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quakerparrot67

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  1. Like
    quakerparrot67 reacted to umlaut in I'm sure we've seen this. I found it fascinating   
    Nice video. Like  Warts I dont  find it really surprising, but it is great to get a more detailed description of bocage.
    This inspired me to do a  bit  of experimenting in the editor to see if  it would be  possible to create the different kinds of sunken roads/paths in the game. Unfortunately, I  think we would need something in between the current options to get it just right. The current options seem to be a bit too much or too little: If you place a footpath between two rows of bocage ("Wide bocage" video),  then I think the "road" becomes a bit too wide. 
    But  if you place the two  rows of bocage right next to each other ("narrow bocage" video), it is not possible to create a sunken road/path between them.

    I use the great bocage and plant mods of @Lucky_Strike  and @Falaise.
     
     
  2. Like
    quakerparrot67 reacted to Ithikial_AU in Fire and Rubble Preview: The Anatomy of What Goes Into a Stock Campaign Release   
    Apologies if there are still typos and flow problems in the post above. It's been a work in progress in drips and drabs over the past week both in and out of hospital. My Dad had an operation last week so there have been constant visits. Will review again after the holidays before the next part.
  3. Like
    quakerparrot67 reacted to Sgt.Squarehead in Fire and Rubble Update   
    I've suggested in the past that Uncons should be able to administer Buddy Aid to opposing units, essentially finishing them off (all wounded would be killed) and stealing their guns.....This would give a player a genuine incentive not to leave anybody behind in the presence of Uncons and it would make them a much scarier opponent to boot (as they should be IMHO).
  4. Like
    quakerparrot67 reacted to Sgt.Squarehead in Fire and Rubble Update   
    To be fair I was thinking more of guys in trenchcoats & fedoras, maybe swapping out their MP-40 models for Thompsons.....With a bit of imagination (& a few mods) you could make use of the new Opel saloon car and some Soviet trucks to get some real 'Al Capone' action going. 
  5. Like
    quakerparrot67 reacted to Rinaldi in CM:BN Screenshot Thread #2   
    From an AAR I've been making of 'Cut off at Kovering What if' that has been quite literally months in the making - I have been far too busy to put the finishing touches. As frustrating as my inability to get back to Canada for x-mas is this year I am (secretly) looking forward to the free time to put a ribbon on this one. 
    https://i.imgur.com/DmS3l8c.mp4


    Scenario is initially a frustrating bit of rompo pallo for the Allied attacker, too little frontage, too little cover and too many men. Once you get stuck in though I find the Germans begin to unravel swiftly. 
  6. Like
    quakerparrot67 reacted to Sulman in I'm sure we've seen this. I found it fascinating   
    I had no idea of the characteristics of the small sunken tracks. Unreal.
  7. Like
    quakerparrot67 reacted to Sgt.Squarehead in Fire and Rubble Update   
    Very cool....Love the 'uniforms'. 
     
  8. Like
    quakerparrot67 reacted to waffelmann in Fire and Rubble Update   
    Cool! Thanks!
    But is it maybe possibleto make a screenshot a little bit closer?
    My old eyes hardly see any detail....
  9. Like
    quakerparrot67 reacted to danfrodo in Fire and Rubble Update   
    poor buggers.  they are gonna get smashed.
  10. Like
    quakerparrot67 reacted to Anonymous_Jonze in Fire and Rubble Update   
    Wow. Awesome job! Is it possible to add some of those field caps to the wehrmacht/ss? 
  11. Like
    quakerparrot67 reacted to Vacillator in Question CMRT   
    So much so that I've just added Final Blitzkrieg to my collection, so I now have all WW2 content (acquired in the order RT, BN, FI and FB, all since May) 🙂.  Now all I have to do is find time to play it all 😉.
  12. Like
    quakerparrot67 reacted to Aragorn2002 in WW2 christmas reading....tips   
    You're welcome, Danfrodo. It really saddens me to realize that with people like this kind and modest gentleman also a world is disappearing. A little taste of what getting older really means, I guess. 
  13. Like
    quakerparrot67 reacted to Erwin in WW2 christmas reading....tips   
    Very sad.  My favorite espionage thriller writer.
     
