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Justas

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  1. Upvote
    Justas reacted to LukaFromFallujah in Strike at Karkand - BF2   
    Hello guys, after days of work, is finally here, this is an high fidelity remake of Strike at Karand from BF2 to Shock Force 2, the map consists of an 1520 x 1520 City with Hills, Suburbs and an Factory, the outskirts were modified so it could fit well in Combat Mission Gameplay, there is 9 versions of this map, 1 Base version so you can do your scenario or your own quick battle objectives and setup zones, 3 Meeting Engagement, 3 Blue Assault, and 1 Meeting and Engagement and 1 Assault based on the original Battlefield 2 Flags that were on the conquest version on it, hope you enjoy !
     
    Link: https://drive.google.com/file/d/1VscLVSszzFhz7K5ZIhjc31blZW-Bo3Dw/view?usp=sharing
     
    Gallery: 
     








     


     
    Enjoy.
     
  2. Upvote
    Justas reacted to Dmytro Gadomskyi in Iran-Iraq war Operation Dawn 8   
    Scenario Depot:
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/cmsf2-iiw-operation-dawn-8/
    Situation
    10th February 1986
    Time 6:20 hrs
    Mission time 60 minutes.
    Weather Hazy.
    Wind Light, From West
    Ground Condition Dry
    On 9 February 1986, the Iranians launched Operation Dawn 8, in which 100.000 troops comprising five Army divisions and 50.000 men from the Pasdarian and the Basij advanced in a two-pronged offensive into southern Iraq.
  3. Upvote
    Justas reacted to Dmytro Gadomskyi in UA The Libertate   
    Map: https://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/cmbs-ua-pro-libertate/
     
    Situation
    20th October 2023
    Time 11.00 hrs
    Mission time 30 minutes.
    Weather Light Fog
    Wind Gentle, From West
    Ground Condition Dry
    The Russian army punched a hole in the first line of defense north of Avdiivka with heavy losses. And now they are ready to break through the second line of defense.
    Mission
    The Ukrainian dismounted company of the 110th mechanized brigade, on the second line of defense, must repulse the massive assault of the enemy motorized rifle battalion.
    Friendly Forces
    Mechanized Company:
    1x Command squad.
    4x Mechanized infantry squad(dismounted).
    Anti-tank platoon:
    2x Jevelin team.
    2x Sniper team.
    2x Recoiless team.
    Mortar Battery:
    1x Headquarters team.
    1x Forvard observer team.
    6x 120mm mortars 2B11.
    Howitzer platoon:
    6x 155mm Self-Propelled Howitzer M109A7 "Paladin"

    Enemy Forces
    At 10:50, reconnaissance drones spotted the deployment of battalion-sized enemy motorized units with additional tank cover.
    Plan
    The plan is to fire three 155mm howitzers at the place of movement of the column in order to disable as much of the enemy's equipment as possible, and blind it with dust raised into the sky. After that, use Jevelin anti-tank missile systems exclusively on enemy tanks to destroy them. A few minutes later, redirect the fire of an additional three 155mm howitzers onto a minefield in front of the defensive positions to cut off the enemy's main forces from advancing.
    Mortars should preferably be used later on the right flank to blind enemy columns. Or you can use them to destroy enemy infantry that will leave armored vehicles to storm defensive positions. After the enemy approaches the first row of mines (about 500 meters to the positions), use spg-9 recoilless anti-tank grenade launchers on the enemy's light armored vehicles. When the enemy approaches approximately 200-300 meters from the positions, fire from all types of weapons, including RPG-7 grenade launchers and flamethrower systems. Simultaneously deploy snipers against enemy armored vehicles to disable critical elements and crew inside.
    Notes
    The creation of the scenario was inspired by the battle that took place on October 20, 2023, when the enemy column of Russian troops was almost completely destroyed before reaching the defensive positions of the Ukrainian Army. The map of heights and combat positions may not always reflect the real picture of combat operations, but thanks to a detailed study of this battle, everything was done to reproduce it as realistically as possible.
    Created by Dmytro Gadomskiy
  4. Upvote
    Justas reacted to ViperAssassin26 in Infantry Pack   
    So I finally finished this infantry pack for Black Sea. There are plenty of units to use in game now. Special thanks to @JM Stuff who helped put together a surprise for you all. Any suggestions or criticisms please let me know. Hope you all enjoy!
    https://www.dropbox.com/scl/fo/iqhd5k7peeshxo4kiweuu/h?dl=0&rlkey=6qt1cf2xbupg29t2d77cj839i
  5. Upvote
    Justas reacted to Zveroboy1 in Baltic Mini Map Pack   
    --------------------------------------------------------------
    Mini map pack for Battlefront Combat Mission Red Thunder
    --------------------------------------------------------------
     
