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Ivan Zaitzev

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Everything posted by Ivan Zaitzev

  1. No problem. But could someone point me to where they have stated their reasons?
  2. Is there a reason the games are not on Steam? The modules could be adapted sold as DLC, Steam has all sorted out.
  3. According to google yes, around 8m. But more than a wall is like a gallery so is not a tick wall. Now that I give it a little more thought, I might take a creative liberty and rotate the cemetery so it will be an inverted U shape instead of an L. Any tips on representing tombs on a huge cemetery?
  4. I'm currently working on a map and because of the size of the map I'm cutting the corner of a huge cemetery. I have two options, build the visible corner of the wall, this looks strange because its like an L shaped building on the edge of the map or scratching the whole thing. The cemetery would be interesting to have in order to block LOS, it's just right of the starting zone so it would be useful. Any suggestions? Currently it looks like this:
  5. Don't really know what are those, but I imagine breaching kits in game are used to represent battering rams, breaching Shotguns and small explosives used to blow knobs and hinges. I'm wondering if the Russian army has something similar and if it should be added to the game.
  6. Hello. I don't have CM:BS but I have been toying with the idea of buying the game. I have noticed in the demo that US teams carry breaching kits giving them an edge in MOUT. Do any Russian / Ukrainian units carry breaching kits? Does this correspond with reality?
  7. This is clearly a bug. There is a thread somewhere to report bridge bugs, they said they must be squashed one by one because they are all different.
  8. Thank you for this topic! Plt HQ leadership does not affect permanent morale state, but it does affect temporal state with C2. So I still have to keep playing the way I have been playing and a +2 is still better than a -2.
  9. I'm playing against the Mujahideen, so only infantry. According to the manual, Personnel is Airburst, my doubt is if the tree cannopy will cover the infantry so in this case General would be better with shells exploding on the ground.
  10. Sorry for all the posts but I have started playing CM:A again and I have a lot of questions. I have to assault a small forested hill and I'm planing on dropping artillery to soften it up before the assault. What is best to use in forest? Personnel or General? I understand Personnel is Airburst, so is it effective in forested terrain or is it a waste of time?
  11. This is an interesting reply in an old topic I started. The fix talks about benefits from having the commander inside the vehicle (in CM:BS) but is this benefit mentioned in the manual? I could not find any mention of it. After some more reading, looks like it is a well documented feature, just not included in the manuals. Only documented by the players. Battlefront should rework Russian squads in CM:BS to have independent leaders that allow players to leave them inside the BMPs as they see fit.
  12. So the command seat position only helps in spotting? Erwin raises an interesting question. Is this explained in the CM:BS manual? It's strange to have undocumented features.
  13. Yes, face skins for DRA are particularly bad and on top of that, are made different from the Insurgents and Soviets for some reason so it's not easy (at least for me) to replace them. And I don't think there is any mod available. There are a couple of uniform mods for the Soviets and Insurgents but It's hard to say if they add much to the game. I'm usually playing at long distances from the ground so I don't really care for high textures and small details.
  14. I think I have read something about this in the past, and Sgt. Squarehead has mentioned it to me. But is this explained somewhere? I have looked this up in CM:A manual and there seems to be no reference to this. And, how exactly does having infantry inside vehicles like IFVs improve the vehicles performance? How is this shown to the player? Are there specific vehicles that will see an improvement from having someone in the commanders position or is it just some specific vehicles? I'm by no means an expert here but I have read in "The cutting edge: Soviet Mechanized Infantry in Combined-Arms Operations" that in the 80s, Soviet Squad leaders stayed inside the BMPs during dismounted operations. Maybe the soviets should have a structure like the Italians in CM:FI to allow this, although it's too late now.
  15. What I would like to see is the guns used in different situations in real engagements in CM. I like to see how you would adapt to the terrain in contrast to adapting the terrain to have a perfect situation where to use said gun.
  16. Hello. A long standing bug/feature of CMA is that troops carrying pistols are shown as carrying AKs. I have copied the Tokarev tt33 mdr and bmp files from the demo of CM:RT and placed them in my CM:A Z folder. Then I renamed the mdr file to "m9". Now my troops are carrying pistols but the model is not perfect, and the reloading animation is still the one from the AK. So basically this only works to know at a glance what units are carrying pistols. I don't really have an idea of how this works and why it's working so If someone more knowledgeable than me is willing to try and get this working as best as it can, please do! As you can see in this pic, when reloading, you still get the AK reloading animation, but the Tokarev magazine.
  17. Now it is: http://cmmodsiii.greenasjade.net/?p=5218 It's just a modification of a mod made by Scipio. Do you have that mod with calibers and ranges? I wouldn't mind having the ranges of my weapons actually.
  18. The folks at Rock, Paper, Shotgun have been running a communal combat mission game where the commenters moved the units. Sadly it has just ended! Here is the intro: https://www.rockpapershotgun.com/2017/07/14/the-flare-path-welcomes-combative-commenters-3/ Here all the turns in reverse order: https://www.rockpapershotgun.com/tag/communal-combat-mission/
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