Jump to content

puje

Members
  • Posts

    119
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by puje

  1. Thank you guys for downloading it. I'm sad to I have a few doubts on how the ending screen of the campaign plays out. I can't really figure out what activates the win or lose message. Whether it is average mission result, or solely result on last mission. Let me make it clear, there is nothing with the gameplay of the campaign (as far as I'm aware). But if you get a "You lost" message after you complete the campaign, (and you feel you shouldn't) that's an F up on my part!
  2. After months in the making, I have finally completed my campaign Valleys of Death. It turned our to be quite an ambitious project, with 11 missions! The campaign revolves around a US Army light infantry company, manning a remote combat outpost in an Afghanistan inspired terrain. Unlike classic CMSF, which highly favors shock and awe and maneuver warfare, Valleys of Death deals with the issues of small units operating in a clearly defined AO. This means that, like in real life, you will conduct operations on the same map many times, with each mission focusing on different areas and objectives. By the end you will come to know the area very well, and this knowledge is key to defeat the enemy. Features: 11 missions A large 2X2 km map and 2 additional maps Modern counter-insurgency infantry combat Heavily inspired by Afghanistan related media (Restrepo, Taking Fire, etc.) Base game, no modules needed Download from Dropbox Please let me know ASAP if this link doesn't work! I'm not exactly a Dropbox wizz
  3. Is the ground texture a mod? Looks very interesting!
  4. Would be great if some one had time to do some in depth testing. Unfortunatly Im not raising my hand right now
  5. Very valid question. It can mean all the difference in the world!
  6. "Refitted" means filled up with replacement soldiers, right? I did a few tests in my campaign, and my problem seemed to be that then Strykers were knocked out and drivers/gunners were killed, a new Stryker complete with crew would spawn in the next battle. At least, if the Stryker was the only casualty. I'm fine with some wounded being healed up (they heal up, previously wounded returning to their units etc.) But the Strykers... In story of my campaign, it just doesn't fit very well that a whole new Stryker just magically appears after being blown to kingdom come... Another problem is that walking wounded soldiers don't seem to heal between battles...
  7. Could some one well-versed in making campaigns explain to me what exactly the lines "REFIT" & "REPAIR VEHICLE" do? Is it basically replacements for my Core Units? Like if I put both values at 50%, does that mean they will replace 50% of the units and vehicles I lost with new, similar ones? Or are we actually talking repairing damage (like damaged sights etc.) on the existing vehicles I just took into battle? And what about walking wounded, incapacitated, and dead soldiers? The manual is not at all clear about this, please help!
  8. Thanks guys, I'll get back to you when I have something ready, presumably this weekend.
  9. I'm currently developing a campaign for SF2 (base game - no modules), in which I try to do things a bit differently than the stock campaigns. Read about my ideas here I think it will have about 8 missions. I'm looking for feedback about bugs, oversights, and especially balancing issues. I think I will be able to release a test version this weekend (23-24 Feb.) Would anyone want to help me out?
  10. From my testing, it would seem like any Syrian unit from the "Special Forces" category require Marines module. Weird, since I seem to remember Syrian SF being on the base game. But now I know...
  11. Well I sure didn't use any Marine units, because I don't have that installed. I believe I used elements of a US MOUNT battalion (core campaign unit), some other minor us units, and Syrian special forces. I guess I should experiment a little so see what works.
  12. In the editor, it is possible to have US and Syria together on the same side, if you change the missions presets back and forth. Unfortunately when I did this, it seemed to corrupt the scenario, telling me I needed "Marines" to open it again. Wierd... Is there a way to actually make this playable, or am I just dreaming?
  13. I deleted a ton of AI plans from the mission I based the map on. But I'll look more carefully into this.
  14. I didn't make a zone, but there might be an old one on the map I didn't catch as I didn't start from from scratch. It's not within the current borders of the map however.
  15. Sorry if this is a dumb question... But I'm building a scenario, and I deployed OPFOR (red) in the editor to spawn them in certain places on the map. But when running in Scenario Author Test mode the OPFOR is on location during setup phase. But the moment I hit start, the OPFOR actually spawn to the far Eastern side of the map! wtf!? They spawn just fine when playing as red. Is there anything I selected by accicent that might cause that?
  16. Great ideas. Will definitely implement those! Also got me thinking I should build a few more compounds with odd angles, just to mix it up a little.
  17. Hello I'm well underway in making a map which will be the location of most of the missions in a campaign. (I have explained the idea here http://community.battlefront.com/topic/134457-campaign-idea/ ) And since maybe 70% of the missions will take place on this map, it must of course be solid. It is not completely done yet, but I'm getting there. I'd be really greatful if anybody would take a look at it, and give me some pointers in the right direction. I am just looking for feedback on the MAP! Any units, objectives, etc. will be changed in final version. Location markers are just a brainstorm of ideas I might implement in the missions. Thanks! Download: http://s000.tinyupload.com/index.php?file_id=10203666768401448600
  18. I do plan on doing something sort of like this. One of the early missions will be to escort an engineer squad to examine possible locations for a new COB. I will of course have artillery be an important part of the arsenal available to US troops. I'm thinking I'll get around the building damage mostly with barring the unit from causing collateral damage to buildings (I dont remember what the order is called in the editor). I probably can't make continuity 100% perfect, but if a wall comes down people rebuild, right?
  19. I've been thinking about making a small campaign inspired by Afghanistan documentaries such as Restrepo and Taking Fire. It would revolve around a couple of platoons stationed in remote COBs in a mountainous environment. I'm thinking I'd like to make one large map (maybe 2km x 2km), and have all the missions (or most) play out on the same map, just in different areas. It would mainly be infantry focused, so getting to remote places would be time consuming, and discourage going too much of course. Missions would mainly be patrols in the AO (I have a few ideas), and not so many pitched battles. Do you think it would make for a good campaign? Especially the one map idea, would it get too boring?
  20. Thanks a lot, appreciate it!
  21. Hello I've played CM for a few years but have never gone into the multiplayer aspect of the game. How with CMSF2 one the way, I have a friend who would like to play with me, but I'm not sure what is actually possible with the game. I have questions! What is WeGo? It's mentioned so often, and I don't know what ot means. What is PBEM? (I'm guessing Play By E-Mail?) Can I actually play with my friend online through Join Network Game mode, or is it LAN only?
  22. How do you do that? Specifically the spy? Wont other units activate it as well?
×
×
  • Create New...