    Description:
     
    Three maps in Estonia one in Latvia.
    All the maps in this mini pack are based on google earth satellite images, photos and also street view when available, not historical maps. So obviously these locations were not identical during ww2. I however tried to downgrade the type of roads when I thought it made sense, on rare occasions removed a couple of houses or farms here and there but for the most part they're as accurate as I could make them.
    Some have attack or meeting engagement setups, some are raw (no deployment zones or objectives). The latter will require a little bit of work to be playable.
    I tried as much as possible to frame the maps so they're versatile and can be used in various ways: both for meeting engagements and attacks. But there are also usually several possible setups that you could use i.e different directions for the attack with potential objectives and road in all cardinal directions. There is often not just one single way to play them.
    It should be noted that most of these maps, except Talvikese which is fairly open with rural terrain, are basically dirt roads going through forests, marshy ground and lakes. So it can be very easy if played as attacks or assaults to block the roads with anti tank mines depending on the deployment zones. So you could just have infantry battles, have an agreement with your opponent to limit the usage of mines or even modify the terrain a little bit by replacing marshy ground with mud or something else where needed. Or just play them as is. It is up to you.
    Feel free to use them for whatever you want. Simply credit me and provide a link to this thread.

    The maps:
     
    1/ Estonia - Kapera (raw map)


    size: 1408 X 1072m
    type: forest/rural
    60km west of Pskov
    google earth coordinates: 57°46'12.40"N 27°19'33.80"E

    2/ Estonia - Kahri Koorvere road


    size: 1168 X 1184m
    type: forest and lakes
    35km south east of Tartu
    google earth coordinates: 58° 5'19.20"N 26°58'28.02"E
    Includes both a raw map and a version with a red attack setup. The map with the attack setup is slightly cropped on the northern edge for gameplay reasons so I decided to also include the original one.

    3/ Estonia - Talvikese (ME)


    size: 2688 X 2832m
    type: open/rural
    20km south of Tartu
    google earth coordinates:  58°12'3.76"N  26°49'7.02"E

    4/ Latvia - Courland - Lemzere (raw map)


    size: 1776 X 1008m
    type: marshy forest and lake
    55km south west of Tukums
    google earth coordinates: 56°36'15.63"N  22°34'36.97"E
     
    Download:
    https://www.dropbox.com/s/8d4xsu2bbu1sbbe/CMRT Baltic mini map pack.rar?dl=0
     

    Installation:
     
    Extract the map in the following directory:
    Documents/Battlefront/Combat Mission/Red Thunder/Game Files/Scenarios
     
    Zveroboy
     
     
     
     
  6. Upvote
    Justas reacted to Butschi in Creating Maps with CMAutoEditor   
    I decided to create a new topic for this because "tool to set elevation in the editor" is no longer really a good description. Finally (from my perspective 😉) I managed to release version 2.0.0 of CMAutoEditor.

    https://github.com/DerButschi/CMAutoEditor
    Woah, Butschi, wait a minute CMAutoWhat? What the hell are you talking about? CMAutoEditor is a tool that takes "external" data, like elevation, and automates clicking in the CM scenario editor. This way it kind of works around "missing features" in the editor. Wouldn't it be nice to import something like a heat map instead of clicking elevations in the editor? Of course I can't change the editor but by letting CMAutoEditor do the clicking it does something similar.

