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Found 12 results

  1. Celleno: The Final Battle The Mission Before us, lies the hill-top fortress of Celleno. This is the final objective of our campaign, and it looks to be the toughest one, yet. We did our best to conserve our fuel, ammo and manpower for this battle. We are ahead of the recce, and nearly blind. Now, night approaches and we must begin the assault. The Plan Phase 1: Establish observation points and direct the initial bombardment. Phase 2: Occupy the heights and establish a base of fire. Phase 3: Begin the combined assault on ALPHA. Phase 4: Mop up BRAVO and CHARLIE. The Forces Task Force 1 (Armoured): C Squadron (Major Chetty) Task Force 2 (Infantry): B Company (Major Jansen) Task Force 3 (Infantry): C Company (Major Ntsimango) Supports: 2 x Recce Troops, 2 x Forward Observers, 2 x Machinegun Sections
  2. I've been attempting to compile a small test campaign. Just taking notes, reading forum posts and trying to understand how this works. I keep getting the following error: Incorrect syntax in campaign script on line 5. I have tried everything I can think of with line #5. I deleted, re-typed, copied and pasted Line #5s from other campaigns. I don't know what the problem is. Below are the first eight lines of the campaign script txt file. The editor is advising the problem is on line five. I seems like the editor counts the open lines. As a result I think the problem is with: [bLUE VICTORY TEXT] Congratulations! Any adult supervision would be greatly appreciated. /* Alarm Unit*/ [PLAYER FORCE] Red [HUMAN OPPONENT ALLOWED] No [bLUE VICTORY TEXT] Congratulations! [bLUE DEFEAT TEXT] You lost [RED VICTORY TEXT] You won. [RED DEFEAT TEXT] You lost. EDIT: The forum forces you to have open lines between the above text so I can't make it display as it does in the actual txt file. In the file there is an empty line after [HUMAN OPPONENT ALLOWED] No and then again after [bLUE DEFEAT TEXT] you lost.
  3. Good morning/afternoon/evening everyone. This will be an AAR series, covering my playthrough of the US Army campaign of Shock Force 2: 'TF Thunder'. I briefly dipped my toe into this campaign in Shock Force 1, but only as far as the first mission. This will be my first proper playthrough of a Combat Mission campaign, and I'm sharing it all with you! So, without further ado, let's get into the campaign briefing. The ground invasion of Syria has begun. After a three-day-long aerial bombardment, NATO forces are pouring into the country from all sides; The US Army from the East, the British Army from the North and South, NATO forces from the North and the US Marines from the coast. I am commanding a battalion of Task Force Thunder, a Stryker Brigade reinforced with armoured units. I have under my command two Stryker rifle companies (A and C), an armoured company of M1A2 Abrams tanks (B), an armoured infantry company in Bradley IFVs (D) and an armoured engineer company also in Bradleys (E). This is a fast and powerful combat force, equipped with the best fighting equipment on Earth and manned by some of the best soldiers on Earth. And in the finest American tradition, the battalion is liberally supported by artillery and airpower. Our brigades mission is to slice Syria in half, striking from East to West along a route designated 'Route Lightning', with our limit of advance being the important Syrian city of Hims (also known as Homs). My enemy will initially consist of Syrian reservists and militia holding the border. These units are poorly trained, poorly led and poorly equipped. As we push into the interior of the country resistance will stiffen, varying from the still poorly equipped but slightly better led and trained regular units, to the elite, well-equipped units of the Republican Guards currently around Hims. Also, scattered throughout the country there will be pockets of paramilitary, special forces and other irregulars, many of which are well trained, motivated and equipped. There will be tough fighting ahead. Speed and force protection is the name of the game for this campaign. Our mission is to neatly snip Syria in half as quickly as possible, but our last objective is a tough urban target. Replacement of casualties and destroyed vehicles will not be happening. Taking too many casualties early on will make our mission exponentially more difficult. I will have to carefully balance aggression and caution to complete this campaign successfully. In the next instalment, we'll take on the first mission. Stay tuned!
