Sorry, gentlemen, haven't been on the site in a while. Yes, 38 North Yankee is based on the book by Ed Ruggero of North Korea invading South Korea. It takes place in the '90s and is a mod for GTC. I am the modder.
Gentlemen, thank you for responding. On the UnitStructure, I am unable to change line items 120-127. I can change above and below. But, if I change those 8 lines of code, I receive the errors.
I have a fix, the game is working, no errors, I was just curious to know if anyone had figured these codes out.
I have three codes that keep popping up in a modified game of GTC.
0x4C57F1 0x4C57B0 0x4C57EE
This happens after changing items in the UnitStructure file. If I return the lines items to the original UnitStructure, these errors disappear. I have checked each line item, line by line, number by number. These errors appear in sequence, appearing twice then allowing the game to load. Sometimes, they do not appear. Finally, sometimes, when I am on the battlegroup screen and go to back out to the main screen I get that last error code and the game crashes.
The game still plays, so far, it's just frustrating having to restart 6-10 times.
What is your take on the value of snipers? When playing CC3: The Russian Front I was able to use my snipers and have some success with them. In later mods, mostly PitF and GTC, I find that my sniper are nearly worthless, even when playing with armor heavily reduced and using mostly infantry.
Instead of using individual snipers, I have since moved them into the "designated marksman" position where they are part of a squad rather than on their own.
DJ, PM me here and I can send you a link to download.
Tejszd, thank you. I will post more pictures later. I am using some smaller maps for this game. The AI is aggressive, especially in the smaller maps. It makes for some exciting battles. This is especially true because in making the weapons, I lowered the accuracy and jam numbers to be realistic. I get many more melees now and that situation is usually 50-50, if the numbers are the same. I usually end up sending a platoon over to support during a melee, or a commander. If a I send a commander, they are usually killed. If a send a platoon, it ends with a breach in the lines!
This mod will only appeal to a few people in and around the CC world. In developing the mod, my goal was to modify every piece of the game (data files, graphic files, localfx). I did intensive research on the weapons of the era as well as the battle itself in developing this game. Most everything is accurate; what is not is intentional (the building of a "Contraband" regiment for instance. No US Colored Troops were at the Battle of Perryville). I believe I made a mod that is historically accurate as far as the graphics, sounds and data go. I have cavalry; I have artillery; I have bugle calls; and I have uniforms. The only limiting factor was the game engine of CC is not designed for 19th Century warfare.
Close Combat: Civil War The Battle of Kentucky
Background: In 1862, the Army of the Mississippi (Confederate States of America), under General Braxton Bragg, moved into Kentucky with the purpose of swinging this vital border state over the Confederate side in the war. I Corpse, under MGEN McCook, met Bragg's forces outside the town of Perryville, Kentucky. The Union lines initially held, counterattacked, but were eventually driven off by the Rebel Army. As dusk was approaching, more Union forces began to threaten Bragg's left flank forcing, him to withdraw. The battle lasted only a day. Bragg continued to withdraw, leaving Kentucky, ending the Kentucky offensive and swinging the state to the Union position. Tactically, Bragg won the battle. The Union Army, though, won the strategic victory.
Summary of Mod:
Forces: 3rd Division (9, 17, 28 Brigades)/I Corps of the Army of Ohio vs. Left Wing (1, 2, 3, 4 Brigades) of the Army of the Mississippi
Graphics:
Title graphic
Choose Side Graphics: General Buell on flag of the USA; General Bragg on the Rebel Battle Flag
Updated screen backgrounds to a more "Blue/Gray" scheme in keeping with the common Civil War description of the Union (Blue) and Rebel (Gray) Armies
Map graphics reflecting the batteground in and around Perryville, KY. (Additional playable maps for Alternate History Battles)
Game/Screen gadgets reflecting the era (Cannon for Naval Barrage, Siege Mortar for Mortars, Wagon for Supplies) (---Not historically accurate for the battle, but Balloon for Air)
STRPATCHES: USA Flag for I Corps and Brigades (9, 17, 2, State Flags for Union Regiments (Ohio, Michigan, Illinois, Indiana and Wisconsin), 4th Cavalry Flag. CSA Flag for the Army of the Mississippi, the Rebel Battle Flag (Stars and Bars) for Brigades (1, 2, 3, 4), State Flags for Rebel Regiments (Tennessee, Georgia and Texas).