     
    Version 2 is really a major update as it now includes importing data from OpenStreetMap. This way you can basically use CMAutoEditor to create a whole map for you.
    Still, feature creep and being overly ambitious is certain to kill such a small project so I had to triage what makes it into this release and what (maybe, provided there is enough interest on your side and enough time on my side) gets postponed to a later update.

    The cut affecting most of you is that for this release only CMCW is really supported. The reason is that there are differences in what is in the scenario editor for each CM title. That means not only are there buttons at different positions but there are also different buildings, roads, flavour objects etc. which need to be programmed as a "profile". I intend to modify CMAutoEditor in a way that the community can help with that but I am not yet sure how best to do it. So, for now CMCW only. CMBS should work for everything but flavour objects.

    Another thing I had to cut is support for Windows version older than Windows 10. I know, there are quite a few of you around who still field Windows 7. However, python is only supported up to version 3.7 on Windows 7 and a few of the libraries CMAutoEditor depends on require python 3.10. In addition, I don't have a farm of PCs idling at home where I can test different Windows version so I can really only develop for Windows 10. Sorry for that but maybe this doubles as a friendly reminder that nowadays Windows 7 is a security liability and you should upgrade to Windows 10 or 11. 😉
    There is of course a long list of things I'd like to improve eventually and given that this is a rather complex piece of code the chances that it is free of bugs is close to zero. So, feel free to contact me here or on github if you find something!

    Now, with all the caveats out of the way let's move on to the more pleasant stuff. 🙂 What's new in version 2? Well, of course OpenStreetMap data. You can import forests, rivers, roads, streams, railways, farmland, grassland, bushes, buildings and even bus stops, wayside crosses and much more. I improved the tools to import DGM data so that now arbitrary rectangles can be extracted. The information from this can be loaded into the OSM data converter so that you don't have to manually enter bounding boxes. (The geotiff tool is unfortunately among the things that didn't make it for this release so you are left with the previous capabilites). CMAutoEditor itself is now also much faster. Please note, that it may be too fast for what your PC can handle. If you experience "holes", e.g. when setting the elevation, that means the CM Editor is not responsive enough. I will make the parameters that determines the rate of clicking selectable from the GUI in a later update. Last but certainly not least there is a GUI for all the tools, so no more going to that evil shell, typing commands - kudos to @Dawntaker for supporting me with GUI making!

    One more thing. I won't repeat the mistake and not have a manual or tutorial video ready at release: Since my previous tutorial video is now totally deprecated I am doing a new one. This time, instead of just telling you what the different features do, I'll do a step-by-step tutorial in four parts where I will create an actual map. This way I will certainly miss a few features but you should get a better feeling of how to actually use the tools in reality. Part 1 is finished already and it covers "installing" (i.e. downloading the .exe files) CMAutoEditor, installing other necessary tools, selecting a location for the map in map.army, finding and downloading elevation data, downloading OpenStreetMap data and getting historical aerial imagery and working with it. So, basically the boring stuff, some of you might say, but possibly the most important part. 😉
    In the future I'd like to adapt CMAutoEditor to one of the WW2 titles, I think CMFB or CMRT would be best. Obviously present-day OpenStreetMap won't do for that. So, instead I'd like to make another tutorial showing how to use and old map or aerial image to make "OpenStreetMap data" from scratch and feed it into the CM scenario editor. Drawing polygons and tagging them is still - in my view - much more comfortable than clicking in the editor with some semi transparent overlay. So, if you have good material, go ahead and make a suggestion here. 😉
    I hope you enjoy this new version of CMAutoEditor and the tutorial video(s)!
  7. Upvote
    Justas reacted to Kovy1986 in Battle for Mariupol (my first created mission)   
    Hello everyone! I found an excellent map of Mariupol on the Internet (the left-bank district adjacent to Azovstal) and decided to redo it a little towards realism (replaced non-existent three-storey, four-storey, six-storey and eight-storey buildings with standard "Khrushchev" and nine-storey buildings, changed the entrance system to buildings, leveled roads, etc.), creating my own mission for the Reds against AI. I paid the greatest attention to the arrangement of Ukrainian units in defense. The conception is based on the advantage of the Russians in firepower, and the Ukrainians in communications and organization.
    Battle For Mariupol.btt
  8. Upvote
    Justas reacted to George MC in Red-do of TV98-3 “Attack in Brandenburg” as REDFOR vs OPFOR   
    I've made some updates based on feedback so far (with thanks to @domfluff )
    What I've done is added an additional mortar battery and a 1 x 2 x122mm SP howitzer tube module and also beefed up the BMPs to BMP2s (so more supporting firepower) and added additional breach teams and sniper team to each platoon (so Delta mech plts have 3 x squads/2 x breach teams/ 1 x sniper team/ 4 x BMPs) so bit more oomph for bashing a way into houses but still requiring some careful management. Shame no way can add a supply vehicle with additional demo charges cos the 2 each breach team carries is a tad light! Still adds up to an extra squad and the sniper teams could be useful.
    Updated file below.
    Cheery!
     
