salhexe
Rep: 70.1 votes: 6
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buuface
Rep: 56.4 votes: 1
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Posted: Thu Jun 11, 2009 6:10 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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play h2h
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Thu Jun 11, 2009 6:55 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Thanks a lot for your continued work on VetMods, Salhexe!
BTW, have you experimented on VetMods for CCWAR and CCTLD? The AI is pretty tough out of the box...but how about a VetMod to boost the AI even more?
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double_a6
Rep: 4.1
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Posted: Thu Jun 11, 2009 8:35 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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hi
do the vet mods 2.0,3.0 and 3.1 have to be installed first before this?
thanks
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salhexe
Rep: 70.1 votes: 6
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Posted: Thu Jun 11, 2009 8:48 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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double_a6 wrote (View Post):
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hi
do the vet mods 2.0,3.0 and 3.1 have to be installed first before this?
thanks
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No, simply overwrite existing files.
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salhexe
Rep: 70.1 votes: 6
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Posted: Thu Jun 11, 2009 8:57 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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squadleader_id wrote (View Post):
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Thanks a lot for your continued work on VetMods, Salhexe!
BTW, have you experimented on VetMods for CCWAR and CCTLD? The AI is pretty tough out of the box...but how about a VetMod to boost the AI even more?
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I have not yet CCTLD, for CCWAR I have already upload here
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=38660#38660
and have neww version with fpool update with all team repeat correct, but WAR need only little adjustments, is yet an hard game.
Try this new and next update for my others vetmods, think now they are very hard, Ai work fine in dirct attack and around.
I would like an opinion of all you gamers.
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Fri Jun 12, 2009 12:34 am Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Oops...I must have missed your CCWARVetBoB Vetmod...grabbed it and will try it out...thanks!
BTW, Salhexe...you should make 1 thread for all your VetMods...then you can keep updating them with new work and they'll be easier to find
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salhexe
Rep: 70.1 votes: 6
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Posted: Fri Jun 12, 2009 8:30 am Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Well you could, but as a forum to do this? Not all play all the mods (as I) believe it is easier to check in their forum what you want.
However all my vetmod, also incomplete, beta etc., I share them in p2p channels.
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flick
Rep: 17.6
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Posted: Mon Jun 22, 2009 12:52 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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This is too play as the germans right?
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salhexe
Rep: 70.1 votes: 6
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Posted: Mon Jun 22, 2009 1:59 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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flick wrote (View Post):
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This is too play as the germans right?
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Yes
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flick
Rep: 17.6
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Posted: Mon Jun 22, 2009 10:05 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Cool.
Is their a way we can tell if we have installed it correctly? Because this vetmod had some tricky parts, and I'm not sure where they should go.
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salhexe
Rep: 70.1 votes: 6
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Posted: Tue Jun 23, 2009 11:43 am Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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flick wrote (View Post):
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Is their a way we can tell if we have installed it correctly? Because this vetmod had some tricky parts, and I'm not sure where they should go.
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btd's files in map folder, exe in main folder, campaign in campaign folder, adb and txt files in data/base folder.
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flick
Rep: 17.6
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Posted: Tue Jun 23, 2009 12:44 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Hmm, I put the 'GC VETMOD' thing in the BASE folder at first.
I've put it in the corect folder now, but I've allready started a campaugn, I hope this won't effect it.
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salhexe
Rep: 70.1 votes: 6
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Posted: Tue Jun 23, 2009 1:01 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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If it was not in the campaign folder, as you could start the gc 3.1?
You must restart the correct GC.
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flick
Rep: 17.6
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Posted: Tue Jun 23, 2009 11:58 pm Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Well my poor quality germans just tore apart some british paratroopers, so maybe I haven't installed it properly :(
*edit*
Fixed it
I didn't realise it was a campaign too
First game was against 6th airborne, I was impressed by the amount of assaults they made. Although the mg34's made short work of them.
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salhexe
Rep: 70.1 votes: 6
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flick
Rep: 17.6
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Posted: Wed Jun 24, 2009 11:31 am Post subject: Re: CC5 GJS Germ S vetmod 3.2 |
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Lol, as you can tell I haven't read the settings.
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