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mirekm61

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Everything posted by mirekm61

  1. Let BFC only make games about historical wars. The CMSF and CMBS preceded the real ones, and that should be enough.
  2. differences Expansive maps with 1m x 1m resolution allow for short and long range action across complex terrain. Now resolution is 8x8m. Military forces United States Army and Syrian Army, but the maps are not Syrian
  3. yes i have sound mod and juju mod, removing mods and reinstalling helped
  4. not, this problem also occurs on maps from the basic version CMRT where we have summer
  5. In the editor, changing the appearance of buildings (ALT+SHIFT+Left-Click) for "BARN", " HAUSE" does not work properly. For example, destroyed the roof appears covered with snow.
  6. There is no such possibility that you want. The only thing that can be done is the observer and artillery on the map, as the enemy enters the observer's view range, fire will be called. There must be a voice or radio connection.
  7. Aragorn you're right after so many years a month later or sooner without a difference. But the latest patch is still missing to keep the game playable.
  8. if there are no plans for this year, there is no need to write, this is the sad truth
  9. Russian books from the 1970s contained a great deal of propaganda and few facts
  10. Hi Finally, during the holidays, I found time to improve my campaign. Known bugs removed in several missions added (small) minefields location depending on the AI plan. Mod with Polish uniforms added. https://www.dropbox.com/s/zx7cagh45n4pzdw/6-th Troop v1.zip?dl=0
  11. work on updating in progress, I have not forgotten about my project
  12. I'm in the same situation as you, so I have time. Please send this scenario.
  13. As I wrote in each scenario, AI has several plans. In this scenario, one of the plans is the escape of the observer. Apparently you came across this plan, if you play again it is not known whether it will be in the tower or not. This was the idea of these scenarios, the welds can happen differently, once you have to go straight to the monastery, another time try to get around it. You need to feel the situation and have a bit of luck just like in life.
  14. Of course they can but it happens rarely, most often killing HQ or immobilizing the vehicle, but also destruction. In my games, SU-85 is destroyed by the 81mm mortar, this is only WWII.
  15. What should I say, I also have problems with the passage of these scenarios, the third mission is as difficult as the others. However, this campaign was supposed to be different from the others, where the scenarios end with minimal losses, or you always have the full composition of units in the next battle. The loss of "Commando" does not bode well, the additions are very small 10 or 20%, there are two missions where only "Commando" fights. The key to winning is not to lose too much because there are no additions. You don't have to win all the scenarios to complete the campaign. The company update is at the end of the month. I will rely on your suggestion and we can do a little easier.
  16. yes, please send this mod my mail: mirekm1961@gmail.com , I will include it on the first update .
  17. I assume you have the game version 2.10, the game date is 17 July and the GL module was until June. Maybe it is important for me modół RV is not required. I can fix it, let me know what version of the game you have.
  18. I will probably do, this link to DB https://www.dropbox.com/s/9gza5yhqd4lqb6i/6-th Troop.7z?dl=0
  19. Hi I apologize for my English, but I can only do this, I help google translator. The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario are not historical. All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km. I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc. As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite. All comments are appreciated, https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  20. Nie tylko Niemcy zabijali bezbronnych. To często zdarza się ostatnio w moich grach
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