     
    TV 98-3 Attack in Brandenburg REDFOR_v5.btt
  9. Upvote
    Justas reacted to George MC in Red-do of TV98-3 “Attack in Brandenburg” as REDFOR vs OPFOR   
    This is a re-do of my original TV98-3 “Attack in Brandenburg” but as REDFOR (Syrian regulars) versus OPFOR (Syrian fighters and combatants). It uses CMSF2 game version 2.05 9BFC) gane engine 4. Unfortunately, if you are on Steam the linked version of the scenario will not work as at the moment your version has not been patched.
     
    This scenario concept is based on the one of the excellent Tactical Vignette series titled 
    http://ciar.org/ttk/mbt/armor/armor-magazine/armor-mag.1998.mj/3TV98-3.pdf
    TACTICAL VIGNETTE 98-3 “Attack in Brandenburg”
    You can download the actual brief at the link above.
    This revised revised scenario has had the built-up area and surroundings heavily reworked to make the terrain more complex and confined.
    I've posted it here for some testing as not sure with the change of force from US heavy mech to Syrian tin cans re difficulty etc. Its probably one more suited to play H2H than aginst the AI.
    Play as Blue (Syrian regular army) versus Red (Syrian fighters and combatants).

     
     
     
     
    TV 98-3 Attack in Brandenburg REDFOR_v5.btt
  10. Thanks
    Justas reacted to Bartimeus in CMFS2 solo campaign(work in progress) : Oil Thirst - RED(player) vs BLUE   
    Hello, 
    Since last time I realease two news missions of the serie(it will not be realease as a campaign) :
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/cmsf2-oil-thirst-05-saving-letha-iavsred/
    And 
    https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cmsf2-oil-thirst-06-desert-ambush/
    And is a save and run mission and the second an ambush mission enjoy! 
  11. Upvote
    Justas reacted to Jace11 in Some Snow-Covered Flavor Objects for Christmas   
    A selection of snow-covered flavor objects for CM:FB.
    Includes: Petrol Pump, Post Box, Barrels, Water Pumps, Wood Piles, Tires, Some Sacks (from Santa!), Fuel Drums.
    I was able to duplicate models for barrels and drums, but use a different texture if they are sideways or upright.  This way they look nice with snow added, but it means I had to include the non-snow versions of these too otherwise it all gets messed up.
    They may work OK in other titles too but I haven't tested them there.
    Download link: Mediafire
    Might also have a dig around in my folders and scrape together a few other bits and bobs I've made for the other CM titles.
     
