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Heaven & Earth- The People's Beta


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  • 3 weeks later...

Firstly, many thanks to the creators of this mod.  It is an amazing piece of work. 

I do have a simple query.  I have loaded the mod as per the instructions set out by 37mm in the first comment in this thread as it relates to the steam version.  After doing that, I can access the standard scenarios, however, I like to create my own scenarios using the editor and that is where I have the problem. 

In trying to create a scenario I do not seem to be able to access the various modded units and vehicles (e.g. the US Army 1960s infantry).  I can only basically access the standard CMSF2 Syrian campaign units and vehicles which appear to have been modified by the mod files to have "woodland" type gear instead of desert gear.  The only exception is that I can access Vietnamese Uncon forces which have been changed by the mod from the Syrian Uncon models.

I would like to create my own scenarios using the modded US and ARVN force models.

Is anyone else having these problems with the editor?  Am I doing something that is obviously wrong?  Hope someone can help me with some ideas.

Thanks.

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31 minutes ago, markh said:

Is anyone else having these problems with the editor?  Am I doing something that is obviously wrong?  Hope someone can help me with some ideas.

Thanks.

Thanks for the feedback.

As for the editor, check the manual, it will explain how to use the modpacks tags... in particular it sounds like you need to activate the [bhcw] tag which activates the 1960's-70's look* for the Syrian units.

Also you can load up a scenario in the editor to see which tags were used (and in which order).

Don't hesitate to send us a PM for help with any content creation queries.

 

*M16 equipped Imperial Cavalry & People's Militia insurgents.

Edited by 37mm
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13 hours ago, markh said:

 In trying to create a scenario I do not seem to be able to access the various modded units and vehicles (e.g. the US Army 1960s infantry).

Unless @37mm totally changed things since I contributed a bit to the mod, the US Army does not have a 60s version.

It wasn't realistic to port the US Army back to the 60s, when they still would have all their NVGs, GPS, etc. Hence, only the ARVN equivalent is available (as modded Syrians). 

Edited by puje
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59 minutes ago, Erwin said:

 But, am wondering if it would be better to hold off playing further if H&E will be updated now that CMCW is out.  

Any plans for that 37mm?

As explained already it is very likely that NONE of the H&E content (maps/scenarios/campaigns) could be transferred to CMCW.

So everything made for CMSF2 will almost certainly be unique... therefore play away.

 

As for any plans for H&E2 I cannot really say yet as I'm only about a third of the way through a (self imposed) hiatus from SE-Asia... still, as most of the modpack can be transferred, it seems likely we'll move in that direction eventually.

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Hi 37mm

I am enjoying the mod.  I have a further question.  I have read the manual and think that I am following the instructions but cannot seem to access the "Fourteen building textures" referred to in the  manual - particularly the rural/village huts.  

Whether I use the "ikke" tag of standard multi file tag and then go to the maps page and buildings section in the editor all I can access is brick or cement multi storey buildings - no Vietnamese rural village buildings or huts.  What am I doing wrong?

 

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27 minutes ago, markh said:

Hi 37mm

I am enjoying the mod.  I have a further question.  I have read the manual and think that I am following the instructions but cannot seem to access the "Fourteen building textures" referred to in the  manual - particularly the rural/village huts.  

Whether I use the "ikke" tag of standard multi file tag and then go to the maps page and buildings section in the editor all I can access is brick or cement multi storey buildings - no Vietnamese rural village buildings or huts.  What am I doing wrong?

 

Are you shift clicking through the avilable options in the 3d map view?

 

The buiding set up is roughly...

Default (modern)... facades 1-8 all flat topped buildings, facades 9-10 designed for sloped (chimneyless) huts, facades 11-14 designed for colonial buildings with sloped roofs

[bhcw]... building 8 is now also designed for sloped (chimneyless) huts, a few other facades are tweaked

[boonies]... buildings 6 & 7 are now also designed for sloped (chimneyless) huts.

[ikke]... activates some shot up & damaged facades (5,9,10)

[mountains]... activates some additional stone buildings (4 & 7)

 

PS

Also read this post

NOTE: I use the 'broken wall' workaround extensively look at, for example, 'Ta Noh, Green 9' in the editor.

