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Zveroboy1

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Everything posted by Zveroboy1

  1. Not sure I understand what you're looking for because you mention both CMSF and CMx1, it is a bit confusing. For me CMx1 means CMAK, CMBB etc Isn't this what you are looking for? http://cmmodsiii.greenasjade.net/
  2. I think it happens when the area where you deployed them is outside their set up zone.
  3. There is more to it than simply making several skins and adding a number at the end of the file name and letting the game engine randomly choose which one to use or display?
  4. Ah my bad I misunderstood what you meant. I think I somehow skipped the sentence below the screenshot.
  5. There is also the issue of engagement ranges which of course depend on the map being used. Often CM maps are too cramped, almost claustrophobic in nature and don't use realistic distances for the terrain being portrayed. If you have a firefight taking places at longer range, if you replace veteran troops with green pixel soldiers and you don't push as hard, casualties will be lower. Give it a try, play with green soldiers instead of veterans, the results will be a lot different. They don't spot nearly as well and their accuracy is a lot lower.
  6. Nice pics. Were these all taken in Helmand? I looked at tons of pictures before I came up with this design and it works fairly well but there is a game play issue with these types of compounds that I haven't been able to totally solve in my experiments. With a regular defensive position in buildings, once you have fired long enough at the defenders, the tactical AI will kick in and they retreat outside the building. Here, often the AI defender will end up holed up inside the enclosed area of the walls and you have to assault the compound with demo charges in order to flush them out. It is the case with large compounds, less so when they're relatively small. While this behaviour is fitting for a Fallujah type of situation, in Afghanistan I find it a tad problematic because the way I understand it, Talibans would usually pull back and disappear and not fight to the death inside the compound. I suppose that could be fixed by adding triggers and a retreat movement.
  7. I said that in jest. Black Sea is three times as lethal as the WWII games lol. Joke aside, yes I agree it is a bit too lethal especially for infantry in cover like buildings, foxholes and trenches. The protection offered by these types of cover is currently under modeled. It is a pity because this is pretty much my only gripe with the game. Otherwise it would be almost perfect. And it doesn't sound super hard to fix. You'd think tweaking a few values would go a long way toward making it more realistic. Of course it is probably not as simple... On the other hand, some scenarios can last 2 hours, 2 hours and a half. So you'd have 4 or 5 hours longs scenarios. Not sure this would be such a good idea. So at the end of the day it is like JoMc67 said. Just imagine 1 minute in the game in an abstraction and covers 5 minutes in real life.
  8. Powdermonkey you sound like you're ready to play Black Sea.
  9. Yay! Nine scenarios that's quite impressive, you win the prize for sure.
  10. I just had a quick look at it. Very nice map! I see how it can work for a campaign and how you could easily have several localized scenarios on this big map. You look like you know what you're doing really. There are just two minor things : 1/ Maybe add some more small stone walls, especially alongside paths and around fields here and there maybe. You could replace the fence with one. 2/ There is the issue of compounds. I like them because visually they look cool and they also present an interesting tactical challenge. However they can also cause issues from a scenario design perspective. The defender needs spots to shoot from. In a compound surrounded by tall walls, that leaves only rooftops. So even though in real life, Afghan houses tend not to have tall parapets on rooftops, troops on a flat roof are extremely vulnerable and don't last long at all in a firefight. So you might want to add more parapets. Another option I have seen designers use is to have large openings or gaps in the compound walls so soldiers inside buildings facing the "gate" can shoot enemies outside. That works too. But perhaps you could use another technique to model the use of murder holes like in the picture below. One way to achieve this is by using buildings as part of the compound wall with just a single, maybe two windows like so : Now I know what you're thinking. "Oh no! I have to redo all my compounds !?!" However that's not necessary at all. I see you have a wide variety of layouts for your houses and most of them look just fine. It is just a technique you could use from time to time when necessary.
  11. Adding a bunch to the list after looking at what's available at the scenario depot : USMC Where Eagles Die - by Sixxkiller (briefing in zip file only) Today We Fight or Hoy Combatimos - by Steiner (briefing in Spanish) SG – USMC – Hakhani Assault - by Stagler Operation NEPTUNE SPEAR - by Combatintman Green 9 - by Combatintman Op MINIMISE - by Combatintman Operation Volcano - by ? Operation Glacier 4 - by Combatintman Operation Glacier 2 - by Combatintman Operation Glacier 1 - by Combatintman Joint Venture - by ? First Light of Dawn Redux - by Michael Jones Deserted Village - by ? Belly of the Whale - by ?
  12. There are two types of buildings, modular and independent buildings. And only the latter can have damaged roofs. The ones on the picture where you see damages on the second floor for instance must be independent buildings and it is possible to add damage to the roof. The scenario creator chose not to I suppose but for these it is possible.
  13. Yes I didn't do anything super crazy, I just thought I'd post in the thread because there had been no replies so far. A bit disheartening when you create a thread and nobody replies. Yes I forgot to mention that I never even crossed the bridge and yes you're right these 105 mm strykers run out of ammo way too quickly. You can't afford to fire more than 15 seconds per turn. Damn you couldn't even do that in SF1 actually. It must have been even harder.
  14. Thanks. Yes not a bad idea actually, that would work too. Anyway I played very few of the ones I have found so far, so there is going to be some good gaming in the next weeks.
