| Topic: Blind Cricket, This has nothing to do with WAR!
|Forum: The Mess Posted: Fri Sep 30, 2011 2:59 pm Subject: Re: Blind Cricket, This has nothing to do with WAR!
| i was expecting a few cases of beer to be involved.
| Topic: mmm
|Forum: Close Combat The Longest Day Posted: Tue Nov 30, 2010 3:53 am Subject: mmm
| So to cut a long story short is it worth getting?
| Topic: Girlie Soldiers Photo Shoot
|Forum: The Mess Posted: Tue Nov 30, 2010 3:51 am Subject: Re: Girlie Soldiers Photo Shoot
| Damn nice guys always get a 100yard head start.
| Topic: CCMT Walk through walls elements mod by thecaptain
|Forum: Close Combat Modern Tactics Posted: Sat Mar 07, 2009 10:51 am Subject: mmm
| CCMT would not be suiting to hiding in a building with the weapons they have nowadays.
they would just destroy the building from some distance if a single gunshot came out of it.
P.S To find terrain details hoover mouse over wall of house,u need to know before attacking as u wouldnt run thru a known minefield.
When coding done properly u can physically see the wall has been knocked down.
Dont fret not playing my old mod,i havent played this one lol.
Just enjoy the ones u like.
| Topic: CCMT Walk through walls elements mod by thecaptain
|Forum: Close Combat Modern Tactics Posted: Sat Mar 07, 2009 10:27 am Subject: mmm
| in regards to the solid walls
i have been playing this style for a few years now and cannot and will not go back to the shoot thru run thru walls style.
use heavy weapons to knock em down (provided walls have good coding)
even tnt that can be used against terrain(walls).
with game u r mentioning did map coders bother to code windows in correctly?
quite sensible to have a wider doorway coded in as well on ground floors
i dont code doors on 2 story or higher buildings it gives too good a los into the building.
just use 2nd floor windows and code them slower to cross this can replicate having to use imaginary stairwell or ropes to get in
also stops u rushing a large team in and overwhelming defence with unrealistic attack,with narrow windows the troops have to get in 1 or 2 at a time.
its murder if a 2man team defending building with smg is just sitting there waiting for you
u need to use a ground and pound type offense then rush in when there shellshocked.
same with assaulting out of a 2 story building the team cannot rush out quickly.
i usually blow one half of building out to get in
then when i want to keep assaulting run out of rear of building (the way i came in) run around building and into next,as team will stay together more easily as well as have cover of 2 story building and they can rush next building as a complete squad,provided u have made a good entrance into next building with ur tanks or even a bazooka can achieve this aim for u.
when coded correctly u knock the 2nd floor walls,windows down u will get better los to more members of the enemy team.
| Topic: Omaha tracer fire fixed!
|Forum: CC5 Bloody Omaha Posted: Thu Dec 25, 2008 4:43 am Subject: mmm
BTW, nice thread...
Soooo, can anyone tell me what I have to do to turn tracers OFF in CC5. I thought I would try it for the fun of it.
U just need qclone to turn it off in any mod.
| Topic: shocking news
|Forum: The Mess Posted: Mon Sep 22, 2008 5:14 am Subject: mmmmmmmmmmmmm!
| lol yer i knew it wasnt Tack once i read he used on himself while there was a cat in the room.
got tazered 3 times last time i got arrested,and still managed not to co-operate.
as painful as it is i still find mace more annoying with a pain that just doesnt let off.
well if u get half a can in ur face at close range from a pissed off copper.
i hate seeing people co-operate after being tazered i have no respect for them,there the ones who should cop an extra zap for being so keen one second and surrendering the next.
| Topic: new games by ADF
|Forum: The Mess Posted: Mon Jun 02, 2008 4:46 am Subject: mmm
| haha the MF`s dont take peeps that r keen to go!
| Topic: (RegXtra Mod) Amfreville
|Forum: Close Combat 5: Invasion Normandy Posted: Tue Mar 18, 2008 11:22 pm Subject: (RegXtra Mod) Amfreville
| reason causing crash is
being caused by the Command Pz3 when destroyed,my mistake and not a CC bug!
it is repaired and when file updated.
u can play on in ur gc,as long as u have the gc saved before movement.
until i can get this file up
ur options r
dont get Pz3 destroyed...lol
if it is destroyed and u want to play on..u have to withdraw off map...lol
or dont pick Pz3 in first place
this only relates to the long barrel command PZ3
all other pz3 r ok.
u can tell which version u have by looking in the CFGv13 manager in the rightside column and look for the date.
the old update link is dead again.
ill find again and post soon.
| Topic: (RegXtra Mod) Amfreville
|Forum: Close Combat 5: Invasion Normandy Posted: Tue Mar 18, 2008 3:33 am Subject: mmm
| been a faulty d/l since start
why bother to make a change now
| Topic: What's the appeal? Am I missing something?
