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puje

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Posts posted by puje

  1. 33 minutes ago, Haiduk said:

    Some advices:

    - armbands should be some wider. Also it can be applied on the helmet

    - last two photos reflect old "Dubok" camo, which doesn't use since 2014-2015, so now it can't be considered as "regular" 

    My design idea for "regular" was to give the appearence of a hastily mobilized early war unit, that was just issued whatever they were able to scrounge up. From what I've been able to tell, yellow armbands aren't used much at the current stage of the war. Green seems to be in style right now.

    I attempted to do helmet markings, but couldn't get it to look quite right.

  2. Features:

    • 6 individual digital, and 6 individual regular Ukrainian uniforms.

    Digital uniforms have blue armbands and are primarily based around multicam og Ukr digital, but are ragtag like you’d see in real life.

    Regular uniforms are less modern looking, and primarily based around green colors. They have yellow armbands.

    • 4 modded US uniforms to recreate Foreign Legion fighters. They are mostly like standard US uniforms, but have new patches, and blue armbands.

     

    Download @ Dropbox

    1.jpg

    3.jpg

    4.jpg

    6.jpg

  3. On 11/8/2021 at 9:15 PM, Cpt_Winters said:

    @puje I've just purchased CMSF2 and after reading this thread I have downloaded your campaign before playing anything else.  I'm currently on mission 3 and thoroughly enjoying it so far.  

    Thanks so much for all the effort put in to this.  I can't even begin to imagine the hours to put this all together.  

    Thanks for playing! Can't believe it's been so long since I made this. 

  4. On 10/31/2021 at 3:49 PM, MOS:96B2P said:

    ...  You could probably make some cool scenarios based on your first hand experiences...

    Most of the stuff I have made has been vaguely inspired by my own experiences. More like "this is how COIN works", more than actual events. I was never in that much combat, so I've found it a bit difficult to really translate it to the CM game mechanics. Like Bufo mentions raiding a house, and realistically having to spend maybe 30-60 minutes searching it. That can't be simulated well in CM. It's either touch or occupy. And you can't specify you want MPs or a HUM INT unit to do the searching. Plus the city environments are generally a bit too sterile and boring looking. It would be dull to be static in one location for very long. It would take a total overhaul of the game, and though that will never happen (I may be wrong, but I think most CM players are panzer generals at heart), I can always dream. 

    --

    I'll make sure to check out the scenario some time. 

  5. 1 hour ago, Bufo said:

    Hope not, patrolling and assaulting the house of a single gunman would be quite boring in CM terms.

     

    Mission: have a Task Unit to search a building where they find some items of interest, then comes the EOD to render safe, then some exploitation team... Yeah, boring.

    Man that sounds like the best CM ever. 

  6. If any future CM installment was to focus on the Global War On Terrorism, which features in gameplay, game mechanics, units, etc, do you think Battlefront should ad or change? 

    As it is now, the games tend to be mainly focused on blitz warfare and set piece battles, which is quite a different setting. 

    In short: CM:GWOT 2022. Make it happen people ;)

  7. 13 hours ago, markh said:

     In trying to create a scenario I do not seem to be able to access the various modded units and vehicles (e.g. the US Army 1960s infantry).

    Unless @37mm totally changed things since I contributed a bit to the mod, the US Army does not have a 60s version.

    It wasn't realistic to port the US Army back to the 60s, when they still would have all their NVGs, GPS, etc. Hence, only the ARVN equivalent is available (as modded Syrians). 

  8. 4 hours ago, sawomi said:

    What I want to know is, if I can have installed TWO versions of CMSF2 (battlefront AND steam) AT THE SAME TIME on the SAME system.

    (So that I can mod one to H&E and use the other for 'norma' [Syrian setting] Shock Force 2)

    I think you should be able to. I don't have the steam version, but I'm pretty sure it will be in a separate folder. 

  9. 11 hours ago, Fatgreta1066 said:

    I've just started playing this campaign, I'm on mission 3. So far it's a lot of fun. I like the way you have us using the same map but having to explore different parts of it.  One thing that would really help is allowing units to set up outside the base for missions where patrols have to go out. It's very difficult and time consuming to maneuver all the HMV's out, the TAC AI almost always gets one or more of them bogged or immobilized trying to drive over the trenches, regardless of the waypoints I put in. Otherwise, as I said, I'm enjoying it a great deal. Thanks for the time you put into it.

    You are right about the exit being not ideal. I don't actually remember, but are the trenches and wire maybe movable in the setup phase? Maybe that could make it a bit easier? 

  10. I think I did all right on this map. Annihilated all of those pesky crusaders, except a single Stryker crewman who managed to hide. However, it did cost me 5 dead and 5 wounded, including commander.

    I got 2 Strykers with IED and the other two by RPG. The infantry started pouring out of 2 of them, and I had to mop them up in the vegetation.

  11. An ISIS inspired skin for fighters.

    It features a sand colored jacket, digital desert pants, and desert boots. Note that it changes all Syrian boot into desert.
    One (rare) model is wearing sand colored pants and sneakers.

    I refrained from editing the chest rig very much, since it would affect a lot of other Syrian models.

