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Mutunus

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Everything posted by Mutunus

  1. I'm a sucker for fall blau so a pseudo stalingrad type scenario (already added a heavily defended "potato silo"). Will post some pics tonight in a new thread in the mods subforum. Think I've hijacked Repsols for long enough. After a little testing performance isn't great, but it is tolerable. I'll see how things are once I add all the bells and whistles to the map. I may need to cut a couple hundred metres off the y and x. Cheers for the advice.
  2. hum hum... I'll do some testing with my mediocre laptop and see how it performs. Might have to chop the map up.
  3. To be honest the project has spiraled out of control and is becoming enormous. Almost a km by km of dense city with what's likely going to be regimental size forces facing off. Consuming far too much of my free time, but I do get an inexplicable pleasure from creating CM battlefields. I'll post up some preview images when I've completed the city.
  4. Hey PanzerMike. Your map was very fun indeed. It has inspired me to make a similar devastated city scape scenario. To save me several hours experimenting I was hoping you could help me out with some of the AI behaviour. Firstly... if I have an AI group set to ambush at 75m and a player unit moves within that radius, is it just that individual unit that becomes "activated" or all the units in that group? Also, if I set the ambushing units to "hide" will they remain hidden when activated?
  5. Are there any other threads with mapping tips and tricks? If not, can any experienced mappers add a few more suggestions?
  6. I quite like Waclaw sounds, but really don't like the ambient background noises. I'd actually prefer silence and only be able to hear the gun fire and artillery explosions from the battle actually taking place. Is there a reasonably easy way for me to remove this? edit: nevermind. I replaced the background sounds with the files from Mords no music mod.
  7. Is there somewhere I can download this? Is the version on GAJ the latest version?
  8. Yup. Easy to fix. First time I've seen bridges crossing rail. Clever addition.
  9. No problem. I'm a terrible perfectionist and have already started playing around with your map. I'm really impressed with the detail. I don't think I've ever seen a map with such a complex and realistic rail system. I'm already toying with ideas of the map representing an important allied rail hub and supply depot as part of my likely never to be completed fictional late war german offensive campaign. One error I noticed is one of the bridges crossing the rail track in the north of the town has it's adjacent elevation set too low, so the bridge is sitting on top of the rail track blocking LOS and imaginary trains.
  10. Fantastic! I personally love urban combat and have been working on a couple of urban maps myself. And yes, the small details really bring the map to life. I haven't loaded up the map yet but I'm hoping there are no windows and doors on inner building walls. A real pet hate of mine!
  11. This is the same logic I've been using for a fictional 1945 German offensive campaign I've been working on. I reserve conscript only for Volkssturm units, and even then sparingly. I did a little testing and they really perform appallingly. A garand salvo flying over head is enough for them to hit the dirt and any casualties sustained sends them running for the hills.
  12. Thanks for the responses guys. Looks like I may have to invest in a book or two to get some specific numbers on those KG. Yes, I'm aware it will be a very large undertaking, but this will be a long term project which likely won't see any kind of release for some time. I'm not intending on portraying every small engagement around a farmhouse or hamlet, only the larger more significant battles. These will play out on 2x2km maps with regimental sized forces. I have st barthelemy completed, and have begun work on mortain. Do you have any aerial maps of the area prior to luttich, Rokko? I'm relying on google earth for terrain gradient, but can't find any decent aerial maps of the surrounding towns and villages. The battle for st barthelemy begins at 6am and in game this is almost complete darkness. This and light fog makes for a spotting range of about 150m. Not quite the pea soup the battle really took place in, but visibility is still very limited. I wanted to create the campaign units file so I could begin deploying the allies into defensive positions and test the maps as I completed them. The best online source I found for the german oob was this post at feldgrau. There is unfortunately no mention of the strength of the units. Anyway, I want the campaign to be roughly historically accurate, but having the german oob exactly correct isn't a priority. I don't want divisional strength to be off by several battalions, but a missing or additional company here or there wouldn't be a big deal. The numbers of tanks and where they were located is important though and will likely need some research. Of course luttich was a fairly hopeless undertaking to begin with, which is one of the reasons why I chose it. It will be a very (impossibly?) difficult and challenging campaign to beat.
  13. Hi. I am working on an ambitious campaign following the German offensive that attempted to recapture Avranches and cut off the third US army advancing towards Brittany after operation cobra. It was the largest tank battle of the Normandy campaign and (at least it was to me) almost entirely forgotten. I'm hoping to create a 1 to 1 representation of units, i.e. I want every tank and soldier that took part in the offensive in reality to be represented in the game. I am however struggling to find a detailed list of the OOB, especially for the Germans. I have a full list of which divisions and KG took part in the battle but not details of their strength. Many units, like the 2nd SS Panzer for example, were in a very sorry state. I just don't know quite how sorry. Rather than me investing in one of the very few books detailing the campaign I was hoping some of you guys might be able to provide some links or snippets of information. Thanks in advance.
  14. haha! I was making a separate folder for storing graphical mods that overlapped and caused errors with the intention of later integrating them together (once I figure out how to do this). I intended on calling the folder "derrr" (the first thing my brain told me to write) and after a bit of ham fisted right clicking and button bashing I suddenly noticed this peculiar file named "d". When I launched the game my beloved panzer grenadiers had converted themselves to T-72's (unfortunately only in name). Anyway, thanks for your help!
  15. Yep, it was "Normandy v110.brz". Thankyou very much!
  16. ... in the data folder whilst trying out some mods. It's causing some odd problems with my game. I have a 14,352KB file named "d". I assume this isn't correct. Can anyone tell me what it should be called?
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