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Zveroboy1

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Everything posted by Zveroboy1

  1. 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/
  2. ------------------------------------------------------------------ Royal Rumble ------------------------------------------------------------------- Description : Map size : 1568 X 1680m Length : 1H20 + additional time. Briefing : Afghanistan, Helmand Province, a few clicks south of the town of Musa Qala. August 2008, middle of the morning. With barely any rainfall during the year, it is a desolate sunbaked place with a terrain much more open than the usual green zone present in other parts of the region and also one of the most backward districts of the volatile Helmand province. But it has a strategic importance because it is located at the intersection of two river bends. A market town and a centre of poppy trade, Musa Qala was wrested from Taliban control in December 2007, after a major operation involving 4,000 British, American and Afghan soldiers. After the defeat, the Taliban have retreated into the mountains or merged back into the local rural population and Musa Qala has remained a hotbed of insurgency ever since. You are commanding the 1st platoon of A company belonging to the 1st battalion Royal Irish Regiment with an Afghan National Army platoon working alongside us. We are on the second leg of today's patrol. After walking two kilometres toward the south of Musa Qala, we have reached the former US patrol base, now occupied by the ANA. It is one of the most exposed PB bases surrounding the town of Musa Qala. Located on the south bank of the river, it regularly comes under small arms and rocket attacks. Our objective is to push the enemy back in order to maintain the security of the base and the area around it. Your task is to enter the village of Dagyan, secure the main road going through it, then head further south with the goal of thwarting Taliban presence and encroachment reported in the area. Drones flying overhead earlier this morning showed no sign of insurgent activity in Dagyan proper. Suspicious movements of military aged males has been observed south of the town however and as we reached the PB, a group of men on motorcycles on the high ground to the east was spotted. Finally, thanks to the recent dismantlement of a bomb workshop, we have encountered far less IEDs than usual. Stay alert but it shouldn't be too much of a concern. FOB Edinburgh 8km to the NE will provide us with artillery support with 3 light 105 field guns. The ANA commander seems confident we are going to bump into the Taliban at some point if we keep pushing south. Install : Make sure your game is patched to version 2.04 and you have the British module, then extract in : documents/battlefront/Shock Force 2/game files/scenarios or for a Steam install : steam root folder/battlefront/Shock Force 2/game files/scenarios Download : https://www.dropbox.com/s/8ac0frgpqjzur85/afg - royal rumble.rar?dl=0 Zveroboy
  3. I added a modtag to it so now you can just leave the mod in your mod folder and not have to worry about having to swap it in and out. This is probably going to be my last update for it unless I made a mistake somewhere. https://www.dropbox.com/s/9gcpgmkwc8lgga2/zzANA.rar?dl=0
  4. Recommended mods : Afghanistan Mod Pack http://community.battlefront.com/topic/134575-afghanistan-mod-pack/ Taliban Mod Pack http://community.battlefront.com/topic/134754-scenario-afghan-roulette-taliban-mod/
  5. --------------------------------------------------------- Sniper in the Corn ---------------------------------------------------------- Description : With the release of Shock Force 2 on Steam, I wanted to create an relatively simple introductory scenario with a low troop density thus easy to manage where new players can practice small units infantry tactics against an insurgent force. In the end the map size and the length of the battle are probably too large for a real basic scenario but that was my initial starting point. The scenario has you lead a single platoon of British infantry plus support elements, belonging to the C Company, 2nd Battalion, Parachute Regiment and takes place in september 2008, early morning in Helmand province, Afghanistan, in the green zone roughly halfway between Sangin to the North and Gereshk to the South West. Mission length : 1H30 minutes plus extra time. Map size : 1150 X 1680m There are three AI plans each with a different and semi randomized setup. Play as Blue attacker against Red AI only. Install : Make sure your game is patched to version 2.04 and you have the British module, then extract in : documents/battlefront/Shock Force 2/game files/scenarios or for a Steam install : steam root folder/battlefront/Shock Force 2/game files/scenarios Download : https://www.dropbox.com/s/4cqqqprigsy5n29/afg - sniper in the corn - isaf.rar?dl=0 Sources : Insurgent Tactics in Southern Afghanistan 2005-2008 Jerry Meyerle, Carter Malkasian Michael Yon, Death in the Corn https://www.michaelyon-online.com/death-in-the-corn-part-i-of-iii.htm