SEUNITICONS: Standard NATO infantry and cavalry icons but with State/Brigade/Corps/Army flags affixed
STRBGICONS: Icons reflecting type of unit (Brigade, Infantry, Artillery, Cavalry) with regimental flags and unit name
SOMEDALS: Only the Medal of Honor and single Silver Star (USA) are historically accurate. Other medals existed (DSC, BS), but not at the merit reflected in the game. The Combat Infantry Badge and Purple Heart are fabricated as is each of the Confederate medals.
INBRANKS: Accurate ranks and structures for each Army
Union Infantry (Pvt to Maj) Blue rank on blue uniform (kepi caps Pvt to Cap, Cav cap for Maj, sashes for rank idenfication)
Senior Union Infantry (1SGT to BGEN) Blue rank on blue uniform (kepi caps for enlisted and Captains, Cav cap for Majors to Generals, sashes for rank identification) Mixed of Infantry, Special Services and Artillery staff teams
Union Artillery (Pvt to Maj) Red rank on blue uniforms, red pants and hat (Including Ordnance Branch)
Union Sharpshooters/Special Services Green rank on blue uniforms (Engineers, Medical, etc)
Union Cavalry (Pvt to Maj) Yellow rank on blue uniforms
Union Zouve Units (Pvt to Maj) Red rank on blue uniforms ("Special" team, not at the Battle of Perryville)
Union Indiana Units (Gray uniform) Blue rank on gray uniforms ("Special" team, not at the Battle of Perryville)
Union Marines (Pvt to Maj) Red Marine rank on blue uniforms ("Special" team, not at the Battle of Perryville)
Union Navy (OS to R.Adm) White rank on black uniforms ("Special" team, not at the Battle of Perryville)
Union Contraband Units Blue rank on blue uniforms with red pants ("Special" team, not at the Battle of Perryville)
Confederate Infantry (Pvt to Maj) Blue rank on gray uniforms (kepi caps PVT to Colonel, Cav Caps for Generals and above, sashes for rank identification, ranks on the sleeves)
Senior Confederate (1SGT to BGEN) Mix of Infantry, Artillery and Cavalry teams staff teams
Confederate Artillery Red rank on gray uniforms
Confederate Cavalry Yellow rank on gray uniforms
Confederate VMI units Blue rank on blue uniforms ("Special" team, not at the Battle of Perrysville)
Confederate Zouve units Red rank on gray uniforms ("Special" team, not at the Battle of Perrysville)
Tank/Gun/Shadow Graphics:
Colors graphics 4 person Color Flag team (truck); Union Colors, Confederate State and Battle Flag; Regimental Flags
Cavalry graphics Horse graphics (Union and Confederate mounts; Mounted USA General)
Limber graphics
HQ wagon graphics
Cannon: 6-pdr James Rifle, 10-inch Parrott Rifle, 12-pdr Napoleon, 3-inch Ordnance, 6-pdr Smooth Bore Brass, 6-pdr Smooth Bore Iron
Soldier Graphics
Union Infantry Blue on Blue, Officers blue on lt blue, Flag Officers, black on light blue Union Zouve Red on Blue Indiana Special Gray on Gray Union Artillery Red on Blue, red caps Union Cavalry Blue on Yellow, yellow caps Union Marines Blue on White Union Navy Black on White Union Contraband Blue on Red, blue caps for enlisted; standard uniform for officers (since the officers were all Caucasian)
Rebel Infantry Gray on Gray or Gray on buff Rebel Zouve Red on Blue Rebel VMI Gray on Gray, officers blue on lt blue Rebel Artillery Gray on Red, red caps Rebel Cavalry Yellow on Gray, yellow caps
Data Changes:
Union Infantry Approx 100 soldiers per Company, broken into 3 platoons and 2 sections. 3-5 Companies per regiment Each company includes 2-3 Platoon Leaders, 1 Company Cmdr, 1 Company Sgt, 1 Color Sgt, 1 Colors team, 2 Musicians (coded as leader)
Each Regiment includes Regimental Commander, Mounted Commander, 3 Companies of Engineers, 1 Color Sgt, 1 Union Colors team, 2 Musicians, cassions and HQ wagons, Associated Staff (Aide-de-Camp, Medical Services, Quartermaster)
