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Hister

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Everything posted by Hister

  1. I suppose this is not at the Repository or I'm blind - where can I find it?!!! Edit 1: I found it - but the one with only khaki colour uniforms. is htere an olive drab version to? Edit 2: Found it, heh. Good info indeed! Hope you get to the finish line. In case your wife starts to bother you too much while you work buy her a ticket to Slovenia - she'll have plenty of stuff to do here at us during the summer!
  2. @DC and sburke, thank you for explanations. I figured everything out yesterday. Will be very useful when I continue playing PT's vanilla campaign! Aris, your modding rocks, oen can't see vanilla textures any more when he tries your work so keep it up please!
  3. You sure? I remember no such thing to be added. Maybe you play different scenarios.
  4. Ugh, sorry to hear that - the needed combination is very rarely seen in a person so I guess I'll have to live without the US pack. How many more divisions do you need to make for Commonwealth?
  5. I've checked it again - mission two in the campaign has no derelict truck in it. Period. Maybe it's in the single scenario mission but certainly not in the updated campaign version you posted.
  6. Yeah this sucks - note to admin - get rid of this feature! Edit: Oh and DC, you are doing a fabulous job! Can't wait until you cover also USA and German, divisions! Keep pumping them out please! Tip: Start with the divisions that are covered in vanilla game first.
  7. Ta-ta-ta-ta gabaaaaa! Can't wait to see how things turn out from now on - hope the tide changes so that we get more drama out of it mwuhaha!
  8. Then get rid of some of the hedgehog obstacles on the beach - were they really that dense IRL/movie?
  9. I can't find MikeyD's work. Is this short for Michael Dorosh?
  10. Is someone collecting all the remaining issues? Would be great if someone did this and post a list of all gathered remaining issues reported on these forums. Dunno maybe game devs are already making notes on the fly?
  11. Thank you for the answers. One more thing: try adding more barrels and other clutter to the first scene like junk, bricks, bags, try to make imitations of munition/storage dumps. Will make the map come alive even more.
  12. Thank you again for the answers PT. Will scoop those gems and try them out. GeorgeMC has more stuff done on the repository then just the two scenarios you mentioned though. You might be interested to take a peak!?
  13. Oh men that was an awesome experience - just finished the first bloody scenario! Map is really special, plenty of details - that hill with the bunker is soooo beautiful! Tips: - Get rid of 1 extra hour! When Germans surrendered I had 1 hour and half more! - Put 3 to 4 MG nests behind the bocage (just next to them so they can shoot against revealing US soldiers) to protect mortarts - otherwise it's a simple turkey shoot. - Marder III M that is positioned on the W side of the map (if you look in the direction of the main objective) does not have a LOS on the beach - it actually has a very small LOS at anything- is this WAD? Thank you so much for this mate!
  14. I'm a bit confused how/where can one use Darknight_Canuck's mods?
  15. In the middle of the first mission now - great stuff! Tip for the players: split your teams, they will have bigger survivability that way! @necramonium: The cliff could be improved visually not to be in such a straight line, some inundations would do the trick. All the rest looks great! Love your details on the map. There is a bunker which is positioned away from the beach - is this intentional?
  16. Thank you for the answers PT! Ah so that's what that is - seen it already. Great, thanx. Oh, I thought that that would be in Eastern front. Oh well, as long as someone is working on improving the old builds (you namely) then we can be happy Edit 1: A suggestion for when you get to actually work on new campaign: Don't clutter so many units in small places like you often do in The road to Montebourgh - it kills the immersion (few rounds would cause huge devastation to such tight packing). Make the map a bit bigger and spread starting unit's postions somewhat. Deal? Edit 2: Oh, did GeorgeMc and Pete Wenman perhaps create some kind of work together as a team or only each one separately? Edit 3: Did anyone post a playable Pete Wenman's map - Pete didn't include any AI plans did he?
  17. There are plenty of mods to fix SS skins!
  18. Oh, so you are making a new campaign for OMG, that's great news! Your approach to campaign making is really to my liking. Maps are beautiful with plenty of nice details and nice plan of attack/defence possibilities accompanied with immersive storytelling that changes according to results player makes. Do you know of any scenario/campaign maker that has similar qualities like you (if it's a right way to ask of course)? What's the shortish Canadian campaign? Have you showcased it somewhere? A suggestion: When you make a campaign include the pointer for which mods (unit insignias, etc.) go along with your campaign well -- for all those of us who are not so savy. Do you think save games from revised Montebourgh campaign could be used in your final revision of it when it comes out? I'm safeguarding savegames from the start of each scenario so that I can possibly start the scenarios that will be changed in the last revision. Would be a nuisance if I had to replay whole campaign only to experience a few scenarios that will get changed. I started this campaign anew because I only arrived up to the middle of the (non-revised vanilla) campaign and saw it as acceptable to start anew due to notable changes (units being green). I also got much better at playing this game and understanding everything so I got immersed more then in my first play-through. What does it actually mean to have 16 AI groups instead of current 8? What do AI groups do? I suppose AI groups are not the so much wanted "AI triggers" that would supposedly make AI look more reactive to player's moves?
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