     
  12. Upvote
    Justas reacted to Malaspina in Quick Campaign Generator for CMFB (Fully Randomized!)   
    Hi fellow CMFB-ers,
    have you ever thought of making your own campaign but were intimidated by all the hard work that goes into it?
    I’ve been recently tinkering with the scenario editor to create a historical campaign in CMFI and, in my recurrent drunken stupors, I came up with an idea to quickly create fully randomized campaigns: The Quick Campaign Generator!
    The QCG creates a 10-battle campaign in just a few clicks (well, a few hundred…) putting you at the head of your core force, which you must lead throughout the campaign to achieve glory and win some medals, recording their progress in the meantime. It is in part reminiscent of Robo's quick campaign generator for CMx1 titles (as some of you may remember).
    Essentially, it is an Excel spreadsheet that lets you create a ‘bare-bones’ linear campaign comprising ten battles without having to do any historical research, map-making, briefings or artwork, i.e. the exact opposite of @Ithikial_AU’s excellent tutorial (https://community.battlefront.com/topic/137921-fire-and-rubble-preview-the-anatomy-of-what-goes-into-a-stock-campaign-release/) that I’ve used for my historical campaign.
    The purpose is to have fun with all the goodies (tanks and vehicles especially) that CMFB has to offer, without the headaches. Pure CM sex with no emotional involvement 😉.
    All the Scenario Editor choices, for example Weather, Ground Conditions, Experience, Headcount, choice of troops etc. are completely randomized to let you try out all possible combinations. Although, these battle are heavily biased in favor of armor, I must admit.
    When you open the spreadsheet, you will see:
    a tab called ‘Battle generator’, which provides random battle conditions,
    two tabs called ‘Human ATT’ and ‘Human DEF’, which generate a random force composition to be used in the various battles if you’re attacking or defending;
    the ‘Allied AAR or Axis AAR’ tabs, where you will be recording your progress during the campaign. Beware, your performance will be accurately monitored and judged 😉.
    Ignore the other tabs. They contain data used for the formulas. I’ve protected the sheets to avoid mistyping into a cell containing a formula.
     
    This was the situation for my Elite Panther platoon in a German Wehrmacht campaign called “Panthers on the Prowl” that I created using QCG:
     

     
     
    Notice the nice array of medals my core force troops earned! (Well, it was on Easy mode...)
     
    As you progress in your campaign, your results will be recorded and medals awarded. Statistics include tank kills, tank losses, infantry casualties, etc.
     

     

     
     
    Your overall performance will be duly monitored as shown here:
     

    I did pretty well, apparently.
     
    Basic knowledge of how the CM Scenario Editor works is of course recommended, but not a requirement. Full instructions are provided.
    Inside the package you will find:
    -          - three versions of the QCG spreadsheet (one for a US campaign, one for a German Wehrmacht campaign, and one for a Waffen SS campaign);
    -          - a pdf file containing Instructions (and a Quick Start Guide);
    -          - six campaign script files “(QCG) Campaign Script.txt” (easy, medium or hard for Allied and Axis forces);
    -          - five text files for the type of battle you will be fighting;
    I’ve also added a couple of campaigns that I have created using this system, with the related Excel files that only contain the AAR tabs.
    Enjoy! If you have any questions, just let me know.
     
    https://drive.google.com/file/d/1bA3jnnT6tjh0xdKZHnAl5pyr5e2LBA6_/view?usp=sharing
     
     
  13. Upvote
    Justas reacted to LukaFromFallujah in Fallujah West [P.R] - Quick Battle map (Assault)   
    Hello friends, here is the first map i made, based on the Fallujah West for project Reality,  Have fun and im open for suggestions and things to fix .
    Infos:
    3 Capture points : Obj - Alpha (500 points), Charlie(250 points) and Bravo (250 points).
     
    obs:
    Civilian Density: Very Heavy - for guerrila warfare with uncons


     
    Fallujah West (1008 X 1008) .btt
  14. Upvote
    Justas reacted to Artkin in MASTERTOE Russian Motorized Rifle Brigade   
    Converted to the new map by @MrTimn, left blue side untouched except support assets which will be reinforcement. Just for demonstrative purposes of the engineer bridging company. This scenario (The disaster IRL) is perfect for showing how these brigade level engineering vehicles are used in combat.
     
