is that these add-ons also include additional campaigns, maps and scenarios in addition to their vehicles, regiments and weapons etc.
    There's both large and subtle differences to all of the WW2 titles I own and there's simply no comparison with the WW2 titles and SF2.
    I'd also spin the "Price tag too high" remark a bit different.  For sure I needed to think hard about dropping my money (I'm on a fixed income these days) on these titles.  However, in the end, for me at least, it came down to "Value" rather than "Price".
    I play a lot of games, from many different genres but ultimately I enjoy sims, war, strategy and role play genres and all the better if some overlap each other.
    I've spent $$$ on so called AAA titles and had no more than 10 hours in to them before I'm bored and move on.
    I've spent $10 on supporting indie dev games in early access over a period of years and I've spent literally hundreds and hundreds of hours on these titles, often getting what amounts to a new game every few months as the dev releases updates.
    Then there's the Paradox titles as an example, that are not "cheap" to buy but offer me, as a player, real value in terms of the hours and hours of gameplay that with DLC's add to and alter the games over the course of a decade in many cases.
    When I evaluated my expense on my new CM titles that is how I looked at it.  Yes, it was a large outlay in terms of cash, but seriously, I knew I'd eventually have thousands of hours in to those titles over the course of the coming years.
    Price? Not for me, it's about long terms value and I'm more than happy with my decision.
  16. Thanks
    Glubokii Boy got a reaction from George MC in Heart of the Dying Sun - WIP   
    I have no doubt what so ever that this map and any future scenario/campaign that might come with it will be a true work of art... as usual.
    Thoroughly impressed ! 👍
     
  17. Upvote
    Glubokii Boy reacted to George MC in Heart of the Dying Sun - WIP   
    Wee update.
    Been working away on the E/NE corner - that expanse of brown. You can see field outlines sketched out.

    And being filled in.

    Most filled in - woods and fields. The bit of brown now left is where the outskirts of Tluszcz will go. What this does not show is a significant re-org with elevations. i screwed up one key elevation so had to go back and re-do then amend related elevations - this was linked to my elevated rail tracks and water courses. Still did not take long. 

    Close up of more terrain as I slowly approach the vicinity of Tluszcz.

    Not much left to fill. Pretty much only Tluszcz to add - that'll take a wee while to do. Then got lots of detailing stuff to do... like laying circa 20km plus of telephone poles...

    The pristine view south from Tluszcz before the housing developments begin.  Must be the same useless planning nuggets we have at the Cairngorm National Park allowing development into green space sites...  
    Errmm... I digress...

     
  18. Upvote
    Glubokii Boy got a reaction from Aragorn2002 in Add something new please.   
    But an annoncement of CM2 CMBB 2 would be even better ! 😊
    CM2 is still holding up fairly well imo....but we need more of it....
     
  19. Like
    Glubokii Boy reacted to SlowMotion in Engine 5 Wishlist   
    I would like a new option to Scenario Editor. It would make it possible to have good force balance in all 3 playing modes: H2H, human vs Red AI, human vs Blue AI.

    I think this could be done if each unit would have an option that can be selected "only for AI player". 
    If this would be checked, this unit would appear in the battle only when the AI is playing this side. Otherwise it would not appear.  By default the option would not be selected.

    This way you could first select units that would create good force balance in H2H mode. Then add more units for Red/Blue side that would allow AI to compete against human player. And check this option for these AI-only units.
    I think this would be a very simple way to do it and you could get good force balance in all modes. Now usually balance is good in one mode, not as good in the other 2 modes.
  20. Like
    Glubokii Boy got a reaction from Bulletpoint in Premature Surrender   
    Maybe the old stuff needs to be left as is...
    But couldn't they not  add a 'slider' to the editor now that would allow the designers to specify the surender treshold on the future scenarios...
    If the slider is left untouched it would default to 40 %....
    Allowing already released scenarios to work as before but give some options...going forward 🤓.
  21. Upvote
    Glubokii Boy got a reaction from Lucky_Strike in Rebels on Odessa   
    Hello...
    I've been doing some more work on this map to increase the size of it...Things are moving smoothely forward and my goal is to have this map finnished
    in time for christmas for anyone who would like to try it out....
    The map has pretty much doubled in size...Giving some more room for manuever around the city...What i have left to do is to finish the south east part of the town, complete the increased factory district and make some final toughes to a customly made costal battery fortress located on a hill to the far south east of the map...
    Some WIP pics of some of the new areas...
    https://hosting.photobucket.com/images/i/glubokiiboy/u8.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u7.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u6.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u5.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u4.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u3.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u2.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u1.bmp
    The coastal battary fortress (as it currently looks)...
    https://hosting.photobucket.com/images/i/glubokiiboy/UF.bmp
    A pic from the editor...
    https://hosting.photobucket.com/images/i/glubokiiboy/UE.bmp
    The size of this new map will be about 1600 X 1300 meters...
     
