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RMM

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Everything posted by RMM

  1. Yup. I do relate! Down in 'the south pole of TX' - McAllen. We're headed out today for a week's vacation and hopefully get to DC and get, at least some real winter!
  2. Thanks guys. Wish we could have woken up to some snow too, but Wx on southern, TX border is rarely a real winter! Just to reiterate, it's just the one MOD - the TWC Grossdeutschland uniforms
  3. Yeh, I figure my Dropbox is probably too full. If someone has a more capacity and they can provide a public link?
  4. Lol, haha. Yeh, maybe too much trust and Christmas cheer in the moment! Well, nothing yet (debauched or otherwise!), but will let ya know!
  5. Hoping my unpaid version of Dropbox has enough space(!): https://www.dropbox.com/sh/wfr802bwgd1c7jf/AADf1bamMpJlBuPUpPiNv-cqa?dl=0
  6. Not found on FGM or CMMODS III. Anyone have a lead? This was TWC's Großdeutschland uniform MOD for their GD tagged scenarios
  7. Amen and amen! Thank you Dave, for a nice touch for those of us stuck on the Gulf Coast with nothing like real, Christmas Wx! Merry Christmas to all!
  8. I can imagine it would be a programming nightmare, constantly having to get all the vehicles to match and change each other's speed, but it certainly would be a huge contribution to gameplay!
  9. That would make sense; ie. if a scenario was (oddly) tagged [guards gc] and one had, both [guards] and [gc] MOD files with those tags, it's going to pick the [guards] ones over the [gc].
  10. Ahhh. Ok, that really does explain it. Tks @Vanir Ausf B
  11. First, I do love this command, but while playing Verdenne, both of us had issues with the command not seeming to work the way the manual describes it: - I ordered a Panther to crest a ridge and assigned a brief fire command at the end, since that seems to ensure that the vehicle will clear the rise that I want it to, rather than the AI guessing at what it is I want them to be hull down to exactly; HOWEVER, the Panther stopped short, didn't take the shot (no there was no other obstacle to LoS), and I had to 'manually' order it forward with regular move commands in the next turn. - My opponent had similar issues with his Shermans: they stopped short of the crest he wanted them hull down on and had to manually move them up to their final positions.
  12. > This might have already been mentioned, but I think it bears worth repeating - a convoy command. Yes, one can micro-manage the movements of each individual vehicle, but quite apart from that being quite time consuming, it's still not guaranteed to work and can still end up with vehicles taking off in all manner of bizarre directions as faster vehicles (even with slower movement commands) try to get around or overtake slower ones! > The manual needs to be updated with some terrain descriptions to help people better identify and understand the effects of say light v's darker muddy tiles, snow, etc. Does regular snow carry a chance of bog? I have no idea! In real life...well, it would depend on how deep it is. So, that's not an engine update per se, but would greatly help game play!
  13. My understanding of MODtags is you can make any tag you want. There's no game limit; all you need to do is add the [ ] tag to any scenario plus any file(s) that you want associated with them and viola
  14. Oh hi Kandu, I'm sorry, never saw this 'til now! Yes, I have Dropbox, so lemme know. Maybe PM me, that way, it should notify me of your reply BTW, I do love the MOD's you've done, they're aesthetic as well as practical!
  15. Having just played this H2H for about the first 20min as the Axis, I threw it in completely, because I found the mud-traps at every field entrance and road corner beyond frustrating when I think that this was one of the coldest winters on record at the time, when GI's were complaining that the ground was so hard they couldn't dig proper entrenchments! It just seems designed to not allow the Germans proper field of movement across the terrain which is just beyond anything I would think realistic for the conditions at the time and more of a game design annoyance to somehow funnel the GE player into certain avenues or approaches! Having spent a significant amount of time tracing out extremely lengthy paths, and micro-managing them around all those mud traps, my armoured column almost, immediately lost a Panther to permanent bog before even cresting the first rise. This, after I'd already had issues with those traps from having to traverse from one side of the map to the other in order to try and bring troops up to the front so that they didn't have to route march to exhaustion before even firing a shot, because the setup zones are so restricted and leave the German forces scattered in areas I would never position them in RL for this attack given the vast areas of US target-range that they are left to traverse without any cover whatsoever under the current disposition. BTW, which is supposed to be the isolated German force? Maybe I just missed some critical elements or issues about how to launch this attack, but why is there a GE Engineer unit off by itself, completely removed from the main area of action? Why is the armour similarly displaced to where it has to drive across the entire map to support the main thrust towards Verdenne instead of (at least partially) entering on that same road? It makes a combined arms effort more of an exercise in logistics and transport than 'combat'. Otherwise, I can only strongly recommend that the all the mud traps be removed and both the GE and US setup zones be expanded. The GE zone should really be across the entire 'eastern' half of the map so that those forces can be placed up in the woods and along a more realistic jumping off line, roughly just behind the road running 'north'-'south'. The US setup zone around Verdenne should be expanded into the surrounding woods so that that player is not also rushing around his units to create a proper defense perimeter that would have been setup long before this action started. Like I say, maybe I just misunderstood or misread the whole map and avenues of approach, but after some 20min, was vexed to the point of "Forget it!" I'd be curious to hear other's AAR's about this battle, in particular the first 30min or so of setting up and approaches, coordinating arty, etc., and maybe that'll give me some insight into things I might have missed or not understood. Please do forgive the rant, and I really would like to hear what other's did about these issues, but this is the first of any CM I've played that I've just reached a point of "Oh, sod it!" let alone before hardly, even getting started!
  16. @Bootie Hey man, sorry to hear about the grief you've gotten from some quarters. You've done a bang up job, particularly for someone like me, playing catch up, having only just recently purchased RT, etc. So, thank you, and thanks for working on all those missing links!
  17. Ah ok. That explains it then. Tks
  18. I haven't done any designing, so must admit, I wouldn't know, but I'm seeing numerous vehicle MOD's for RT that are tagged [snow muddy]
  19. Hi all, if a MOD is tagged with [snow], will it appear even if the scenario has multiple, weather tags like [muddy] and [snow], or does the MOD have to have the same multiple, weather tags? The issue being, if the MOD has separate files for both [muddy] and [snow], which would appear in a scenario tagged with both [muddy] and [snow]?
  20. Perhaps through unit classification, so that a recon unit can fulfill that role but not one truck driver!
  21. Oh, Amen! I like to correct or edit some of the scenario texts and the whole original has to be deleted and the new typed in its entirety. No cut-n-paste or clicking on one place to correct or change a word spelling!
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