  4. Hi Can anyone help me with an issue I am facing? I am playing the german campaign but for some the map where you have to choose which branch of missions to follow is messing up. the first branch is done by just pressing cease fire right at the start. That works fine for me. I kept a save of that map(so that i could come back and choose the other branch). However when i try to select the other branch(by going to the objective marker at the end of the road and the pressing case fire) the game just hard crashes. Don't know what's happening since everything else works fine. I have a copy of the branch choosing map in m machine.
  5. Since backups came up in another thread I thought I would share my backup scripts. I thought I had done this in the past but I did a search and came up empty. I wrote these scripts years ago and have been using them for scenario design, mod design and programming projects. The basic principal is to zip up a directory and copy it to a backup location (keeping old versions) and a second location. This lets me know I have the last 10 versions and the second copy allows me to move my work between computers. I used to use a USB stick (hence the command line option "portable") but now I use drop box. I hope others can benefit from these scripts feel free to modify and enhance them as you wish. Dependencies: Winzip and WinZip Command Line Helper. I currently use WinZip 20.0 and WinZip Command Line Helper 4.0. I have used older versions so my scripts do not need the latest but they do need those two things to be compatible. Changing to use a different .zip utility would be a one line change for the command line and two other lines to make the batch variable name match a different tool. With those in place you can unzip the backup command and an example usage from here: https://www.dropbox.com/s/ifzujn77afk1ei3/BackupExample.zip?dl=0 In there are two .cmd files. The first is BackupToZip.cmd It is the generic backup utility that preserves the last 10 versions and optionally makes a second copy of the most recent backup. When you run it you see the following command line usage guide: C:>p:\BackupToZip.cmd BackupToZip zipname backuppath pattern [-portable path] [other zip options] Press any key to continue . . . zipname is the name of the file you want to create backuppath is where you want to place the backup copies pattern is what to backup portable path is an optional location to place a second copy other zip options lets you pass other command line options to winzip (or what ever other .zip utility you might swap in) these are passed as it to the winzip command Rather than typing a complex command line every time I want to backup my work I create a project specific backup .cmd file. An example of which is included in the above .zip file. This is the script I used while I was working on the Lanzerath ridge scenario: @echo off call P:\BackupToZip LanzerathRidge P:\Backups D:\Users\IanL\Documents\Battlefront\COMBAT~1\Bulge\GAMEFI~1\WorkInProgress\LanzerathRidge\*.* -portable D:\Users\IanL\Dropbox\ScenarioWork -x*.class What that does is copy the entire (*.*) contents and sub folders of my WorkinProgress\LanzerathRidge folder to a .zip file named LanzerathRidge in a Backups directory (also saving the last 10 back up .zip files) and make a second copy on Dropbox under a folder named ScenarioWork. The -x*.class is a left over from a java project backup script that I copied to create my LanzerathRidge backup file. Oops my bad. Just ignore that. If you cannot ignore it here is the explanation: it serves as an example of passing additional zip command line options through. I never backup .class files in a Java project since those are the compiler's artifacts and there is no value in saving them since they are derived from the source files. I create a WorkInProgress directory under the Game Files directory and under there I have a sub folder for each thing I'm working on. Then I create a Backup<ScenarioName> command line script to back it up. Under that sub directory I have all my notes, links, briefing text files and graphics files as well as the scenario itself. You might have noticed that I am not using paths with spaces this is simply because I never did the work to support that. In my development projects I never use spaces in directory names and this backup script was initially created for backing up programming projects. There was just no need. When I moved to use it for Combat Mission purposes I just didn't spend any time changing that since I can just feed the scripts the old 8.3 directory names. Yes, that looks sucky. Yes, it means you have to do an additional step when you create your backup script No, I'm not going to be changing that - but you could if you want You can always find the 8.3 directory name by using these command line arguments with the dir command in any command shell: dir /X
  6. Quick Battle Campaign: Donetsk (Prototype) This is a field trial for an operation-based Quick Battle generator. After taking into consideration all the great systems that were recommended to me by the community, I've finally settled on an implementation. This thread will contain both the operational mechanics and the Quick Battle AARs. I apologize for the lack of flavour text, as this is a test. The objective of this trial is to get the balancing right, both for the QB settings and the Operational Metagame component. I'm starting this demo with 4 players (1 US, 1 UKR, 2 RF). You are welcome to participate as one of the players, and play against CPU, or a partner. If so, please post below -- as well as any questions you may have. Note: BLUFOR and REDFOR sides will be able to see eachother's "hands" in this trial. This way it is easier to compare, for balance.
