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Liveload

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Posts posted by Liveload

  1. Hi all,

    I've run into an issue where squad radios just mysteriously vanish . I've traced one of the triggers of this behavior to the Platoon HQ element. It seems that mounting/dismounting the HQ during setup or as a part or importing a core units file, breaks the radios for the whole platoon. It doesn't seem to matter much which nations troops are used when this issue crops up. Just wondering if this is a known issue or if there's some magic work around, because no matter what I do, once the radios are gone, there's no way to get them to come back without redoing the TO&E/OOB

  2. 9 hours ago, Sgt.Squarehead said:

    @37mm could probably tell you how to hide the kludge-fix with mods.....So long as there are no actual units from that nation in the battle it would work well.

    Hi Sarge!

    I appreciate that, but I don't want to force people to download mods just to play my scenarios. Perhaps if I do something more extensive in the future I could look into that, but as it stands it sure would be nice to have the 2S3 as an off map asset. I bet it would be super simple to add when they go to fix the ammo loadouts for the PKM, etc. 😁

    Respectfully,

    LL

  3. 11 hours ago, JulianJ said:

    Hi all,

    @Liveloadhas reworked the scenario. I haven't played it all the way through but I just wanted to give it the thumbs up so far. I've had several nasty surprises! Not a cakewalk by any means.

    LL's remix is here: https://www.dropbox.com/s/uozlq764am6vqw0/Al Hawl SF2 - Liveload Remix.btt?dl=0

    I will do a proper review when I have finished but unfortunately due to RL events that may not be for a while.

    Very nice! I was hoping to make it more fun to play as Blue vs AI, sounds like we're on track! I plan on buffing the scenario a little more based on the feedback I've gotten thus far, as well.

    Respectfully,

    LL

  4. On 10/21/2019 at 3:29 PM, Pelican Pal said:

    IIRC you can just switch "side" in the scenario editor and give the Syrian's access to U.S. artillery.

    As I stated, I we did extensive testing with the in game arty. For some of my scenarios we've had to use US/NATO assets to stand in for 15cm artillery and also for air controllers. It works as a kludge fix, but the immersion just isn't there. I refer to the "Russian" advisor from Moscow, Texas that features in my Al Hamamiyat scenario as an air controller...

    Respectfully,

    LL

  5. 12 hours ago, JulianJ said:

    This all looks excellent and I hope to play it soon.   I notice the Shilka is mentioned.  Do all the scenarios need the NATO module? If so you might want to list the modules required in the game specs when you upload it to one of the Scenario sites, to help the players.

    Hello there,

    That's a great question, I'm glad you brought it up. I went through and checked for what packs are required for which scenario and came up with the following list:

    Tal Malah: Base + Marines (although due to the zushkas present, NATO might be needed too)

    All others: Base + Marines + NATO

    None require the UK pack, as I do not own that one.

    Also I wanted to take this opportunity to publish the updated map of the Kabani meeting engagement. The elevations were reworked and the AI has been tweaked. Dropbox link

    Also, the old link in the thread points to the new file, so it still works, too.

    Here's a nice screen from a recent test game that Lethaface played.

    Gg5v8Z6.jpg

     

  6. Hi all,

    As I've been working on creating my campaign, there's been a lot of testing going on to see what does and doesn't work. We ran into issues with Syrian heavy artillery and the over pressure it generates. Specifically, the M46 (which is the heaviest piece) does not have enough to trigger mines, so the SAA can only clear minefields with sappers (unless you give them US/NATO 15.5cm). Also the M46 doesn't have enough knockdown power to take down walls very efficiently.

    I though these reasons would be decent ones to make a thread asking BFC to look into maybe adding 152mm as off map assets for the Syrians. The 2S3 would work since they had them in 2008 and they're still being used. I think CM:BS has later versions of the 2S3 modeled as off map assets. Would that not make it a super simple addition to SF2? Add it to the UK pack and I can guarantee at least two sales 😂.

    Respectfully,

    LL

    PS, I'll update my Tal Malah thread soon with more stuff...I've been busy working away at it 😁

  7. 15 hours ago, Sgt.Squarehead said:

    I enjoyed the initial version, it was properly hectic!  B)

    Happy to help out with testing of updated versions if you need another hand.....I'm kind of fond of MOUT battles.  ;)

     

    Excellent! Glad you enjoyed it. I still have fun playing these scenarios, even when it's just a test in editor mode, the digital toy soldiers amuse me greatly with their antics. I will have things ready soon to test, in the meantime since you enjoy the more urban side of things you might like Al Hamamiyat and Qasabiyeh. There's an updated Qasabiyeh in the pipeline.

