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Posts
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Posts posted by Xorg_Xalargsky
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Each module and patch has its own .brz file, so you'll find the assets relating to the G41 in the Rome to Victory pack files.
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That would be the MP-3008 I believe.
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It's a shame that CM TAC-AI aims only for the center-mass, being able to target specific areas (for example, Theatre of War allows you to target low, center, and high areas on vehicles) would be a great help for weaker AT weapons.
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You will feel more at peace with the trees if you (smoke a joint and) consider that their effect on gameplay is not represented 1:1 by their visuals. I find that their leaves conceal less than one would expect, but their trunks more so.
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Are you sure your opponent didn't mess with you? As far as I'm aware, only the original crew of a tank/armored vehicle is able to crew it, whereas trucks and utility vehicles can be crewed by anybody.
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While we're talking about bugs, I noticed some more in SF2
- Syrian mech infantry have two sets of chest rigs (one olive, one camouflaged) overlaid on top of each other
- Syrian RPG gunners don't have chest rigs
- Some Syrian Single Teams and Single Vehicles are missing from the editor's force selection (mech inf MMG, irregular technicals)
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Yeah there is, it's right there in your game's installation folder in "Mod Tools".
There are also instructions detailing how to use the two programs to pack and unpack .brz files.
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Well Shock Force 2 - NATO features Germans. And BLU vs. RED is pretty much seal clubbing.
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Oh God it's hype on hype...
Hurry, hurry before Corona takes us all.
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Oh ****, we're doing suggestions?
Alright, hear this out :
Base game : Soviet-Afghan war.Module 1 : Afghan civil war
Module 2 : NATO intervention (limit to some arbitrary date)
A boy can dream, a boy can sure dream...
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Gotta say, the hype is real.
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Well, give the question, one must assume we are going to see one of the two
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It was hit by a tank shell just before the flamethrower opened fire.
Matter of fact, I think the flamethrower opened fire because the vehicle was destroyed and it was aiming at the crew. -
They used to publish the games. Fun fact, the old Theatre of War forums are still here.
The error is on Blue's News side though.
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We have yet to see the first modul for Combat Mission.
I can't wait for it either.
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Are there differences in the effectiveness of various grenades? At least from what I know, all grenades have the same range, ~25 meters.
As for their usefulness, I've never found them to be lacking in killing power. Grenade fights are over very quick and pretty damn conclusive, as they should be.
The only things I'd wish for grenade-wise would be a dedicated grenade/explosive target command and for the TAC-AI to throw grenades more rapidly.
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I thought they were left out from CMBS for essentially just being too powerful?
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21 minutes ago, Hapless said:
Oh wow. Err... I'm not actually up on my late war Eastern Front stuff. So I guess... an IS-2? Not sure whether we've seen one of those yet.
Or who/what-ever shot those unfortunate pixeltruppen in your first screenshot.Trick the genie into giving you more wishes!
"I wish to see... your screenshot folder." -
Very nice
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5 hours ago, AlexUK said:
ChrisND mentioned a long time ago that there may be a revamp of the sound effects. Is there any chance of that. For me, sound effects are super important for immersion and I seem to recall the Russian maxim, in particular, sounded not so great (although may be authentic).
The stock CM sound effects are not that great, but they do their job. That's where mods come in however. CM allows you to modify any visual (2D) or sound asset. The High Quality Sounds mod is available for every title and provides excellent sound replacements for literally every gameplay-related sound in the game. They're pretty consistent in terms of style, volume, and about as realistic as you can get with a simple audio file.
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If the development of Fire and Rubble is doing okay, I'm doing okay.
What the actual hell is this game?
in Combat Mission Shock Force 2
Posted
Damn, it's tough out there brother.