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MOS:96B2P

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Everything posted by MOS:96B2P

  1. +1 YES!! XVIII Airborne Corps. Back in the day it was 82nd Airborne, 101st Air Assault and 24th Mech.
  2. Yep. In the 82nd Airborne (1980s) our air defense unit would set up their towed Vulcans in the ballfield in front of our barracks (313 MI Bn). They would track airplanes taking off and landing at nearby Pope Airforce base. Of course they had no ammo but we always found it a little amusing that they were practicing on our own Airforce.
  3. +1 Well, well, the Womble has returned. Welcome back, my friend. About time.
  4. It works. I just did it. After downloading, place the Zip folder in a empty new folder on your desktop. Then Extract the zipped files into the new folder. Next, as @Erwin said, place the two extracted folders in the following location for a PC: My Docs/Battlefront/Combat Mission/Shock Force 2/User Data/Mods If you have other mods maybe place the CMSF2 African Forces mod in a folder labeled Z. So the path would then look like the following for a PC: My Docs/Battlefront/Combat Mission/Shock Force 2/User Data/Mods/Z Folder or temporarily drag the other mods out of the mod folder.
  5. Thank you. I sometimes turn off the shadows and/or shaders for various reasons and forget to turn them back on. I generally play with both on.
  6. Just about. The place holders have been replaced with the correct units. A few new FR vehicles were added. I'm mostly just testing the four AI plans to make sure they are still working as intended. Then I need to update the briefing (which would only take a few hours). Then compile it and test that. There has been so much new stuff released by BFC recently that players are probably swamped with content anyway. Which is a nice problem to have. Speaking of new units. An SS detachment is now in the Area of Operations. From the briefing: SS Detachment – SS Detachment is in the reserve bivouac area in the southwest corner of the Area of Operations (AO). The detachment is a corps level, anti-partisan, unit that is temporarily bivouacked while it passes through the AO. An SS liaison officer is in the 2. Bn. CP to facilitate C2. The SS troops are experienced soldiers in good health. They are trained, equipped and have expertise in the use of flamethrowers. They have earned a reputation for being efficient at anti-partisan operations. If needed these troops could be committed to battle, however they are a 200-point spot unit objective for the Soviets. Air attack against this unit will not earn the enemy spot unit objective points. An overhead shot of part of the reserve / bivouac area. The player can activate two units from this area at the cost of Victory Points. 3. Zug (platoon) of the alarmeinheiten and the SS Detachment.
  7. +1. Sounds interesting. Will it make partisans look more civilian rag-tag? And maybe change the military uniforms into rag-tag civilian clothing?
  8. Whitewashed vehicles come with the game. You don't have to mod them only pick the correct conditions to make the stock whitewash textures appear. Example: In a quick battle pick January and ground condition snow. If you want you can use moded textures instead of the stock textures. Maybe you want a whitewashed texture that has a specific unit marking etc. Or just a dirty, battle used looking Sherman tank instead of the generally clean look of the stock texture. Then you would download the mod, generally from CMMODS IV, unzip it and place it in your mods folder. CMMODS IV link below: https://www.thefewgoodmen.com/cm-mod-warehouse/
  9. The below, in italics, was originally posted by @womble. I paraphrased it and think it is useful. The first step is to not have your armor be the ones actually moving about to find the enemy armor. Infantry eyes are better, there are more of them, and they are stealthier. Once you have a position for the enemy, you can bring your armor to bear. "Hunt" movement commands can be useful for that last little leg of movement that brings your tank out of being completely hidden into its firing position. Short steps of movement with 10s pauses (spotting is checked every 7s or so...) will give you the best chance of spotting the enemy before he spots you. But all this requires that you know where the enemy is. Using armor arcs is a double-edged sword. A big "map-covering" 360o circular Armor Target Arc is good for making sure your tank isn't distracted by infantry. The best way to approach your firing position, if it's possible, is to move in a way that presents your front armor to the enemy when you break cover, which will also mean your gun is pointing at him if you've set a map-blanketing Armor Target Arc. No chance of the target not being in-arc and you have the best chance of surviving return fire. Second best is the "short pop-out" where your turret is pointed at the target, meaning your engagement time is short enough that you can reverse back into cover before the enemy can rotate to bear. This needs good observation on the target to make sure his gun isn't pointed at where you're going to pop out before you show yourself. A word of caution. A tank with an Armor Only Target Arc will generally not fire on an anti-tank gun. Also, in its continuing effort to improve the game, Battlefront added the Hull Down command after the above was posted. I generally just use Hunt from habit but Hull Down is now an option.
