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Artkin

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Everything posted by Artkin

  1. Ah cool. In that case there would have been 3x HMGs in the rifle division's rifle regiment HQ... to serve as AA guns. In this case it would probably be best to leave them as specialist teams unless battlefront wants to add the rifle division's AA machine gun company. Not out of scope considering other divisional level units are included in the game such as recon companies, antitank battalions and sapper battalions
  2. Fine not in Western Europe but they certainly would have been next. The point is that even peaceful and neutral countries are subject to random invasion by the Soviet Union.
  3. Besides.. you know... Finland and Romania Oh right Poland too, forgot about them. Oh yeah and the Baltics too.
  4. Were the DSHK removed for historical reasons? I don't see them in the Rifle divisions shtat from 1941-Dec. 1944... there were 18 guns and they were all tripod mounted AA guns. Further I didn't see them in the Machine gun artillery battalions from 1943. Source - Zaloga Red Army Handbook
  5. Woah sick! Long live PR! Down with HOG! I had created a kashan desert map a little while back but gave up from lack of interest. I had it nearly completed minus the two airbases on opposite ends. PR is hands down the best shooter ever made and it's incredible now that vehicles have more than 8 slots max. It's a shame it hasn't come back to life since Candy Van was shut down
  6. Creating the tools definitely benefited them. There is so much community made content it's ridiculous. However the content is very limited in overall scope.
  7. Meh even I dont care to have my 4th squad be split between three seperate teams. I can live with using partisans for AT rifles, or using Luftwaffe with their silly helmets for the pak36. Or the kriegsmarine for their mg34 teams and their 50mm mortars. Wake me up when Fall Blau is attempted.
  8. It really is just so annoying and completely ruins the final product. Then nobody's interested because your project turns into a ghetto mess.
  9. No, I had to do the substitution and also substitute a 4th squad in my German platoons for my 1942 TOE. When will BFC get to 1942? Never? Give us mod support. Moving to CMx3? Give us mod support.
  10. These games need mod support. They'll never get to early war. Having to substitute Soviet atr teams for the Germans is retarded.
  11. Clueless twitter clout mentality. Just like the large twitter account that claimed there was a secret provision in the Molotov Ribbentop pact about invading the ussr. Lmao.
  12. Aqui, traduci questo: https://www.thefewgoodmen.com/cm-mod-warehouse/
  13. By the end of 1943 the Red Army had over 25,000 "Heavy machine guns" on-hand and lost in combat. I assume these mean DSHK's. In 1941 there were 3,600 on-hand 1942 there were 9,600 on-hand 1943 there were 19,100 on-hand and combat losses for the three years adds up to 7,200 guns. Add the lost with the on-hand for 1943 and we get 26,300 heavy machine guns. They were growing at an enormous rate. Source: Colossus Reborn - Glantz I hope to see these ingame again. I forget the 1944 organization for a soviet rifle division but I believe the hmgs were located in the AA units.
  14. I would love to incorporate these into my Fall Blau project when I get back into it. Your romanians as well.
  15. Yep that's the same exact clip that I saw in pelicans video. In multiple instances the rounds are landing literally right on top of each other.
  16. Elvis will help you out. As for the intel hd2500, that's an old chip. It'd be worth just buying a very cheap graphics card even if its 5-7 years old to resolve this issue. I used to run CM on only my Intel 2500k with intel hd3000 graphics, but I'm unsure of lesser intel models.
  17. 0:43 from Pelican Pal's video shows 6 AGL's landing within 1 square meter. More evidence is needed but yeah AGLs seem pretty broken.
  18. Color me impressed. I'd still be surprised to see the game perform as well as CM does when there are 2000 troops on a 4x4km map (Albeit in PBEM mode where fps generally dont drop off considerably even at these numbers).
  19. I already explained why this is happening to you. Keep in mind that the game can't simulate a large open enclosed space when combining houses. Ithikial nailed it.
  20. All that fake kit... cant beat the real thing. [link removed]
  21. You didnt mentioned internal walls in your original post. Either way a destroyed wall will offer cover that an empty wall wont. The reason why the above happens is because only one of the houses was walled up. Add walls to another house and they wont be able to shoot at each other. To explain this simply: You can walk through a door in cm. You can also walk through a broken wall in cm. You can further walk through a completely removed wall. It's essentially a doorway. Make a complex building like you did above, except dont delete walls and make them all solid instead. Add doorways to one side of the wall and not the other. Your troops will walk through the doorways and into the next house. They can also see and shoot into the next house. With this method you can create interior balconies that sort of function and you dont have to go crazy making doorways on both sides of the wall if you dont want to.. though it looks much better if you do. Further, this allows you to pair houses with broken walls to other houses to create more complex structures. I.e. using the tiny barn with 1 destroyed wall and connecting it to a modular house. The barn will look like a foyar entraceway where people typically store clothes, shoes, outdoor equipment or whatever. It essentially adds more options for the mapmaker. I can think of another reason too. If you're making a complex structure and you dont want to see wallpaper on the inside. You can delete the interior wall and you'll have a sometimes more visually appealing/realistic wall.
  22. So much for sending non-lethal aid only.
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