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dragonwynn

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Everything posted by dragonwynn

  1. Well version 2 has been sent up the pipes so hopefully it will show up soon. I reworked the entire campaign and now it follows the 86th Inf Div instead of the 292nd. My research revealed the 86th actually made the original attack down the Kursk/Orel railway towards Ponyri and the 296th and 18th Pz Div were attacking along the right flank. I also made adjustments to the OOB to hopefully be more historical though limits to the game will probably have this campaign classified as semi-historical. The water tower is now added thanks to Umlauts fine model and the Soviet defenses are adjusted and beefed up. It should be a bit tougher now. To all who commented with suggestions thank you as these will help me improve. Any further comments or suggestions on the new version are quite welcome. Hope you will enjoy it.
  2. Thanks I will look for it in the morning when I get off work.
  3. This is a question for Umlaut if he is available. I have been trying to tag your silo building from your factory mod to use in my campaign. I renamed the 307 bmps and tagged them with the text file which is in the scenario directory. It loaded fine and shows in the UI screen. But where do I find the building at in the editor? I have looked under independent buildings but can't seem to find it.
  4. Umlaut I have tagged the silo mod's bmp and created the text file as a tag. It shows up in the UI screen as it should. Now where do I find the silo in the editor to add to the map? I have looked under the independent building set but don't see the mod showing up. Is it located somewhere else or am I missing something?
  5. Thanks for clarifying that Umlaut. I may have to get you to do a step by step on how to tag that mod correctly. I have not done a mod tag yet.
  6. Thanks again Rokko for the input and I will consider your suggestions in the revised version. Further research has revealed that it was the 86th infantry division that attacked along the rail line towards Ponyri and not the 292nd which was in action along the right flank with the 18th pz div I believe so I will change that so the core units are actually the 86th. The Tigers of 505 were in support of the 86th but I may reduce their number as you suggest. Homer thanks for the comments and I am glad the battle proved enjoyable. Your suggestion is a good one as I agree about the trenches. I was trying to keep a balance of creating enough defensive positions to cover the map but still keep as less a strain on the computer. Originally I had barbed wire stretched in front of most of the trenches but removed them to reduce the tasking of the computer. But I may add a few more and stagger them as suggested. Once again all these comments are very helpful and thank you.
  7. Thanks again Umlaut, I will no doubt be using your model in my upcoming revision. Having obtained some new literature and some deeper research done I will agree with Rokko completely....my OOB's are screwed lol. First the 18th Pz Div was only equipped with medium tanks (MkIV, MkIII, etc. Tigers were involved in the attack, roughly 2 companies from the 505th. So I will be reworking the entire campaign until I am satisfied it is as accurate as I can get it within the limits of the game. It will probably result in at least 2 platoons of tigers converted to MkIV's with a few MkII Lynx thrown in for flavor. From what I gathered around 40 Tiger I's were involved so these will remain as the strength of the German attack. Also as Rokko pointed out most Infantry Division units (not grenadiers) were motorized in trucks not halftracks. The 292nd did have a few Grenadier units attached to it so I will rename them appropriately and leave them with some tracks. To keep from cluttering up the map with additional trucks I will probably create a seperate setup zone for the 292nd closer to the defensive lines which would represent their jump off points at the beginning of the attack which is more historically correct I think. I am OCD for trying to get things as accurate as possible and I apologise for being a bit hasty in the release of this campaign. I was so occupied with just making the silly thing work properly that I didn't put the time in to the actual battle and do the research to make it right. Obviously there are limits as there was so many different units involved with this attack in such close proximity to include it all would probably bring most computers to its knees. I will add the water tower in also as this was a important part of the battle within the town itself using Umlaut's excellent model so the new version of this will require having his factory mod. For those who have took the time to play the current version any additional feedback would be helpful. The Soviet forces should be pretty accurate though I may add some additional defenses along the flanks and possibly add some stragglers from the 81st on the second battle as some of these did fall back into defensive positions around Ponyri with the 307th. Having the Ferdinand model available for this would have been awesome as they did play a big role in the battle.
  8. Thanks Umlaut that would have worked perfectly for the water tower, though from what I saw in pictures I think it was on a stilt type platform. Still your model would have simulated the tower just fine, a far cry from the tiny fountain I was using originally lol. I will wait for more feedback from other players to see what adjustments or improvements I need to make on the campaign and I may "borrow" your model to add the water tower in. By the way your factory mod is an amazing piece of work and I hope to do a scenario soon using your map and mods. Will these mods be released later as individual buildings or will it stay tagged to your map?