|Forum: CC5 Gold, Juno, Sword Posted: Tue Mar 18, 2008 3:29 am Subject: mmm
I've played mainly the regular version and the Eastern front mods, and maybe a battle here or there of various other mods, but I decided to try something new and played through a round of the GC in GJS as the Allied for the first time. After 1 round and 5 battles, I would rather chew rusty nails then play again. Having several crawling 7 man teams obliterated by a sniper in 30 seconds
Funny that most Eastern Front Mods use the GJS german sniper settings.
| Topic: Close Combat 5 Re-Release Debate
|Forum: Close Combat The Longest Day Posted: Tue Mar 18, 2008 3:20 am Subject: mmm
| lmao off troger saying simtek is suss
ohh wiping away the tears
| Topic: (RegXtra Mod) Amfreville
|Forum: Close Combat 5: Invasion Normandy Posted: Tue Mar 18, 2008 2:56 am Subject: mmm
The game crashes when I try to play this level on the grand campaign. I've downloaded the individual map, and put it into maps again..same thing happens.
I downloaded all the maps again, and put them into the same maps folder..same crash again.
I dunno what to do next
Reg Xtra is not supported at this site.
and the DDay Utah Sector mod they have for d/l, is incomplete a fix
try searching forums under DDay Utah Sector u may find the fix.
| Topic: M26's and 36's in Utah?
|Forum: CC5 Utah Posted: Thu Mar 13, 2008 3:56 am Subject: mmm
Now I'm not sure I'm in the right section, but how come there are Perishing and jackson slugger tanks this early in NW europe?
yer link shows pic from Anzac_Lor4war fictional mod called D-Day Utah Sector, nothing to do with my Utah mod.
lol u cockeyed barstards!
Duma`s mod Utah is also a fictional mod.As with the original version as well.
| Topic: Are these land mines?
|Forum: CC5 Bloody Omaha Posted: Mon Mar 03, 2008 3:36 am Subject: mmm
| they r minefields with flammable coded on outer ring of them.
bloody omaha thing.
makes it easy to blow them all up together
spectacular but stupid
elements also need fixing for correct damage left on battlefield.
its a great map.
justa a lil bit of work to do
| Topic: monte cassino cc5 wwll mod
|Forum: Close Combat 5: Invasion Normandy Posted: Mon Mar 03, 2008 3:20 am Subject: mmm
| kool bannanas!
if u wanna steo aside from the adb work id do that.
lol nah i didnt think so.
good luck,looking forward to it.
| Topic: Movement speed question
|Forum: Modding Workshop Posted: Wed Feb 27, 2008 3:30 am Subject: mmm
When looking at the Movement definitions of the 'Elements' file in QClone, It states that the number is 'Secs/2 meters'.
What does this mean? If it implies that the number is the seconds it takes a unit to move 2 meters then I think its not correct. For example an armored car on pavement is given a value of 3. In the game it definitely doesn't take an armored car 3 seconds to move 2 meters.
Can someone help explain what the number really is?
view it as an aid to setting difficulty to move over the terrain.
0 will mean nil movement on object i.e=deep water
1 will give u fastest movement 2 lil slower.
this will depend on weight of soldier,equipment and ammo he is carrying
even down to his enthusiasm on battlefield and how close he is to command units.
or in case of vehicle a few other columns come into it.
basically u should test all units over changed elements,as they all have different settings and formulas.
| Topic: TRSM v094 bug thread
|Forum: Total Realism Sub Mod Posted: Fri Feb 15, 2008 1:28 am Subject: mmm
And in Courseulles i move my ally bg to another map, the next bg in the beach next day, 8 June, appear inland, while the german should deploy in beach. Bug!
yes but not TRSM bug. that's CC5 bug.
as when u moved BG inland and took ground AI thinks that the next BG landing on the beach should come from friendly area thus comes from inland instead of sea. nothing to do with that (at least i dunno how to fix that).
try looking at ur btds,it is a bug from who makes the gc.
look at it for 2 minutes that is a long as it should take for some1 with a brain to figure it out.
| Topic: O.O.B for Operation Husky
|Forum: Close Combat 5: Invasion Normandy Posted: Sat Feb 09, 2008 1:22 am Subject: O.O.B for Operation Husky
| Below is the axis O.O.B.
So many,but only 27 can be represented.
Historically Italian troops outnumbered the Germans about 5-6 to 1
But thru each armies ability to take up the fight,im leaning towards designating the german forces 9 bgs,which will be 1/3 of axis forces.
Of course any reasonable good arguments may make me do otherwise.
XIV Panzer Corps
Commanded by General Hans Valentin Hube.
German 1st Parachute Division Commanded by Generalleutnant Richard Heidrich.
3rd Parachute Regiment
4th Parachute Regiment
1st Parachute Machine-Gun Battalion
I/1st Parachute Field Artillery Regiment
1st Parachute Pioneer Battalion
German 15th Panzergrenadier Division Commanded by Generalmajor Eberhard Rodtfrom June 5.
