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Zveroboy1

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Everything posted by Zveroboy1

  1. This hasn't been tested too much so feedback is welcome. If you want to help, please don't simply post a screenshot of the end game screen, this isn't super helpful. No need to write a long AAR, instead please let me know if the scenario was too hard, too easy, if you think the score reflects your performance and lastly on how many landmines your pixeltruppen stepped on. I forgot something. How do I add more ammo for the PKMs? I need 7.62 X 54R because Airborne troops are glitched and only have 100 PKM ammo at the moment but neither Ural or Zil trucks have this type of ammo and I don't want to have to add a BMP-3. It is winnable this way but a bit annoying.
  2. Recommended mods : Afghanistan Mod Pack http://community.battlefront.com/topic/134575-afghanistan-mod-pack/ Afghan National Army Mod http://community.battlefront.com/topic/135004-afghan-national-army-mod/ Taliban Mod Pack http://community.battlefront.com/topic/134754-scenario-afghan-roulette-taliban-mod/ Afghan National Police Pickup Mod http://community.battlefront.com/topic/137395-afghan-national-police-pickup-mod/
  3. ------------------------------------------------------------------------ White Flag and Greenhorns ------------------------------------------------------------------------ Description : This is a fictional scenario loosely based on real events, pitting inexperienced units of the Afghan National Army against Taliban combatants taking place somewhere in Helmand Province around the year 2012, shortly before the ISAF pulled out of Afghanistan. The ANA can't rely on ISAF forces any more and has to conduct its own operations with US advisors just tagging along but not taking an active part in the fighting. Hopefully the might of the US Air Force is still here to lend a hand when heavy resistance is encountered. The map is based on my Afghan Roulette scenario, it is a cropped portion of it, much smaller with a few tweaks. There are 4 different randomized setups for the Taliban. Play as Blue attacker against Red AI. I think it could also work versus another human player but I haven't written a briefing for the Taliban side (yet). Install : Make sure your game is patched to version 2.03 and then extract in : documents/battlefront/Shock Force 2/game files/scenarios Download : https://www.dropbox.com/s/18kaekh88l8q93g/CMSF2 - AFG - White Flag and Greenhorns.rar?dl=0 Zveroboy
  4. No this is beyond the scope of this mod. I just wanted to add a couple of details to make the mod more immersive.
  5. Nice. I'll probably use these when they're finished.
  6. Right yes I figured. I mean you see DShKs mounted on pickups but normally not on the Ford Rangers from the ANP. The reason I made this is because it bugged me to see the pickup with a Syrian flag on it. I only realized later it wasn't the stock pickup skin, but a MikeyD mod.
  7. This is supposed to be a Ford Ranger used by the Afghan National or Local Police. I don't think too many of those are actually fitted with a DShK but whatever. It also works with the recoilless rifle version I think. It is going to be needed for a scenario I am working on which is almost finished. I provide it as a separate file but really I suggest you put it inside the Afghan Army Mod folder; this way it is easier to just remove the whole pack together when not needed. Download : https://www.dropbox.com/s/zdj2xkqd8y8u4h4/zzANP Pickup.rar?dl=0
  8. I have added a couple of extras as a bonus to the pack : - 4 portraits, Mord style - a HQ icon for the soldier's panel to match the ones created by Vin. - a list of Afghani names to replace the Syrian names Also I have removed the string.txt from the mod. All it did was add the new weapon names when you hover your mouse over the weapon icons in the soldier panel. But every patch broke it so in the end I decided it wasn't worth the hassle. If you already had a previous version of the ANA mod installed, make sure you delete the string.txt file located in the following folder : ak74m to M16/Sound & script. Download ANA pack v2.03 https://www.dropbox.com/s/9gcpgmkwc8lgga2/zzANA.rar?dl=0 The dropdown link in the very first post of the thread also points to the same rar as the link above.
  9. Oh great. I checked regulars though but missed those because I was looking for "technicals". But here it is : Heavy machine gun platoon (truck) 4 X pickup DShK Multipurpose vehicles. Sweet. Thanks guys.
  10. Oh I see. It is considered a tank crew right. Okay thanks, I will have to forget this idea and do something else instead.
  11. I am sort of working on a quick platoon sized Afghanistan scenario pitting units of the ANA versus Taliban fighters. I wanted to add a couple of DshK technicals to the force mix on the ANA side; the idea being they're local Afghan police. The thing is I want to get rid of the fighters and replace them with a different crew because it looks silly to have black pyjamas blokes fighting on the ANA side. But I can't figure how to do that. The dismount button in the editor is greyed out and when I manually dismount the fighters, it won't let me replace them by another unit. I tried different splitting squads and units of different sizes but no luck. What am i doing wrong? I have tried with humvees and it works fine. Can you simply not do that with technicals?
  12. Keep your current CMSF and reinstall from scratch with a difference path or name; this way on the off chance your campaign save doesn't work when fully patched you can still finish it with the back up install. If everything is fine then delete the old install.
  13. Check out the third post on page 1, maybe that's your issue. The installer's default path for the patch is an unwanted nested folder inside the game's main directory.
  14. That's what I thought too, that's why I provided a link to hapless' vid. I haven't tested it myself but hapless is usually quite reliable.
  15. Right yeah it does that but as far as the scoring system is concerned, a casualty is a casualty. Soldiers either dead or severely wounded count the same number of points for the purpose of victory points calculation. Check out the vid at 5:35. For the record I tend to the wounded almost systematically; in modern CM games at least. For wwii I am a bit more ruthless for some reason.
  16. It is possible that the code responsible for the fix was "forgotten" and they reverted back to a previous version of the code by mistake when working on the latest patch . I think it has happened before.
  17. Yeah when you read other forums, you see that the biggest gripes other people seem to have about CM have very little to do with graphics, it is usually either 1/ the DRM and activation system, 2/ the pricing and 3/ people butthurt and salty about their interaction on the battlefront forum with Steve. Steam integration should take care of the first two. And even if the reviews are not stellar, it still means thousands of potential new customers.
  18. I think it is interesting to note that according to this vid while the number of men killed decreases, the score at the end of the game doesn't change whether you perform buddy aid on your casualties or not. The game doesn't seem to care whether your troops are wounded or dead for victory points calculation.
  19. Nice, this is bound to bring an influx of new customers for CM products. This can only be good for business and bodes well for the future of the franchise. I see no reason to be particularly afraid of steam reviews or haters there or elsewhere for that matter. Just look at CMANO for instance which is even more of a niche game than CM and with a much higher learning curve and the review section on steam is not filled with angry trolls last time I checked.
  20. Could someone upload the fix in a zip somewhere? Pretty please.
  21. I have Pike & Shot who uses the same system as Fields of Glory II I think. It is okay but I couldn't really get into it for some reason, it felt a bit too bland and lacking character and didn't feel as satisfying as the tabletop equivalent which is vastly superior in my opinion. I haven't really played enough of the computer version to offer a comprehensive review though. I suspect the same applies to Fields of Glory II. Alexander as well as Hoplite and SPQR are really epic and ooze with history. If you go down that road, don't start with SPQR because Roman legions add another layer of complexity but I don't see how you can go wrong with one of these. The only thing that's missing imo is an order system like in the Musket and Pike series (from the same designer as Fields of Fire incidentally) where it feels like you are commanding a freight train with no brakes. Your troops are hard to set in motion but when they do get going and march toward the enemy, it is equally hard to stop them. It is full of impetus that feels real and is tactically very challenging. This combined with the terrain that disorganizes your formations really sets it apart. But even without it, Great Battles of History is definitely a classic yeah. It is a bit of a time travel machine, I love it.
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