  14. Like
    quakerparrot67 reacted to Bootie in ARIS Churchill AVRE Mod Review   
    Putting these little vids together to show people how the mods look compared to the original.
     
  15. Like
    quakerparrot67 reacted to Bootie in ARIS Churchill AVRE Mod Review   
    The actual vids only take half an hour to make... it also ensures I have it in the Mod Warehouse. 
  16. Like
    quakerparrot67 reacted to Warts 'n' all in Lots of update threads but I haven't found an update yet   
    @MajickIf you consider the post that BFCElvis made about there being a minimum of 24 Scenarios shipping with the game as "idle chit-chat" we shall have to agree to differ.
  17. Like
    quakerparrot67 reacted to Glubokii Boy in We need more modders and scenarios makers   
    The problem I belive is that most people want to play on good maps...not simple ones...
    Playing on a well designed/detailed map is more enjoyable compared to playing on a hastely designed one...
    The problem is not neccesarely the difficulty in creating good, detailed ones but rather the time commitment neccesary for creating such a map...even if it is fairly small.
    Such simple things as designing a realistic looking/varied forrest and not just plink down a number of the same trees on a number of tiles....takes time.
    Editing buildings, damage, elevation etc...takes time. It is not difficult...but it takes time.
    Adding flavoured objects...takes time !
    Additional mapfeatures that would speed up/ simplify mapdesign would be most welcome 🤓.
  18. Like
    quakerparrot67 reacted to Léopold in new urban map under construction   
    I’ll draw the city to the suburbs.
    And I’ll work out all the details later.

  19. Like
    quakerparrot67 reacted to Sgt.Squarehead in Fire and Rubble Update   
    So.....I'm one of those lucky people who immediately pre-ordered Cyberpunk 2077 and now I have finally played around with it. 
    On this basis I can only say, "Battlefront.....I don't care how long it takes, please don't release it until it's finished and thoroughly tested, by actual gamers, doing gamer stuff." 
  20. Like
    quakerparrot67 reacted to Combatintman in We need more modders and scenarios makers   
    Everyone who has a copy of the game has access to the tools, including yourself.
  21. Like
    quakerparrot67 reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    Thanks @Aragorn2002. I’ve had a bit of a rest now and I’ll be getting back to some landscaping over the festive period. May have to tap you for some local knowledge for the September ‘44 mod. Can’t promise it’ll be done soon but we’ll hopefully have the F’n’R module to distract us imminently.
  22. Like
    quakerparrot67 reacted to Aragorn2002 in Lucky Strike's Mods: Hedgerow Hell - it's here!   
    I'm not often lost for words, but this mod from Lucky Strike really takes my breath away.....What a superb labour of love this is. Yes, the ultimate landscape conversion for CMBN, that's for sure!
    Can't wait for the September in the Netherlands mod!
     
     
  23. Like
    quakerparrot67 reacted to Blazing 88's in Replay a turn   
    I would wishfully much rather have the BFC R&D department focus on how the heck they may be able to get CM North Africa into my hands... 🙄
  24. Like
    quakerparrot67 reacted to Hapless in Infantry in buildings just won't die.. (and now they won't run away either..)   
    I feel like actually launching a Mercedes Benz S class at a building is something I would like to see.
  25. Like
    quakerparrot67 reacted to Sgt.Squarehead in Fire and Rubble Preview: The Anatomy of What Goes Into a Stock Campaign Release   
    I'm currently mapping an archaelogical site, so I could use exactly that, but I don't disagree with your broader point.....However the fact remains that the new walls will give map makers an option we didn't have before. 
    Here's an attempt at making a ruined compound using the original CM:SF mapping set (ie: with no broken walls):

    Suddenly the new walls don't seem quite so bad, eh? 
     
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