215th Panzer Battalion
104th Panzergrenadier Regiment
115th Panzergrenadier Regiment
129th Panzergrenadier Regiment
33rd Artillery Regiment
315th Anti-Aircraft Battalion
33rd Pioneer Battalion
German 29th Panzergrenadier Division Commanded by Generalmajor Walter Fries.
129th Panzer Battalion
15th Panzergrenadier Regiment
71st Panzergrenadier Regiment
29th Artillery Regiment
313th Anti-Aircraft Battalion
German Luftwaffe Panzer Division Hermann Göring Commanded by Generalleutnant Paul Conrath.
1st Panzergrenadier Regiment "Hermann Göring"
Panzer Regiment "Hermann Göring"
1 Panzer Battalion "Hermann Göring"
2 Panzer Battalion "Hermann Göring"
Panzer Reconnaissance Battalion "Hermann Göring"
Panzer Artillery Regiment "Hermann Göring"
Panzer Pioneer Battalion "Hermann Göring"
Anti-Aircraft Regiment "Hermann Göring"
382nd Panzergrenadier Regiment
926th Fortress Battalion
Italian 4th "Livorno" Motorized Infantry Division Commanded by General Domenico Chirieleison.
33rd Infantry Regiment
34th Infantry Regiment
28th Artillery Regiment
3 Anti-Aircraft Battalions
Italian 26th "Assietta" Mountain Division Commanded by General Francesco Scotti, then General Ottorino Schreiber on July 26.
29th Infantry Regiment
30th Infantry Regiment
17th "Blackshirts" Battalion
25th Artillery Regiment
CXXVI Mortar Battalion
Italian 28th "Aosta" Infantry Division Commanded by General Giacomo Romano.
5th Infantry Regiment
6th Infantry Regiment
171st "Blackshirts" Battalion
22nd Artillery Regiment
XXVIII Mortar Battalion
Italian 54th "Napoli" Infantry Division Commanded by General Giulio Cesare Gotti Porcinari.
75th Infantry Regiment
76th Infantry Regiment
173rd "Blackshirts" Battalion
54th Artillery Regiment
Italian XII Corps
Commanded by General Mario Arisio.
202nd Coastal Division
207th Coastal Division
208th Coastal Division
133rd Coastal Regiment
Italian XVI Corps Commanded by General Carlo Rossi.
206th Coastal Division
213th Coastal Division
18th Coastal Brigade
19th Coastal Brigade
Miscellaneous Italian Formations
10th Bersaglieri Infantry Regiment
177th Bersaglieri Infantry Regiment
185th Infantry Regiment
230th Armored Battalion
51st Bersaglieri Battalion
58th Bersaglieri Battalion
19th "Blackshirts" Infantry Battalion
Mobile Group A Armored Battalion
Mobile Group B Armored Battalion
Mobile Group C Armored Battalion
Mobile Group D Armored Battalion
Mobile Group E Armored Battalion
Mobile Group F Armored Battalion
Mobile Group G Infantry Battalion
Mobile Group H Anti-Tank Battalion
Tactical Group 'Carmito' (Armored Battalion)
Tactical Group 'Barcellona' (Anti-tank Battalion)
12th Machinegun Battalion
112th Machinegun Battalion
23rd Cavalry (foot) Battalion
1 Palermitani Cavalry Battalion
12th Artillery Regiment
40th Artillery Regiment
16th Anti-Tank Battalion
104th Anti-Tank Battalion
119th Coastal Infantry Regiment
120th Coastal Infantry Regiment
121st Coastal Infantry Regiment
122nd Coastal Infantry Regiment
123rd Coastal Infantry Regiment
124th Coastal Infantry Regiment
133rd Coastal Infantry Regiment
134th Coastal Infantry Regiment
135th Coastal Infantry Regiment
136th Coastal Infantry Regiment
137th Coastal Infantry Regiment
138th Coastal Infantry Regiment
139th Coastal Infantry Regiment
140th Coastal Infantry Regiment
143rd Coastal Infantry Regiment
146th Coastal Infantry Regiment
147th Coastal Infantry Regiment
148th Coastal Infantry Regiment
149th Coastal Infantry Regiment
178th Coastal Infantry Regiment
179th Coastal Infantry Regiment
| Topic: Italian mod?
|Forum: Close Combat 5: Invasion Normandy Posted: Thu Feb 07, 2008 11:14 pm Subject: mmm
| ive started one,revolving around Operation Husky,Invasion of Sicily.
(one of the test runs for normandy)
Research has been really positive for it.
You get German & Italian forces,as well as USA,GB & Can.
And time frame is most suitable to CC5 GC.
And best thing for the Axis player is he doesnt have to surrender/evacuate off the island.
p.s if anyone wants to put their 2 bobs worth in for help/input with the representation of the battlegroups involved.
As there was a lot of soldiers on the island,something like 40,000 + Germans,and up to and over 200,000 Italians.
but this can only be broken down into 27 bgs for each side.