  10. @Hapless makes excellent videos. This one is another great example of a well done CM video.
  11. Interesting stuff. I like just about anything with partisans. I'm not sure, from the screenshots, what the skyline for the map is. If you wanted you could probably use the tag that makes the below destroyed city skyline appear. IIRC the tag is berlin. Not sure if the tag berlin changes more than just the skyline. If it does it could be moded to only change the skyline. The tags [city] and [rubble] might also be useful if you're not already using them.
  12. Are you sure? Maybe with the exception of prone I think you can see over a shoulder. IIRC there are 5 ground heights in the game in terms of LOS, LOF, and Spotting: Prone, Kneeling, Standing/Small Vehicle, Tall Vehicle, Very Tall Vehicle. Prone might be difficult to see out to the horizon depending on the terrain. Kneeling. Standing. Tall vehicle.
  13. Boots and wheels will not go through barbwire. This can create an interesting problem for wheeled recon units. Boots & wheels may attempt to go around if there is an opening or end close by. If it is not close they will cancel the movement order. Tracked vehicles will crush the wire and go through. However the tracks will take cumulative damage every time they crush wire resulting in movement penalties for the vehicle. Barbwire can also be assigned an AI group so the location of the barbwire changes with the AI plan. Below is a screenshot from the CMCW scenario Kriegsburg. The barbwire (and mines) change location depending on the AI plan. Barbwire provides a lot of interesting scenario design possibilities.
  14. I'm looking forward to the holographic room like they had on Star Trek Next Generation. Program the computer for the desired date, location, unit, etc. then enter the battle. Example program the computer: May 1940, German Army, 7th Panzer Division, Tactical Operations Center, then walk through the door .........
  15. Well, if not nasty, maybe overly dramatic and rude. Some of the briefings were written by scenario designers who speak English as a second language. IMO they are very talented, intelligent multilingual individuals who donate their time for our Battlefront community. Good teachers/instructors are often taught and trained how to interact with others to facilitate the passing on of information/knowledge. If you are actually a teacher you hopefully had some of this type of training and continuing education. It is a shame you didn't demonstrate very much teaching, influencing, mentoring ability in this forum. Instead you are probably a good case study in how to quickly alienate, polarize and shut down positive communication. Think of the knowledge and help you might have provided if your opening post was not so overly dramatic and rude. Probably a squandered opportunity to be a positive influence.
  16. Below is a mod @Falaise made for the Flavor Object Drum. It goes very well with supply dumps.
  17. +1. Wow. I just saw this and had to read it a few times to make sure I was understanding it. About 30 scenarios spread out in three campaigns!?!? Also it seems like you are attempting to be historically accurate with both maps and TOE. This is a massive undertaking. Thank you. I really enjoyed your other scenario, Mission to Maas, which in part inspired the CMRT mini-campaign Alarmeinheiten. I have not had a chance to play Rollbahn yet but both @Bulletpoint and @Erwin, who are veterans of the game, seem to like it. Those two generally notice EVERYTHING and give valuable feedback so I'm sure this will be another good one. I look forward to having time to play through this one. Thanks again.
  18. I'm pretty sure @37mm has a mod that removes the chimneys.
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