     

    https://drive.google.com/file/d/19e5F7TaQFo703nnO3ec9Ebf1-0pJwDF3/view?usp=sharing

    Or

    https://www.dropbox.com/s/qbpbqj2r915feaf/ISIS fighters.zip?dl=0

     

    tcW3NCP.png

    isis.x63e786c2.jpg

     

     

  12. @Combatintman I know this is ancient by now, but I just found this map a week ago and got very excited. I did because back in late 2006- early 2007 this place was my hood. I was deployed with the Danish Army back then, and this place (Al Harta) was the southern tip of my company's AO.

    I just thought it would be fun to do a little review (everybody's a reviewer these days, right?) of your map and compare it to some actual images.

    I've marked a few spots on the overview where the following images were taken.

     

    OLYMPUS-DIGITAL-CAMERA.jpg

    Qarmat Ali bridge. There are some clear limits in the CM editor, so I get why you made a land bridge. But the real thing was very large and frankly daunting. Like in your scenario, we also had a lot of trouble with it. We had one man KIA a hundred meters south of it (if just applying North to the top of the map), and 2 WIA just when they reached the northen side, at another time. Also single shots fired at us.

    OLYMPUS-DIGITAL-CAMERA.jpg

     

    The Tate factory, as we called it. We took breaks in there a few times. When I was there the werehouses were just open with tin roofs. Not sure all the holes were damage from fighting, or just decay. There were some families with cute kids living in there. One thing you missed, was that one of the buildings was actually a water tower. For some reason my PL found it a great idea to put a guard up in it. It was the worst position ever. It took 5 minutes to crawl up there. I could not imagine a more ****ty position to be in if you got shot at. Luckily we never did while up there.

    OLYMPUS-DIGITAL-CAMERA.jpg

     

    This is just a shot from a little street we called Happy Street- The image is take a few hundred meters up the road west. One day we got shot at up this street. after searching the area we found a KPV 14.5 HMG in a garden. It wasn't the weapon that fired at us, but at least we got that one off the street. Pulling out we had a firefight again.

    OLYMPUS-DIGITAL-CAMERA.jpg

    But yeah Al Harta, Iraq was a pretty ****ty place. I rate it 2/10.

    Your map I'll give 7/10 for realism :D

    --

    @Sgt.Squarehead, I mentioned this to you, thought perhaps you'd want to see it.

  13. On 5/24/2020 at 3:04 PM, Combatintman said:

    @puje a Friendly Casualty parameter for the AI force might have helped you here - say you set it at 50% it means that the AI side gets the points if the player ceasefires at start or without inflicting 50% casualties.  It is more flexible than the Friendly Bonus trick.  Obviously setting your percentage threshold requires a few tests but I often use it in conjunction with the Friendly Bonus to give the AI force a points score at the start which automatically results in a player loss if a turn one ceasefire is selected.  Clearly if the human player plays the scenario through then they will reach a point (in this instance 50%) where they have killed the required number of enemy and the AI force no longer gets the VPs for the Friendly Casualty parameter.

    Thanks, I'll try this next time 👍

  14. 17 hours ago, uru38 said:

    Great campaign, I'm really enjoying it. Although I've just gotten to the "Lighting Strike" mission after "Stroll up the hill" and I can't seem to win that mission without it being a draw and subsequent fail for the whole campaign. The enemy always seem to have a "Friendly Bonus" of 20 points that I can't get rid of but there are no enemies left on the map. What am I doing wrong?!

    The Friendly Bonus is a static value for that mission, it cannot be changed. It's used because I didn't want to give the OPFOR terrain objectives for that particular mission. When you don't use those, it becomes difficult for OPFOR to earn points, so they need a point boost from the beginning. Edit: I might be remembering this wrong. Maybe this actually applies to a whole other mission. But in any case, juggling the points on each side can be difficult when you design a scenario. 

    There are some enemies set to spawn long after the time limit runs out. This is to prevent the enemies on map from surrendering, which they have a habit of doing when they aren't than many of them. 

    You are probably just losing too many men. If you need some general pointers, maybe look at @Aquila-SmartWargames's playthrough. You are nearing the end, so I hope you'll be able to make it through!

    Just curious, did you select to build the outpost on the hill or not? 

  15. 4 hours ago, Erwin said:

    Been watching the outstanding Ken Burns documentary "Vietnam" - 10 amazing episodes I think.  Looking forward to some SE Asia action.  I hope there will be opportunity for Blue vs Red (ie: US/ARVN vs VC and NVA.

    US as Blue could be done, but the US Army/USMC technology is just so superior that it wouldn't be very realistic to put them back in the 60s or early 70s. But one could of course make some constraints within the scenarios. 

  16. On 3/2/2020 at 10:56 PM, hundtand said:

    I left my 'thank you' in the other thread, please bear with me.

    If this is the right place for reporting bugs, I feel it's my duty to inform on someone... The quartermaster of C company seems to have stowed the wrong ammuniton into the trucks that left for FB Ladybird. There's no ammunition for the GPMGs. I suspect he, and the entire combat service support detachment of the division, might be working with the roundheads.

    (Seriously, though, it bears repeating. What an awesome job you guys have done!)

    Hey, like they say, when a soldier stop complaining, it's because he's dead 😉

    But yeah, it kind of sucks the trucks doesn't have any. However I did not want to clutter the base up with 5 more UAZs. 

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