  6. Some great tricks in this thread. Part of the issue concerning the paucity of user made scenarios in my opinion is that aspiring scenario designers too often feel that they absolutely have to include stuff like AI plans or fancy briefing graphics in their scenarios. The truth is you don't really need to bother with any of that stuff. Overhead map with graphics for objectives on the tactical screen part of the briefing? Nope, not needed. You get to see objectives just fine in game with the ALT J shortcut or whatever it is. Graphics for reinforcements, artillery support or a breakdown of the point values of the various objectives using the official Battlefront Photoshop template? Nope; not needed. Just write it in plain text in the briefing. AI plans ? Nope, not really. If you make it so your scenario has the human player attacking, then not every battle needs an AI counter-attack or a withdrawal. The point of counter-attacks is that it encourages the player to keep honest, use real life tactics by covering his flanks for instance, if he doesn't want to be caught with his pants down. But what triggers this behaviour is the possibility of a counter-attack. And this possibility doesn't come from having an AI plan with an actual counter-attack in the battle at hand. It derives from the fact that among all the scenarios you are going to play, some of them will have one and you got burned once. But it doesn't have to be this one particular scenario. As long as some scenario designers include counter-attacks, then players will take this into account and play accordingly. Because really the threat of a counter-attack is the determining factor here. Often when it actually materializes, if you have taken the proper precautions, it can be fun but it is rarely a huge problem. So it is perfectly fine and acceptable to have the AI sit still in defense. The only two things you really need for a scenario, for it to be decent and enjoyable is 1/ a good looking realistic map and 2/ good defensive positions for the AI. Now will all these extra elements make your scenario better if you go out of your way to include them? Yeah sure they will. But this is by no means a must.
  7. Not an expert, but I am not sure it worked exactly like this. The way I understand it, after an initial skirmish phase with harassing fire, slingers or light archers would usually withdraw, either passing through the ranks of the formations behind them or around the sides. It was almost a separate engagement and having skirmishers rout would not automatically result in a contagion among the ranks of the phalanx or the legions. It was more a case of the two lines taunting each others with the commanders trying to hold them back until the time was right and then letting go off the leash so to speak and then having them meet with a big messy clash in a din of shields and weapons and after a short while, the morale of one side breaking with a domino effect. But saying the two armies looked for weak spots sounds perhaps a bit too surgical and gives commanders much more control than they actually had on the battlefield. Maybe that's something you could see from the best generals in a few occasions but I suspect it was a lot less organized and more messy. Besides, in your example, the legionnaires would never catch the lightly armoured and much more mobile slingers. Cavalry yes. Now how much that relates to the second part of your question, I am not sure.
  8. The home, notifications, mark all read, new messages, total reputation, multiquote, more options etc. All these icons are broken on firefox and don't display properly anymore . They worked fine when the transition was made to the new forum layout, this only happened a few days ago.
  9. Hmm it looks like you missed the post just above yours explaining how this is actually not even necessary and thus a moot point. I just reacted to two posts in a thread I created; one because I found the disappearing floor bit intriguing. And the second because of what you said concerning the need to remove mods when patching which is really not necessary at all. There can be nothing wrong about personal preferences and I would be a fool to argue about these things. But someone might read the thread and be curious about modding and get the wrong idea as a result of your post, so naturally I tried to explain how this is a misconception. And I would have been happy to leave it at that had you not doubled down and asked me how small the risk is. And there is no particular reason for the thread no.
  10. Weird. Yes okay that's on purpose, yeah I don't think I would like this either, having grass and flowers inside houses heh. It should be easy to get rid of it though.
  11. Well seeing as I can think of one single mod that breaks things when patching among the hundreds of mods ever released, I'd say the fraction is pretty low. And if you stick to only graphic or sound mods that just replace a game texture or a sound with a new one and which account for probably 99% of all mods then the odds become close to nil. And I just explained why Battlefront said that. It is troubleshooting 101, nothing more. I have also been playing CM since CMBO too, never removed my mod folder when patching and never had a single issue, maybe I was just lucky I don't know, that's possible. And speaking of risk, what do you think is going to happen if a patch breaks your game? Your computer isn't going to catch aids. Worst case scenario if you used the animated text mod and forgot to remove it, you will have some funky unit names and you will have to reinstall the game. Okay sure that's a PITA but It takes 15-20 minutes tops. And there is an easy fix, don't use that mod. So not only are the odds of a patch breaking your game minuscule, not to say close to zero, the consequences themselves if the game actually breaks aren't exactly a life or death situation. Now if you are so risk averse that this is too much to bear for you, then you're probably going to want to avoid plane travel, going out when it rains and so on. I mean if you don't like mods or don't see the point, that's perfectly fine, there are plenty of good reasons not to bother with mods and who am I to judge? But fearing a mod will break your game is not really one of them imo. I am just trying to clear some misconceptions here, it doesn't change my life one way or the other whether you use mods or not you know.