    Download link: https://www.dropbox.com/s/2nkv8meoghyzrux/Russian MRB Demonstration Scenario 2 v2.btt?dl=0

    (Bridge competed successfully, BMK-255-1 Tug boat deployed from truck, all while under the guidance of the Shore Trafficability team)
     
     

    (Engineer TOE)
  15. Thanks
    Justas reacted to Kevin2k in Panel Mod 'Red Thunder Style'   
    Combat Mission World War 2 series Panel Mod 'Red Thunder Style' v1.0
    For the Sim/Game "Combat Mission: Battle for Normandy + Final Blitzkrieg + Fortress Italy".
    A graphical modification of the user interface panel. This panel is always visible at the bottom
    of the screen, when playing this game.
    - Based on the panel appearance that came with Combat Mission: Red Thunder (v2.10),
      but adjusted to the slightly different text location and colors hardcoded in each WW2 game.
    - Special equipment icons (like binoculars) have been slightly adjusted,
      and are included in this package.
    - Silhouettes and green/yellow weapon icons not included in this package.
    All credits to the Battlefront company for supplying the original images,
    from which the modded ones were derived.
    Only for use in the Combat Mission games, other then that, this mod is free and non-profit.
    This mod cannot be held responsible for harm done to pixeltruppen.
    Copy one of the extracted .brz files into your mod folder, or into your install folder
    in the data\z\ subfolder.
    z_CMBN-Panel-Mod-RT-v10.brz is for Combat Mission: Battle for Normandy
    z_CMFB-Panel-Mod-RT-v10.brz is for Combat Mission: Final Blitzkrieg
    z_CMFI-Panel-Mod-RT-v10.brz is for Combat Mission: Fortress Italy
    You can also copy over the image and readme there, it does no harm. But you should only copy
    over the single matching .brz file for each game.
    ----------------
    Download from this place: http://www.gb-homepage.nl/index.htm (Select "Combat Mission" in left navigation window)
    A preview image is in the zip file. So you can check if it is worthy
  16. Thanks
    Justas reacted to Zveroboy1 in [scenario] Panic in Mahmudiyah   
    ---------------------------------------------------------
                      Panic in Mahmudiyah
    ----------------------------------------------------------


     
    Description :
    This is a small scale urban scenario with a low unit density taking place during the year 2005 in Iraq . You get to play a local cell of AQI insurgents fighters launching a car bomb attack on an Iraqi manned checkpoint followed by an assault on the town.
    Mission length : 50 minutes
    Map size : 600 X 650 m

     
    There are 5 AI plans : a main plan and four variants, each one with minor differences and a semi randomized unit placement.
    Play as Red attacker only.
     
    Extract from the briefing :
    Traditionally a Sunni stronghold, Mahmudiyah, located only 20 km south of Baghdad inside what the coalition dubbed the Triangle of death, belongs to the belts of towns around the capital that both the US forces and insurgents tried to control.
    Its importance lies in the fact that it was used as a support zone for insurgents both Sunni and Shi'a alike where fighters could regroup, weapons get stored and attacks planned on Baghdad. Vital for securing communications and logistics, these towns served as staging points and were heavily contested.
    During the 2005 pre-election period, Al Qaeda in Iraq (AQI) intensified its terror campaign to further destabilize the country and set in motion a sectarian civil war. Often using car bombs these attacks were usually focused on the civilian population or Iraqi security forces rather than the coalition.
    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/ht4j828cu9dmzqp/Panic in Mahmudiyah.rar?dl=0
     