  9. Thanks guys for the comments. Rokko you may be correct as I couldn't find exact equipment oob's for the two divisions but simply went by what I had seen in photographs, which depicted a lot of halftracks. As for the Tigers they were present in the battle though in what numbers I am not sure. Just didnt want the poor troopers to walk across the map lol. The idea behind this was to simulate the grinding down action of the soviet defenses as the Germans penetrated deeper towards their objectives. Of course there were many more mine fields in the actual battle but I tried to keep it balanced also. But these suggestions are helpful as I plan on doing more scenarios and maybe campaigns during this battle. Erwin I spent about 2 weeks (maybe 20 hrs or so) on this campaign, simply learning the mechanics of the editor was a bit time consuming for me.
  10. Thanks Erwin. I started deleting the previous uploads and stumbled on parts 1 and 2 in the repository *sigh*. For some reason those 2 uploads didnt show up in the newest upload section so I missed them completely. Now parts 6 and 7 have been deleted and I'm not sure exactly what was in those uploads. Trying to get this scenario up has turned out to be a real adventure. The notes in Part 1 describe some of the changes I had made to a few of the files ( it wasn't that many in Kiemes work), just a little dirting and dusting of a few of the ground, road and wall textures from his outstanding mods. The rest was some of my vehicle texture tweaking ( abrams and Gordon molek's Lav's) to add to the atmosphere and I included some other mods from other authors just to of have them available with the scenario without hunting them down. I may just delete the whole thing and try again at a later time. The scenario can be played without any of the mods but I like to add detail and atmosphere to my scenarios to hopefully add to the enjoyment for those who play them. This is only my second scenario attempt so I am still learning. Hopefully I didn't upset anyone by adding or tweaking any mods as all the work done here is top notch by these authors and I wanted them to have all the credit due.
  11. Yes there were a few tiles from Kiemes excellent work that I added a dust and dirt effect to some of the road and ground tiles. In my scenario which is a urban operation I wanted the city to appear a bit weathered and dirty so to speak so I modified a few of the tiles to add this effect. Those along with my personal work on the M1 abrams, some reworked rubble etc. and dirtied up Lav's from Z Gems Sand Lav were ment to add to the atmosphere and were included in the uploads. Since Parts 1 and 2 never showed up all the others are useless I suppose as part 1 had scenario file as well as notes on the whole process. Sorry for the confusion and I am not sure why Parts 1 and 2 never made it up. They were the first two I uploaded.
  12. I may have added a folder twice but it looks like parts 1 and 2 have been lost in cyber space somewhere so I will probably delete the other parts and try the upload again. I was looking for a easy way to include the mods used in the scenario as well as the modifications I made in one package but looks like I will have to try another route...
  13. Ok Day of Days is a scenario/mod pack for USMC module I uploaded that apparently doesnt have all the goodies attached. Should be 8 parts total with the scenario .btt file and some of my mod tinkering in the first upload then some of our fine artists work added with some slight modifications to fit the scenario. The readme is in the first upload so hopefully it will appear soon. Not sure why they approved the later files before the first ones. Anyway maybe they will show up soon and if so I hope you will enjoy the fight. Be sure to read the notes if they appear explaining what is going on. :confused: Some of Kiemes fine mods are included with some minor tweaking to fit my scenario.
  14. I have been working on a new CMSF scenario to upload but I cannot find the file within the scenario folder. It loads in game and Ive tried saving it under several file names but cant seem to find it in the directory. Double checked my game directory to make sure it didnt send it to another folder but cannot see it. I also checked to make sure the directory did not have any hidden files but it still does not show up. Any suggestions?
  15. Im not sure on why they are staging so long as it may be something in AI setup. Any suggestions on the cause and a fix I would like to know.
  16. Glad you enjoyed it Tdogg. Yea the Nebelwerfers are the equalizer if used at the right moment. On one of my test runs I caught the armor staging and though not as effective as your strike it did give me a win. However in another play through test I misjudged the strike and the soviets started their attack before the barrage hit. Needless to say the rolled over me pretty good. Thanks for the comments.
  17. I reworked the setup zones so if playing the axis you should be able to setup as desired within the village. It has been submitted and should be in the mission downloads soon.
  18. Thanks PanzerMike. I originally had them on the map but I guess I took them out for whatever reason. Will see what I can do to fix that.
  19. Thank you Frederico. I may try and revise the scenario so that you can place the units as you please after I figure out how to do it lol. I thought it was setup already with that option. Thanks for the suggestion and glad you enjoyed it.
  20. Thanks for checking out my first scenario attempt. I hope it proves enjoyable. I wanted to give the player a sense of drama and suspense especially from the German side. The scenario is a bit slow to unfold, taking a few turns before the action begins but hopefully that will add to the suspense. Any suggestions or comments would be appreciated (be gentle plz lol)
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