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Author Message
  Topic: Can't connect for playing on the web
Vulkan

Replies: 8
Views: 5583

PostForum: Tech Support   Posted: Wed Aug 01, 2007 2:40 pm   Subject: Can't connect for playing on the web
DAK von Manteuffel

Once the ports are open, do you have to specify it with a series of numbers following the IP, or something like it?. By the way you can answer me in spanish if you have any difficulty with english

Thanks so much again
  Topic: Can't connect for playing on the web
Vulkan

Replies: 8
Views: 5583

PostForum: Tech Support   Posted: Tue Jul 31, 2007 2:48 pm   Subject: Can't connect for playing on the web
Thats a good hint. And how do I open the ports??
  Topic: Can't connect for playing on the web
Vulkan

Replies: 8
Views: 5583

PostForum: Tech Support   Posted: Tue Jul 31, 2007 11:36 am   Subject: Can't connect for playing on the web
He hosts the game, I go to multiplayer and write is IP code on the window provided.
  Topic: Can't connect for playing on the web
Vulkan

Replies: 8
Views: 5583

PostForum: Tech Support   Posted: Tue Jul 31, 2007 10:34 am   Subject: Can't connect for playing on the web
I am trying to play CCV Stalingrad with a friend thorugh the web, but we can't get connected. Anyone a hint of what could we be doing wrong??
  Topic: Unable to play Stalingrad on line
Vulkan

Replies: 0
Views: 1926

PostForum: Tech Support   Posted: Tue Apr 17, 2007 5:06 pm   Subject: Unable to play Stalingrad on line
Anybody can give me some clues as to what may be going wrong??
Thanks
  Topic: CCV /GJS The campaign: serious strategic shortcomings.
Vulkan

Replies: 6
Views: 5894

PostForum: CC5 Gold, Juno, Sword   Posted: Wed Nov 30, 2005 4:42 pm   Subject: CCV /GJS The campaign: serious strategic shortcomings.
I just wanted to comment on a shortcoming, severe in my oppinion, that takes place when you are playing CCV/GJS campaing. In any given map, a unit enters from the south, for example, and will conquer most victory locations with the exception of two at the north west, for example. Next strategic move, our unit is exited throught the east and replaced by another unit coming from the south.
Now, the damm machine WILL NOT maintain all the conquered locations; some will be retaken by the enemy, by some magic, and most will become undetermined. In fact, it is likely that the east exit, from which our previous unit should be supplied, may fall into enemy's hands or that we have to run to get it.

This is highly unrealistic and can have severe consequences on the outcome of a campaign. Logically, a unit waits to be replaced before moving to the next objective, so the loss of victory locations should not happen.
Anybody knows how to fix this problem??
  Topic: CC5 shortcomings: fixed? or to be fixed.
Vulkan

Replies: 9
Views: 5099

PostForum: The Mess   Posted: Tue Aug 02, 2005 8:51 am   Subject: CC5 shortcomings: fixed? or to be fixed.
Well!, my suggestions for CCV are applicable to all games in the series, I guess. I believe that mountable/dismountable infantry and towable guns would be a great addition to every single game from II to V.
  Topic: CC5 shortcomings: fixed? or to be fixed.
Vulkan

Replies: 9
Views: 5099

PostForum: The Mess   Posted: Mon Aug 01, 2005 3:06 pm   Subject: CC5 shortcomings: fixed? or to be fixed.
I am an old wargamer, of the Avalon Hill board games generation, who has very recently become familiar with CC series and instantaneously fallen in love with the game. Simply superb.
Most enjoyable, playable and, above all, realistic. In this respect however, I have found two shortcomings that, in my opinion, should be fixed, thereby adding to the game a new dimension of realism that it now lacks.

1) Infantry units cannot be transported in vehicles. Whether inside of half-tacks or in the hull of tanks, infantry should be able to embark/disembark in/from vehicles when desired. I guess that this should not pose a major difficulty. For example, two more options: embark/disembark, could be added to the Basic Orders panel and the infantry unit in question could be put in /taken out of a vehicle upon request.

2) Towing guns. Why cannot AT guns and howitzers be towed by half-tracks or other adequate vehicles???? This would provide these units with a mobility that they now, unrealistically, lack.

I ignore if there are patches already available to fix these flaws. If so, I would be extremely grateful if someone could tell me where are they available.
If not, I take this opportunity to strongly encourage those of you with sufficcient computer/programing skills, I myself lack these, to tackle the problem and to make a great contribution to the Close Combat community.
 
 
 
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