     
     
  22. Like
    Glubokii Boy got a reaction from Suchy in Rebels on Odessa   
    When the map is finished i will try to make a small campaign on it...Sort of a static campaign using only this map...
    The player will be the commanding a company sized force supported by some additional battalion/regiment assets...
    Each mission will have rather specific objectives that needs to be completed and the player will be able to 'tailor' his company to some degree by
    requesting additional support assets from its organic battalion/regiment...These things might be engineers, assultguns, additional AT weapons ect, etc...
    Comanding only a single company the goal of the player will obviously not be to conquer the entire city by him self but rather fighting in other parts of the city will be
    abstarcted to simulate other friendly forces in those areas...The player will be given an area of operations for each mission that will be his responsibility...The player will be allowed to move outside of his assigned area to some degree but it might prove costely to do so...The enemy will not be sleeping 😊...As for defence...The assigned area will be all that the player needs to care about.
    In addition to the assigned support avaliable at mission start the player may also request reinforcements from the battlion reserves at any time during the missions if he feels he needs it...These reinforcements will not show up at ones at the player HQ bu will indeed need to move there from the battalion possitions....While doing so they may come under fire from the enemy and not be able to reach its intended location.
    That is the plan...Hopefully RL will not get in the way...I'm making no promises but i will give it a try to get a campaign like this finished...
     
  23. Like
    Glubokii Boy got a reaction from Suchy in Rebels on Odessa   
    Hello...
    I've been doing some more work on this map to increase the size of it...Things are moving smoothely forward and my goal is to have this map finnished
    in time for christmas for anyone who would like to try it out....
    The map has pretty much doubled in size...Giving some more room for manuever around the city...What i have left to do is to finish the south east part of the town, complete the increased factory district and make some final toughes to a customly made costal battery fortress located on a hill to the far south east of the map...
    Some WIP pics of some of the new areas...
    https://hosting.photobucket.com/images/i/glubokiiboy/u8.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u7.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u6.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u5.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u4.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u3.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u2.bmp

    https://hosting.photobucket.com/images/i/glubokiiboy/u1.bmp
    The coastal battary fortress (as it currently looks)...
    https://hosting.photobucket.com/images/i/glubokiiboy/UF.bmp
    A pic from the editor...
    https://hosting.photobucket.com/images/i/glubokiiboy/UE.bmp
    The size of this new map will be about 1600 X 1300 meters...
     
     
     
  24. Like
    Glubokii Boy got a reaction from Sgt.Squarehead in IEDs & Spies for CM:RT Partisans (Population Density Setting Too)   
    Stuff like that seems like a perfect fit ! I second this request...😊
    Adding some partisans to Normandy would also be nice...
  25. Like
    Glubokii Boy reacted to Sgt.Squarehead in IEDs & Spies for CM:RT Partisans (Population Density Setting Too)   
    Title says it all really.....An appeal to @Battlefront.com to add Uncon abilities to the Partisans in CM:RT. 
    As they currently stand they are just rubbish infantry (with no access to vehicles), I'm assuming that, as the game lacks a Population Density setting, they can't infiltrate urban areas any better than other units (although I haven't properly tested this, yet) and they definitely can't blow up a bridge or lay booby-traps (other than mines, which are a poor substitute for IEDs). 
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