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MOS:96B2P

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Everything posted by MOS:96B2P

  1. It was cool. Thanks for sharing. It was interesting that they said multiple platoons formed a division which then formed a battalion. I guess they didn't use division to mean multiple regiments (or brigades). Or maybe they used division more than once in the TOE? +1
  2. Thanks for letting us know. It is probably better that the faces, models & uniforms are brought up to standard. The mod can be recreated at some point and will look even better than the original. +1
  3. It works if you place [sepa] at the end of the mod and include sepa on the txt file.
  4. @captiva this is good advise. After you get the halftrack gunner issue sorted out and understood your next challenge will probably be the gunner becoming KIA. There are several threads discussing this challenge.
  5. Below is another way of looking at how Mod Tags in the mod folder work. One of the things I had trouble understanding was why you would put a Mod Tag on a mod that was in your mod folder. Since a mod in the mod folder will show up anyways (unless another mod of the same thing loads after it (the whole Z thing)). So what helped make the light bulb go off was in a conversation with @rocketman when he basically explained a Mod Tag prevents a mod from showing until you want it to show. The mod folder gets the [tag] and the scenario gets the tag in the mods txt document. Example: [bloody] goes with the mod at the end of the mod’s file name. In the scenario the word bloody goes on the txt document under Mission – Mod Tags. A mod tag keeps a mod from being used until it is requested by the txt document. So a mod tag allows you to keep a mod in your mod folder all the time without it showing up until it is needed. Thought I would include this extra information to help players who are researching mods and come across this thread in the future.
  6. More screenshots of a mod that expands CMSF into another area of the world.
  7. This topic came up in a different thread. I moved the topic to this thread to not further derail the original. An African Mod pack was created for CMSF 1 which allows many scenarios to be created for the various conflicts, bush wars and proxy wars on the continent. I don't know if it will work in the new CMSF 2. If not possibly a new, updated one could be created. To show what this mod can do are a few screenshots from @Combatintman's Operation Barras set in Sierra Leone. Here is a link to the scenario: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/op-barras-a-coy-1-para-sierra-leone/ Really looking forward to CMSF 2.
  8. As a Quick Reaction Force (QRF) conducts movement to contact a Separatist team takes up positions in a fortified house.
  9. Wow, what amazing detail. The time and effort that he must devote to this. I had no idea there was so much technical information involved with a WWI trench. From some of those dioramas it easy to understand how so many troops got trench foot.
  10. YES!!! There is an African Theater Mod pack for CMSF 1. I think @MikeyD may have created it , or parts of it. I played some CMSF 1 scenarios he made while using this mod pack. Very cool. It may have to be updated for CMSF 2? Not sure. But there is a African mod pack out there right now. EDIT: African Mod Pack thread.
  11. Yes. And you were spot on with the grid coordinates you sent me . Okay, this is my bad. I should have jumped back into this thread sooner. It is a bit of a balancing act to "tease" a scenario and generate interest while also maintaining OpSec. No real harm done and this is just a game. Not RL like Combatintman deals with in RL.
  12. Yes, this is a very true statement. However you will implement them with time an experience. I find that asking questions here on the forum and googling BFC combat mission topics will generally help you through the learning curve faster. Good luck.
  13. @Tomatow nice AAR. +1 And welcome to the BFC forum.
  14. I also made the Arizona. I started with ships and ended in high-school with 1/35th US & German vehicles. Good times.
  15. Yes. This is a cool tank for its time. Hope to see them in CM someday.
  16. Sure, sure ........................ nothing to see here ............ move along................. purely accidental..... purely ............ think of it as a coincidence ............ . Good luck with that Bootie . Was that evil? Sorry couldn't help it .
  17. Good to see you here my friend. +1 There are several of us on the forum that were MI. 96B was intelligence analyst. I worked in the G2 SCIF on base and was part of the Tactical Operations Center (TOC) when deployed. I think the MOS was reclassified to 35F at some point after my ETS.
  18. Made some adjustments in Beta 6. Remember this thread is in the public forum not our scenario PM conversation.
  19. Yes. It's made to be a static campaign so you get the persistent map damage and fight over some of the same locations more than once. Hopefully it is interesting enough to get you through to the end. Also many different things can happen at different times depending what triggers you hit and when you hit them etc. However once through for many players would understandably be enough. Maybe a few years down the road while your waiting on another BFC release you might take it for another spin . That's funny!!! The original scenario name was Command Decisions!!
  20. Very cool!!! I look forward to playing one where I don't know the intelligence feeds beforehand .
  21. The big H, made from terrain tiles, for the helicopter landing zone came directly from @Combatintman's scenario (I gave him credit in the Designer notes). While playing his awesome scenario Into the Green I got the idea to use a Forward Operating Base (FOB) and then added grid lines, HUMINT & SIGINT intelligence etc. It was the mentoring and encouragement of Combatintman and @sburke that got me started in scenario design . Below is the link to Combatintman's scenario - Into The Green. Highly recommend it. http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/into-the-green/
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