  17. Upvote
    Justas reacted to Zveroboy1 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  18. Upvote
    Justas reacted to Zveroboy1 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  19. Upvote
    Justas reacted to theforger in Rollbahn D Part I, new Campaign   
    https://www.thefewgoodmen.com/tsd3/cm-final-blitzkrieg/rollbahn-d-part-i/
    Part 1 of the Campaign available for download. 
    Covers the first 48 hours of KG Peiper and nearby units. Should be ready to download thanks to BornGinger's Wordpress advice 😀.
    It should be a relatively straightforward campaign compared to parts 2 and 3. I'm waiting for my copy of a recently discovered and on order book covering Knittel.  
    https://www.boekenbestellen.nl/boek/gustav-knittel/9789492475541 
    by Timo Worst, before making some final changes to Part 2 (12x scenarios, all built). 
    Part 3, 17x scenarios are also all built but again waiting on Part 2 before posting.
    Thanks to Rastamon for advice and Kohlenklau for mods included in Baugnez/Malmedy scenario.
     
     
     
  20. Like
    Justas got a reaction from Nektoman in BRDM-2 texture problem and other stuff   
    https://mega.nz/file/tqwj1aKa#E3kbm7ZY_1tMS06Npcvt4uxOP4FED2KOBHSxv6j1r88
  21. Upvote
    Justas reacted to Nektoman in Semenovka master map   
    https://www.dropbox.com/s/eh2n63i3ahqjz33/Semenovka (2608 X 2608).btt?dl=0
    I've deleted the old version, this is a link for the last one. Couldn't edit it in my post.
  22. Upvote
    Justas reacted to Jock Tamson in Coming soon   
    Now up on the Mod Warehouse https://www.thefewgoodmen.com/cm-mod-warehouse/ 
  23. Upvote
    Justas reacted to Pandur in Scenario; Red Stream 120 for CMSF2   
    Hi,
     
    After the latest patch the FoW trenches are fixed ( i just saw they are NOT fixed, you can see the FOW trenches from the start so just do not look too hard for trenches where is the fun in that   ) and i finished playtesting my updated CMSF1 scenario which took a long time. I had to test it alone so i hope i get it as good as it can be. It will be a brutal affair, that is for sure   
    Without further talk here is the scenario, if you played it in CMSF you know what you are in for but this time with some added surprises, also i slightly changed the attacker forces and reinforcements timing and added more orders to the defender plan since now in CMSF2 there are more orders available. Also i do post a description further below!
    http://www.mediafire.com/file/s5w4167dhm3s8jb/Red+Stream+120+for+CMSF2.rar/file
    DL from mediafire or post attachement!
     



     
    Some information about the Scenario;
     
    Red vs Red, play as Attacker only. Syrian army + US advisors(FO+JTAC) attack versus heavy Unconventional forces.
    Size; Large or Huge
    Compared to the CMSF1 original i added some bells and whistles to the map, back in late 2007 or 2008 when i made the map the FPS was problematic so i did not add more things than needed to keep good FPS. Now about 12 years later the same map runs a lot better so i could touch it up a little. However i did not add water or bridges for several reason.
    I do own all CMSF2 modules, but i try very hard to no include anything that is not in the base game, so everyone should be able to play it.
    Directly taken from the briefing;
     
    For the crazy persons out there that think about PBEM´ing it; some people played the original version by PBEM and it seemed to work, i never intended or balanced the scenario for PvP but there are some youtube vid where people did it.
     
    So, for the few of you who are into such large scenarios, i wish you good luck and have fun! If you run into problems or want to give feedback just leave me some comments in here.
    Urkut, urkut,  urkut!!!  
    Red Stream 120 for CMSF2.rar
  24. Upvote
    Justas reacted to Zveroboy1 in BRDM-2 texture problem and other stuff   
    Thanks!
  25. Like
    Justas got a reaction from Zveroboy1 in BRDM-2 texture problem and other stuff   
    https://mega.nz/file/tqwj1aKa#E3kbm7ZY_1tMS06Npcvt4uxOP4FED2KOBHSxv6j1r88
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