  12. Yes they will do that just like when you call tech support they will ask you if your computer is plugged. That's how troubleshooting works. But mods cause problems when patching only a tiny fraction of the time.
  13. This sounds strange to me because mods only replace existing textures or sounds. If the modder didn't include a floor in his mod then what will happen is that you will simply see the default floor texture since it was no changed. In order for the floor to disappear, the modder would have to go out of his way to create a texture for the floor and then actually make it transparent . I believe you when you say it happened to you but this is odd. Okay I am not trying to convince anyone here to mod their game if they don't like it or don't see the point, I was just curious. But I'd like to point out that in my experience there is no need to remove mods when patching. The only thing I can think of that can cause trouble is Vin's animated text but graphics or sounds will have zero impact on the patching process. Well I can think of one case actually, in CMBS when the BMP-3 3D model was altered in a patch. As a consequence part of the texture didn't fit on the new mesh. But this is one single case and it won't break your install.
  14. Yes true if you spend most of your time playing zoomed out then it matters less I suppose. I saw you mention it in another thread but no I can't say I noticed while watching your vids. The difference isn't very noticeable. I made my textures twice the size because I saw Kieme did it and I figured he knew what he was doing but yes probably not absolutely necessary.
  15. Okay terrain mods they make less of a difference but often I watch vids or screenshots where people just use the default textures for buildings and I wonder why they do that when Kieme's buildings for instance are ten times better looking and make a huge difference visually. Is it because modding your game is seen as a hassle or people don't know how to do it or in which folder to add the files? Is it to make the game run faster? I know Kieme's buildings are double the size of the default texture. I realize not everyone is into modding your game and that's fine. I am just curious. Please come forward and explain why. And by the way this is not me taking a jab at Battlefront of the artist who made these. They are quite all right and functional. And it is pretty much a universal truth with gaming that no matter how good your stuff is, there is a modder somewhere who will manage to make it look better. And if I am mentioning Kieme, it is simply because this is what I am using myself. There are other talented modders out there.
  16. This would work, a new entry in the editor under the mission data tab where you pick friendly map edges, intel level etc.
  17. Also it makes a big difference whether the embarked squad is dismounted or not. Because it is just the driver and the gunner alone if you don't leave a team inside the BMP.
  18. Yeah I fancy a bit of hunting now and then. So you managed to install scenarios?
  19. Hehe I am not Russian. I just like playing them.
  20. I don't have it installed on Steam but I think you should go to your Steam root folder where all your games are installed, find Shock Force 2. Game Files/Scenarios Game Files/Campaigns Not sure about mods.
  21. Is this it? ----------------------------------------------------------------------------- -ACU and MultiCam uniforms designed to represent 1 Bn, 75th Ranger Regt. -no more protective mask carriers (alpha channel edit) -IR Flags -“Leader/Call Sign” Boards on Shoulder pockets -Coverless spray painted ACH -Ops Core VAS Shroud NVG mount -Ranger Green Plate Carrier -Ganger Green MOLLE gear, with corrected canteen cover, MOLLE IFAK with IR chem lights, magazine pouches, Tactical Tailor frag pouches and Tactical Tailor hydration carrier. -Muddy boots with correct soles. This is version 1; I plan on revising this set based on user feedback. I hope you guys like it. by angryson ------------------------------------------------------------------------------- https://www.dropbox.com/s/vcmirb5ewo47uth/rangers.zip?dl=0 Please let me know when you have downloaded it because I am running out of space on my dropbox account.
  22. Okay I see. Yes I did it like an automaton. All right I understand the issue now thanks to you. I got to see how important it is to have only Afghani voices. Cheers.
  23. Right yes I noticed the Afghan voices in your vid. Nice touch. I need to figure what it is I am doing wrong because I renamed both the CMA voices and the HQS additional Mudjahid voices to arabic, that took a little while, but now I shouldn't hear the default voices. And my linguistic skills are not the greatest but I got a hunch "Yallah! Yallah!" isn't Pashtun. Thanks for the help.
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