  8. Great info! Thanks for that. When I made that scenario, I tried to get those zushkas to be more effective. This is just what I was looking for. I'm trying it out now. FWIW, Tal Malah was my very first published scenario, so I have been revisiting it as time allows. It will tie in with Qalaat Al Madiq in the campaign.

    Edit: I just checked the AI plan on that group. It is set to area fire into the town, just not the movement part. That will help them a lot I think. Thanks

  9. Oh man, what a battle! Tal Malah occurred during a time when the takfiri forces still had a lot of heavy equipment, unlike Al Hamamiyat. Their armored columns approached the frontlines with artillery support, behind VBIED attacks...

    Thanks to everyone's invaluable feedback, this campaign is shaping up to be a real beast. We plan on also releasing the updated scenarios as stand alone once the campaign is baked, as some of the maps have gone through a dramatic facelift.

    Respectfully,

    LL

  10. Perfect! Very nice AAR. Thank you very much for that. Al Hamamiyat has been internally updated to help with the long time on the air support, and I've made notes regarding the AI performance. Usually for me the TOW team would be inconsistent, but often enough would cause havoc when he did decide to participate so I left him alone for the time being. The results you achieved were remarkably close to the end result of the actual battle. Well done, sir!

  11. hehe...thanks bro, but those are all things I'm already doing, foot paths and dirt lot tiles are also very useful in that regard; and by the time you clear this side of Kafr Nabudah...you're going to be dreading walls. The city is also heavily damaged. The use paths and battle damage will come once all the major terrain elements are laid down. Right now, laying down connected buildings across multiple slopes is what's being done. It's a hilly town.

  12. Thanks guys! I really appreciate the support. 🙂

    I've learned a lot since I laid the first tile down on Tal Malah. All of my maps are going to reflect this in the campaign, and stand alone once the campaign is done. Here's an in-progress shot from the west side of Kafr Nabudah in the meantime:

    6YPju4G.png

  13. 54 minutes ago, ncc1701e said:

    Playing Qasabiyeh - Blue Attack is quite fun as Blue. Nice scenario. I do not want to give some spoilers. But, after my second attempt, I am still running out of time. 50 minutes is quite short since I am a very cautious player. But, I have not used all my artillery assets... so back for a third attempt. 😏

    Very nice! I definitely recommend making use of every asset for that scenario, they're all designed that way. It's not an easy battle by any means, I can't tell you how many times my guys ended up getting their heads chopped off during testing...

  14. 5 minutes ago, Mord said:

    I highly doubt any texture mod switching is gonna work (the Russian models are different than the Syrians). Even if you rename the Russian mds (I think that's the name) files to Syrian I don't think they'll take because ALL the Syrian soldier models are wrapped up in those couple files (you could try it). You can't hex edit like the old days. It use to be each soldier model had its own set of files, now they are all combined. Best you could do is rename the Russian sound files to Syrian. Other than that you probably gotta explore all the stuff 37mm and Aquila are doing in the various model threads to find a way around it.

     

    Mord.

    Alternatively we could try sending ludicrous quantities of hookers and blow to BFC offices until they cave in...🤪

  15. Hi All!

    Hope you had a great weekend. Time for a quick update. Our first 4k x 4k master map of Al Arbaeen and Al Zaka is coming along nicely so I thought I'd post a couple of in-progress shots:

    Al Arbaeen area:

    6zbIyHe.png

    EFCiv7E.png

    YMhciJL.png

    c9LfiTU.png

     

    Al Zaka area:

    OK0utDS.png

    aHnpRF7.png

     

    Kafr Nabudah is also a 4k master map and is currently in progress along with Hobait, Jibeen, and Al Mughayr...many more to come as we progress.

     

    To save you time in hunting around the thread, here's list of published scenarios thus far in the form of Dropbox links:

    Tal Malah - Blue Defend

    Qasabiyeh - Blue Defend

    Qasabiyeh - Blue Attack

    Kabani - Meeting Engagement

    Attera - Blue Attack

    Al Hamamiyat - Blue Attack

     

    Respectfully,

    LL

     

     

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