1 Special Artillery Team (Ohio) Gatling gun with cassion and Artillery Pioneers (9 Brigade only)
Divisional Commander
Union Cavalry 3 Companies Mounted, 1 Dismounted, 1 Cavalry Artillery Battery Platoon leaders, dismounted infantry and mounts Company Commander, dismounted infantry and skrimishers, mount and cassion
Cavalry battery including 2 guns and cassions
Cavalry units also have 2nd U.S. Sharpshooters attached
Union Artillery 12-lbr Napoleans, 10-Inch Parrot Rifles, 6-pdr James Rifles, 4-inch coehorn mortars, 13-inch siege mortars, cassions including Section leaders (Platoon Leaders), Battery Commander (Co. Cmdr), and Artillery Pioneers (infantry) (mortars not playable except for US Navy)
Union Zouve Units
Union Indiana in Gray uniforms
Union Contrabands in blue and red uniforms
Confederate Infantry Approx 100 soldiers per Company, broken into 2-3 platoons and 2 sections. 3-5 Companies per regiment. Each company includes 2-3 Platoon Leaders, 1 Company Cmdr, 1 Company Sgt, 1 Color Sgt, 1 Colors team, 2 Musicians Each Regiment includes Regimental Commander, Skirmishers, 1 Color Sgt, 1 Union Colors team, 2 Musicians, cassions and HQ wagons, Associated Staff (Aide-de-Camp), Divisional Commander
As stated in the opening, the Close Combat engine/AI is not designed for 19th Century warfare, i.e., companies and regiments formed into a single or double battle line, meeting the enemy on open ground. When using normal line infantry I maintained a line or double line as much as practical given terrain and responses to the enemy. The AI fought the battles using 20th tactics as designed by the AI. At first, the battles went my way because in a line formation I was able to more easily flank and isolate the AI. As the games progressed (in campaign mode) the AI began to "learn". Sacrificing his skirmishers (a ten man recon team), it would probe my lines for weak areas or to draw me off. Upon penetrating my lines, the AI then would focus its forces in that area. When drawing me off, I would react by "swinging" my forces around to protect the weakened areas. This would put the AI in position to flank my main forces, or to cut off my reserves. It made for some interesting battles.
The only part of the game play that frustrated me as far as 19th vs 20th Century tactics was with 'my' armies. I would order then forward, say through a wheat field, and the would stop at the designated spot. But, after a few shots, they immediately went to seek cover. Sometimes, the soldiers would run all the way back to the original start spot. Other times, they would overrun the spot, "charging" the enemy in ones and twos, getting cut down right away. I had to keep them moving in "double march" (sprint) to maintain lines, and positions. This, of course, wore my soldiers down quicker.
That is my mod of GTC.
If you are interested, PM me or contact me through the CC Facebook pages.
Fellow Close Combatants, I am looking for a map, but do not recall the name, nor do I have a picture. I will do my best to describe it. It was rocket or missile complex, circular in shape. I would like to download this map again for a current project. If you have it or know the name it, or when I can find it, it would be much appreciated!
Regards, Bel8910
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited
and found this site to thier liking. I hope you had time to check out some
of the great Close Combat mods and our forums. I'd also like to thank
all the members of our volunteer staff that have helped over
the years, and all our users that contributed to this site!