  7. Good evening all, @BFCElvis has granted permission for some preview pics to be shared with the community of the upcoming Dutch Campaign revamp. (The remaining CMSF campaigns haven't been forgotten ). Dutch Campaign revamp for CMSF2 is being handled by @Imperial Grunt and Ithikial_AU. Some of the key changes from CMSF1 version (slight spoilers) - Reworked briefings to provide more narrative flavour around the Dutch effort and it's role in the wider conflict. - Lowered campaign difficulty to be more accessible to players of varying skill levels. (Don't worry I don't think having to undertake MOUT missions with a small Company(+) force will be considered "easy"). There was an initial 15% casualty rule in the old campaign, equating to automatic scenario and potentially campaign loss - this was considered pretty harsh. Some hunting around archive forum posts on the Battlefront forums helped identify issues. We were also aware the CMSF engine had evolved since the original release, with automatic weapons now being much more lethal making this parameter difficult for players to meet. - Victory conditions and campaign script reworked for some scenarios to reflect their close timing and geography between battles. For example, shared support assets, no ammunition resupply, the next missions time of day dependent on the outcome of battle before etc. - Infantry replenishment added at key points of the campaign. - Maps tweaked to take advantage of new map features (water, bridges, fortifications etc). Some urban maps have been cratered/ruined to reflect the timing of the campaign in the wider conflict. - Changes to AI plans to take advantage of new features introduced since CMSF’s release. - Joint ops for all. (You'll have to play through the campaign to know what that means). So I guess the cat is out of the bag. I was asked to come on board to help out earlier in the year and the first task I got was helping out on this one. Most of the work is done with scenarios individually tested and tweaks made. We're just waiting on briefing graphics and final blind runs through the entire campaign to see how it plays. Obviously R2V has priority at the moment but for the modern war fans there's something around the corner. Cheers Ithikial "MOUT again?" Tweaked mission conditions and maps. The Syrians get some new toys. Your air support is no longer invincible. Reworked maps. In this MOUT engagement the city isn't as pristine as it once was.
  8. I was wondering if anyone knows how to repack a campaign once it's been unpacked into it's individual missions. I'd like to unzip CMBN 'The road to Montebourg', increase all the mission duration times, then repack it into a working campaign again. I've managed to unpack everything but I don't know how to put it back together again. I'm also relatively new to modding CM so a detailed 'how to' would be appreciated.
  9. CMFB Campaign: Fields of Tears Fields of Tears is a interactive CMFB Campaign that picks up where my CMBN Campaign: In the Fields Where the Poppies Grow leaves off and follows the actions of Captain Charles Stevens and A Company, 31st Tank Battalion, 7th Armored Division, around St. Vith, Belgium during the Battle of the Bulge. It requires the latest version of CMFB and all immersion mods needed are in the download. They are tagged to this campaign only. It is playable from the Blue Side only. The campaign is a story driven campaign like "Poppies" where you must keep Stevens and other important personnel alive and still complete the mission objectives to advance in the campaign. The storyline is in the Designer Notes for each mission. The campaign begins with a mission in Germany and then continues after the Germans launch their Ardennes offensive Unternehmen Wacht am Rhein. Elements of the 7th Armored Division, the 31st Tank Battalion, including Captain Stevens and A Company are sent to the St. Vith area where they are to make contact and destroy the enemy forces advancing on the town. The campaign is based loosely on historical facts. Core Units: A Co HQ: Capt. C. Stevens (Snake Eye) (CO) 1st Lt. P. Jarrett (Hammer) 2nd Lt. R. Vanicor (Dancer) 1st Platoon: WO C. Carlisle (Cowboy) SSgt B. Hash (Machine) Sgt. E. Edmond (Easy) Sgt. M. Newby (Dinosaur) Sgt. J. Smith (Cleaner) 2nd Platoon: WO J. Courville (Pappy) SSgt. R. Davis (Uptight) Sgt. B. Tuck (Preacher) Sgt. K. Hooper (Jester) Sgt. D. Gray ( Slick) 3rd Platoon: WO J. Royce (Southpaw) SSgt. C. Honeycutt (Cool Hand) Sgt. W. Morris (Hook) Sgt. S. Gappa (Cruiser) Sgt. D. Burlyson (Joker) B Company: 3x Platoons 31st Tank Battalion HQ: Lt. Col. R. Erlenbusch Maj. W. Beatty 1st Lt. Minvielle CCB 7th Armored Division: Brig. General B. Clarke 1x Platoon (Recon) Non Core Units: 334th Infantry Regiment D Company 38th Armored Infantry Battalion A Company B Company D Company 423rd Infantry Regiment F Company 168th Engineer Battalion A Company 23rd Armored Infantry Battalion HQ Company B Company 87th Cavalry Recon Squadron Troop B 16th Field Artillery 4 x 105mm Howitzers 203rd AAA Battalion 1 x Platoon 275th Armored Field Artillery Battalion 4 x 105mm Howitzers German Forces: 13th Fallschirmjager Regiment 193rd Volksgrenadier Regiment 16th Panzer Regiment 146th Artillery Regiment Fuhrer Begleit Brigade Grenadier Regiment 294 Artillery Regiment 1818 190th Regiment 60th Volksgrenadier 14th Fallschirmjager Regiment 116th Panzer Division 19th SS Panzer Grenadier Regiment 20th SS Panzer Grenadier Regiment 1 Fuhrer Begleit Brigade Panzergrenadier Battalion Campaign Specifics: Campaign Tree: 1. Antons Bridge ( Allied Attack) 2. First Contact (Meeting Engagement) 3. Holding the Line (Axis Attack) 4. Something Wicked This Way Comes (Allied Probe) 5. Counterattack at Hunnigen (Allied Attack) 6. The II SS Panzer Corps Strikes (Axis Attack) Maps: The first battle, Antons Bridge, is an original map by me. The other maps in the campaign are from the excellent master maps that came with the game. I reworked them extensively to achieve the immersion I was after for the campaign. Mods: (All credit goes to the authors of the mods) US and German Snowy Uniforms and Gear by Ithikial. King Tiger Mod by PzPJ American Sherman Pack and Gear by Aris Snowy US Vehicles by Umlaut Mords US Portraits by Mord (modified by me with the unit insignias used in the campaign.) Various winter fortifications from the Winter Mod by the Winter Mod Team Assorted damaged vehicle textures by me Special Note: I used Worghern Blitzkrieg Environment : CMFB 2.0 while designing the campaign which is not included in the download. I highly recommend adding this as the campaign was designed and modified using these textures as well as the Winter Mod for CMFB which will work seamlessly with Worgherns mod.. While it can be played without these I highly recommend using them as the tags in the campaign will pick them up. Here is the link to download Worghern Blitzkrieg Environment : CMFB. http://cmmodsiii.greenasjade.net/?p=3984 Here is the link to download Kohlenklau’s Winter Mod for Final Blitzkrieg. http://cmmodsiii.greenasjade.net/?p=3991& Also Umlauts Snowy German Vehicle mods are not included but highly recommended. Once again to follow the storyline read the Designers Notes. I hope it proves to be enjoyable. Here is the link to download: https://www.dropbox.com/s/v0kdb0qhc34iti5/CMFB Fields of Tears.zip?dl=0 Michael (dragonwynn)
  10. Hi everyone, after the release of Shock Force 2 even though i have not purchase it myself. I took the opportunity to come up with a story line for a would be campaign together with its first scenario. For now this is what I've prepared so far but I would like to expand it even further with richer story arc over this campaign and a backstory starting from the end of the Syria civil war leading toward the second US intervention into Syria. Do let me know what you think of this campaign/scenario. Operation Resurgence Ravaged by civil war the ruins left by the international proxy war in Syria barely allowed a weakened government in place consisting mostly of Assad loyalists. After overwhelming outcry from the international community over its treatments of civilians during and post civil war, the US and its NATO allies have now decided to launch a full blown campaign on the Assad regime in Syria beginning with the liberation of Rajo towards the city of Aleppo. What was once an international icon of a modern Islamic country has now turned into a hellish battleground since 2012 and would not end soon with he beginning