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Author Message
  Topic: any chinese vs japanese mod out there ?
Bel8910

Replies: 11
Views: 26009

PostForum: Chinese forum   Posted: Sun Mar 06, 2022 5:06 pm   Subject: Re: any chinese vs japanese mod out there ?
Yes, I have one.  It's called Valiant Response.  China invades Taiwan and US Forces, backed by Australian and Japanese forces, respond to the Invasion.
  Topic: CC- 38 North Yankee Which mod is it
Bel8910

Replies: 2
Views: 1450

PostForum: Chinese forum   Posted: Sun Mar 06, 2022 5:04 pm   Subject: Re: CC- 38 North Yankee Which mod is it
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.
  Topic: Finished projects 2020
Bel8910

Replies: 21
Views: 13249

PostForum: Modding Workshop   Posted: Thu Jan 14, 2021 9:39 pm   Subject: Re: Finished projects 2020
Finished modding GTC to Vietnam, based upon CC3: Vietnam.
  Topic: Long Shot...Any Idea What These Codes Mean? HELP, PLEASE!!!!
Bel8910

Replies: 3
Views: 2697

PostForum: Modding Workshop   Posted: Thu Dec 17, 2020 9:35 pm   Subject: Re: Long Shot...Any Idea What These Codes Mean? HELP, PLEASE
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.

Thanks,
Cheers!

Bel8910
  Topic: Long Shot...Any Idea What These Codes Mean? HELP, PLEASE!!!!
Bel8910

Replies: 3
Views: 2697

PostForum: Modding Workshop   Posted: Sun Dec 13, 2020 1:12 pm   Subject: Long Shot...Any Idea What These Codes Mean? HELP, PLEASE!!!!
CC Modders,

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.

Any help would be greatly appreciated!!

Bel8910
  Topic: Value of Snipers?
Bel8910

Replies: 3
Views: 3061

PostForum: The Mess   Posted: Wed Nov 27, 2019 5:41 pm   Subject: Re: Value of Snipers?
thank you
  Topic: Value of Snipers?
Bel8910

Replies: 3
Views: 3061

PostForum: The Mess   Posted: Wed Nov 27, 2019 2:48 am   Subject: Value of Snipers?
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.

Thoughts?
  Topic: American Civil War- Battle for Kentucky (A GTC Mod)
Bel8910

Replies: 9
Views: 14048

PostForum: Custom Scenarios   Posted: Mon Sep 17, 2018 8:04 pm   Subject: Re: American Civil War- Battle for Kentucky (A GTC Mod)
updated data files.

I realized that my data files (AI, AX and Units) were a mess, so I cleaned them up.
  Topic: American Civil War- Battle for Kentucky (A GTC Mod)
Bel8910

Replies: 9
Views: 14048

PostForum: Custom Scenarios   Posted: Sun Sep 16, 2018 7:47 pm   Subject: ATTENTION: American Civil War- Battle for Kentucky
for those who want this mod of GTC, here is the link....if it doesn't work, let me know.

https://drive.google.com/file/d/16psya8stCEpZeMUM5Z4orFvynOzBZ4dq/view?usp=sharing

Regards,
Bel8910

READ ME:

Simple RAR format...unzip to your Matrix Games folder.  Back up a copy of your current GTC.  Move Battle of Kentucky folders into your GTC folders.
  Topic: New Mod- American Civil War
Bel8910

Replies: 18
Views: 37243

PostForum: Close Combat Gateway to Caen   Posted: Sun Sep 16, 2018 2:27 am   Subject: Re: New Mod- American Civil War
I have completed this mod...if you would like it, PM me here or on the CC Facebook pages and I will make the link available to you in a reply PM.

cheers
Bel
  Topic: American Civil War- Battle for Kentucky (A GTC Mod)
Bel8910

Replies: 9
Views: 14048

PostForum: Custom Scenarios   Posted: Tue Sep 11, 2018 12:24 pm   Subject: Re: American Civil War- Battle for Kentucky (A GTC Mod)
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!
  Topic: American Civil War- Battle for Kentucky (A GTC Mod)
Bel8910

Replies: 9
Views: 14048

PostForum: Custom Scenarios   Posted: Tue Sep 11, 2018 1:19 am   Subject: American Civil War- Battle for Kentucky (A GTC Mod)
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, 2Cool, 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

Confederate Cavalry 3 Companies Mounted, 1 Dismounted

Confederate Artillery 12-lbr Napoleans, 3-in Ordnance Rifles, 10-Inch Parrot Rifles, 4-inch coehorn mortars, 13-inch siege mortars, cassions including Section Leaders (Platoon Leaders), Battery Commander (Co. Cmdr), and Artillery Pioneers (infantry)

Confederate Zouve Units

Confederate VMI in blue uniforms


Lessons Learned:

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.

Cheers and good hunting.
  Topic: A Shau Valley crash....
Bel8910

Replies: 6
Views: 12621

PostForum: Close Combat Gateway to Caen   Posted: Sat Sep 30, 2017 6:06 pm   Subject: Re: A Shau Valley crash....
Sent you Google Drive links for two games
  Topic: A Shau Valley crash....
Bel8910

Replies: 6
Views: 12621

PostForum: Close Combat Gateway to Caen   Posted: Sat Sep 30, 2017 1:11 am   Subject: Re: A Shau Valley crash....
what is your email?  I may have deleted, or not received it, yet.
rmsbeltowski02 [at] yahoo [dot] com (in case I gave you the wrong one)
  Topic: A Shau Valley crash....
Bel8910

Replies: 6
Views: 12621

PostForum: Close Combat Gateway to Caen   Posted: Sat Sep 23, 2017 2:16 am   Subject: Re: A Shau Valley crash....
CCebola,

Let me investigate.  I thought I had fixed this for A Shau Valley.  Thank you for your comments!  I have a few more if you are interested:

Operation: Reforger (update CCV RSR)
Operation: Just Cause (update CC2)

both are GTC mods.

If interested: email rmsbeltowski02 [at] yahoo [dot] com

Cheers!
  Topic: CC2 Install Music
Bel8910

Replies: 5
Views: 10028

PostForum: Close Combat 2: A Bridge Too Far   Posted: Fri Sep 01, 2017 11:49 am   Subject: Re: CC2 Install Music
Thank you vobbnobb!
  Topic: CC2 Install Music
Bel8910

Replies: 5
Views: 10028

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Aug 24, 2017 1:22 pm   Subject: Re: CC2 Install Music
Thanks, Sapa...It seemed to be more instrumental than drums like the one you posted.  I am using it though!
  Topic: CC2 Install Music
Bel8910

Replies: 5
Views: 10028

PostForum: Close Combat 2: A Bridge Too Far   Posted: Tue Aug 15, 2017 12:37 am   Subject: CC2 Install Music
Does anyone have an mp3 or wav copy of the CC2 Install music (the theme that plays as the the glider floats across the screen)?
Thanks
  Topic: Looking for a Map
Bel8910

Replies: 4
Views: 4069

PostForum: The Mess   Posted: Thu Mar 02, 2017 11:19 am   Subject: Re: Looking for a Map
Mooxe,
southern_land found it for me, thank you both!
  Topic: Looking for a Map
Bel8910

Replies: 4
Views: 4069

PostForum: The Mess   Posted: Wed Mar 01, 2017 6:51 pm   Subject: Looking for a Map
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!