Edited by 37mm
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On 4/29/2021 at 3:42 PM, puje said:

Unless @37mm totally changed things since I contributed a bit to the mod

"A bit"

 

-Awesome 15 mission campaign

-The Tiger Stripe uniform

-Vastly improved Asian Faces

-New Helmet textures

 

 

 

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Great mod.  I'm noticing a major issue with the first campaign so far.  For some reason, the jeeps with recoiless rifles are apparently completely invisible to the T-55s and BTR's.  No joke, I have armored vehicles completely unable to see them, 200 yards away, parked in the middle of a road, and I'm losing my entire armored force and APCs to jeeps in recoiless rifles, frontally.  Not flank attacks, not ambushes, literally Arc-set, unbuttoned (when they will), I-know-where-they-are, just move an inch forward and shoot the thing in your sights, never winning.  That doesn't seem right.  I'm not blaming the mod, presumably there's an AI spotting issue here?  Regardless, it somewhat spoils it for me.  I can only rage quit so many times before I realize I've lost 2 hours to my day to bad game programming.

Also, shouldn't my infantry always be shooting at them, given the value of the target, the power of the weapon system involved (an anti-tank weapon, after all), and the vulnerability of the unarmored vehicle to small arms fire?  That's not happening.  The squads seem very shy about firing on unarmored vehicles.  That seems ahistorical in any era, especially that one.

Edited by Capt. Toleran
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9 hours ago, Capt. Toleran said:

For some reason, the jeeps with recoiless rifles are apparently completely invisible to the T-55s and BTR's. 

They're not invisible... but it's certainly tricky to use barely professional red forces in the conditions & terrain that most H&E scenarios are set in.

In CMA, for instance, many people advised keeping a couple of men inside the BTR's (or BMP's) to help out with spotting duties... and that was without all the foilage interfering with spotting.

Contact markers collected (undoubtedly at a price) by your infantry needs to be shared with your AFV's.

Your infantry are much more expendable than the afv's & can at least distract them.

@Aquila-SmartWargames recently beat this campaign (playing both real time & turn based) & only really seemed to struggle when he was outnumbered by the Jeeps in one particuarly harsh scenario... at all other times he dealt with them very effectively.

Still there's no doubt about it, MNC can be a difficult mistress... it might be easier to try out some of the other scenarios & campaigns.

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  • 3 weeks later...
  • 2 months later...
On 3/23/2021 at 6:39 AM, 37mm said:

Inevitably, Red vs Red scenarios will use the same flag.

You can work around this by giving the Blue side a single NATO/US unit as their first pick in the editor.

The unit doesn't need to appear and either aircraft or artillery units will do to get you the Blue flag.....It just has to be the first thing in the list of units.

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  • 2 months later...
  • 3 months later...
  • 1 month later...
  • 2 months later...

The Syrian tanks look like tits in this mod! So good!!! Look like theyre straight out of Uralvagonzavad!!!!

Is the Syrian force only the Bong Hai Army or is there a Russian version. I'm not sure how to differentiate between the two versions of H&E anymore, but I'll do some searching in the meantime.

Easily CM's best mod.

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2 hours ago, Artkin said:

The Syrian tanks look like tits in this mod! So good!!! Look like theyre straight out of Uralvagonzavad!!!!

The Syrian vehicles are almost entirely from @dpabrams old CMSF "Euroscape" mod & they're indeed very cool... I only had to make a few tweaks, rename a few bitmaps & fill a few missing gaps as part of the CMSF2 upgrade process.

The only current version of H&E is "The People's Beta" (aka H&E version 0.97).

The next version is still WIP but has been delayed by my various "side projects" & the current war in Ukraine.

On 4/1/2022 at 2:27 AM, Ezekry said:

I don't know why but for some reason when ever I try to play the scenarios or quick battles from the mod none of the textures or skins or sound effects from the mod are utilized. (Steam Version if that makes a difference)

@Requin87 recently made a video explaining how to use mods for Steam CM's (snowscape mods in this case but the principals are the same for H&E)...

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On 6/20/2022 at 10:01 PM, 37mm said:

The Syrian vehicles are almost entirely from @dpabrams old CMSF "Euroscape" mod & they're indeed very cool... I only had to make a few tweaks, rename a few bitmaps & fill a few missing gaps as part of the CMSF2 upgrade process.

The only current version of H&E is "The People's Beta" (aka H&E version 0.97).

The next version is still WIP but has been delayed by my various "side projects" & the current war in Ukraine.

@Requin87 recently made a video explaining how to use mods for Steam CM's (snowscape mods in this case but the principals are the same for H&E)...

Very nice job and interresting webpage, thanks to let us know !

 

JM

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  • 1 month later...
On 8/8/2022 at 10:26 PM, Falcon_the_Slut said:

I am playing Year of the Rat and in mission 1 the monetary is not shown on the map. Where is it?

Directly West of your FOB is your first target village...

https://imgur.com/ozlVNyvozlVNyv.jpg

Almost directly north is your second target village...

j5mP8BN.jpg

Almost directly East is the Monastery...

up1h3x9.jpg

@puje doesn't have you travelling far in this first mission.

Edited by 37mm
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