  15. Not sure because most of the wargames I have are operational level games not tactical. Well I used to play Squad Leader a long time ago but quickly lost interested after I discovered CM.
  16. Hey 3j2m7, no need to send me anything, please just copy and paste in this thread the names of all the scenarios you made or know of! I made this thread so people could contribute to it and in the end we can all have a complete list. No, I am not sure that's all the SF1 scenarios ever made. Probably not.
  17. Combatintman please add them to the list then. I know it is incomplete. There are 600+ scenarios in the rar I downloaded. I made this thread on purpose so people could contribute and help with the list because there is no way I could look at every single battle myself.
  18. I thought I'd put together a list of user-made Afghanistan scenarios and campaigns made for CM Shock Force 1 & 2 for people who are interested in this conflict and are looking to play battles that take place there. It might not be the most useful thread ever and I mostly did it for myself really but I hope other people will find it handy. Feel free to contribute and add battles you have played that also take in this theatre of operation. And if you're a scenario designer, please add your battle to the list as well. And finally if you can identify the author when it is missing that would be nice too. Also I propose that perhaps in the future Afghanistan scenarios get an AFG prefix in their title so they're easier to find in the scenario list in the game. example : AFG - blah blah.btt But maybe this won't work because a module based prefix works better so people who don't have the full game know which scenarios there are able to play? Anyway here is the list I have so far. Scenarios : RvR Afghanistan part 1 ( Airport of Bagram ) - by Romm RvR Afghanistan part 2 ( la passe de Salang ) - by Romm UK Habibollah Kalay or 'Day of Days' - by Combatintman UK Into The Green - by Combatintman UK Zumbelay - by Combatintman UK-Into The Green Zone - by jonathan swetnam US A taliban's tactical assault or Haschim Khan - by snake eye US Afghani Stan - by ? US Meeting an Elder - by ? US Mujahideen Valley - by ? US One Night in Waziristan - by ? (technically Pakistan but close enough) USMC Le salaire de la peur V2 - by RommL Campaigns : The Heart of Darkness Campaign - by dragonwynn Note : These are the titles of the battles based on the big rar file I downloaded from a thread somewhere on this forum. I think the person who compiled the rar might have altered the titles of the battles slightly for organizational purposes so the actual name might be slightly different if you got these from another source. I am sure there are more. This is just what I got from memory and by quickly checking out scenarios purely based on their names.
  19. Maybe you're talking about Franko's true combat rules :
  20. SPOILER I played this one a month ago. I probably got a bit lucky and won with the AI auto surrendering. I don't know if my input is going to be super useful because I didn't do anything too fancy and barely changed the default set up. But seeing as the thread has no reply here it is : I only dispatched a stryker loaded with a squad toward the centre of the map right at the beginning, in order to attack alongside both roads, but the main push was from the right side. I think the tricky part is just the BMPs holed up among all the buildings in the town and they caused me some problems for sure. It is hard to get a good shot at them with the position they're in. The ones on the far side of the river got taken care of fairly easily by the 105 mm strykers on overwatch on the left side. What you must avoid as much as possible is climb up that hill with a cliff overlooking the town and stick to the low ground and the houses on the right. Creep forward slowly with the infantry and go from building to building with the strykers and the MGs suppressing the syrians while you cross the empty spaces between the houses. There is only enough room for a single squad in this approach really so I must have kept one in reserve for the final thrust. With the use of smoke, you should be able to destroy at least one of the BMPs with an AT-4. The biggest casualties I suffered were from this half squad I sent up the hill. It drew a lot of return fire but its presence helped distract the remaining BMPs. Another 105 mm stryker pushing along the left side road with the right timing can catch the remaining BMPs facing the wrong direction but don't crest the hill.
  21. Thanks for the helpful advice everyone who chimed in. I think part of the issue I had was that my photoshop settings were not configured properly and I had colour profile management or whatever it is called set to off. So when I imported say a base texture it didn't warn me that it was different from my working space profile and that must have caused the issue. That and bmp files like Ian said, not working with colour profiles. So I learned something in the process.
  22. Okay interesting point of view in the linked article even though if I am perfectly honest most of it went way over my head. To be fair, he talks mostly about photography and printing, so maybe computer graphics for gaming are slightly different. Anyway, in my current situation sRGB seems to be the way for combat mission's bmp files and if this guy is correct, this is probably good enough.
  23. Oh thanks for the link, I am going to read what it says. Probably the worst place to post a preview of what I am working on lol but hey who cares. These are just quick gyazo screenshots. Poor quality but it gives you an idea.
  24. Well it does matter a little because in PS, the wall I am working with has a slight red or magenta tint to it and when I save, the bmp appears to be dull with a green colour cast. It is a bit annoying. On the other hand, it translates just fine when I work with sRGB so that's good. I am glad I found a workaround. Now if people with a different monitor see it slightly differently yeah that can't be avoided and I am not too fussed about that. Now I am sure Adobe RGB 1998 has a much better spectrum of colours and I will use it for all my work outside of CM, but really to the naked eye, sRGB looks just fine for CM graphics.
  25. My turn to get a call from the bank. I checked my online statement 10 days ago when this thread appeared and nothing was wrong. But yesterday I got warned that a test transaction was attempted but hopefully blocked by the bank. So no harm done. However I exclusively use this credit card for online purchases and I have only bought something from Amazon, Steam ad Battlefront in the past year.
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