of the second US intervention into Syria. The 42nd Marines Light Armored Reconnaissance Battalion (LAV) lead by Lieutenant Colonel Rufus White are tasked with opening a front in Syria beginning with the highways of Rajo bordering Turkey, this would allow access to its neighboring provinces. Battle hardened from the war in Iraq, they were accustomed to the harsh climate and the brutal condition of a war torn country. The town of Rajo lies at the border of Turkey and is also an intersection between between other major cities. Battle Plan Rajo’s main two roads leading to the city of Aleppo. Intel suggests a military presence in the surrounding villages in Rajo guarding the highways. Expect strong resistance coming from the southern region. Securing the nearby houses would help in getting rid of any enemy while also providing cover fire over the highways for secure passage for the main army. HQ has granted access to AV-8B Harrier from the nearby turkey airbase and would lend support to the bulk of this mission with much needed aerial firepower over the roads of Rajo. Lack of intel cannot confirm of any enemy anti air capabilities in the vicinity. Caution is advised. The main objective is to secure the highways to establish a forward base in Rajo and to open a front to the heart of Syria. “The great revolution in the history of man, past, present and future, is the revolution of those determined to be free.” - John F. Kennedy (35th President of the United States)
  11. I am doing the vanilla British campaign -- a change of pace from Normandy. During the briefings, I took a good look at the topographic maps. The ones that show you an overview of where the battle is happening in Syria. I noticed that they were not in English. Instead, in Cyrillic? I'm guessing? Maybe Russian? Blimey! What's a proper British officer, like myself, doing with Ivan's maps? Are cartography swap meets common? Were they paying us back for the topographic maps of Afghanistan?
  12. There is a new version of CMUU at https://www.dropbox.com/sh/ibiai1l1j5ssvo6/AAANU6X88kL7ANVuJslM0tTCa?dl=0 These are the major changes: Combat Mission Universal Utility Help You use this tool at your own responsibility. To prevent irreversible lost of data save all game files befor use! With the help of CMUU you can modify the campaign files, change the scenario sequence, add and delete scenarios (battles) and change some scenario preferences. Further features will be installed later. The scenario files (.btt) cannto be edited by the tool at the moment because there are some encoded data blocks. Thats why CMUU unpacks all scenario files (.btt) in a subfolder of the campaign folder called 'CM' after start. You can edit theese files using the editor included in the CM executable. After ending this editing process you should return to CMUU and 'Save' the campaign. Edit the campaign properties using the right property window. You can select a single .btt file outside CMUU and Copy it to the clipboard. Then you can paste it into CMUU. You can open multiple campaign files at the same time and copy/paste it between the campaigns. It's also possible to create a campaign script from the currently loaded campaign. To do this use the toolbar button 'Make Campaign Script'. To load scenario .btt files doesn't make sense at the moment for the reasons mentioned above. New in Version 1.0.3.0 Removed a lot of bugs. Now scenario files can be loaded. Some properties like description, title, images can be edited or replaced. The file tree at the left panel is now working. Campaign images can be replaced and edited. There is a context menu at every image window. The images will be reloaded after saving in the image editor of your choice. Scenarios within a campaign can be deleted, exchanged and added. Drag and drop works within the application window and from the explorer and vice versa. So you may easily extract scenarios from a campaign by dragging it in a explorer window. If you edit a scenario file extracted into 'CMUUTemporary' with CM builtin editor it will be reloaded after saving. Best regards and send me your wishes Steinfisch Mail to mumumba@gmx.de CMM uses CMx2 ScAnCaDe sources by Mad Mike Steinfisch
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