Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1221
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search

Search found 18 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: Problems Installing GD mod on COI modswap
BobbyDazzler

Replies: 3
Views: 4864

PostForum: Tech Support   Posted: Sat Jan 16, 2010 7:09 pm   Subject: Re: Problems Installing GD mod on COI modswap
thanks, much appreciated worked first time!!
  Topic: Problems Installing GD mod on COI modswap
BobbyDazzler

Replies: 3
Views: 4864

PostForum: Tech Support   Posted: Fri Jan 15, 2010 11:27 am   Subject: Problems Installing GD mod on COI modswap
Running COI on vista, trying to install GD mod, remember it worked fine on XP first time, but no luck with vista..

When I go to install a mod to CCCOI, I get the following error message-"Error:Could not install the file cc3.exe into the destination C:\Program Files\Close Combat\Close Combat III\. Installation aborted,"

any help appreciated guys!
  Topic: The End of a Difficult Campaign
BobbyDazzler

Replies: 6
Views: 8731

PostForum: Close Combat Wacht am Rhein   Posted: Tue Jan 12, 2010 11:11 pm   Subject: Re: The End of a Difficult Campaign
playing the GC single player is very enjoyable i agree, I have played a few skirmishes with my housem8 over the wireless WAN and it was incredible fun to play a real person, however he had only heard of CC when he saw me playing it and subsequently I had to go easy on him as he didnt have the exp and knowledge of myself of of the other vets in the community. it has been a great pleasure seeing the improvements made in AI agressiveness by independent modders in the CC community, long gone are the days of sitting there watching the AI do nothing for hours on end! However even with the improvements made, the AI of CC is still slow to react and predictable as hell, I ended the GC on day 16 of 25, personally destroying 674 tanks is a grand achivement, I could of destroyed many more by totally destroying all the allied BG's across the full 25 days, but in fairness I decided to make the move to win the GC at the first oppotunity as this is reflective of my ability to destroy as much of the enemies hardware and win the campaign in the shortest time.  I live in the UK so GMT in the evenings for anyone looking to start a GC??
  Topic: Wacht Am Rhein - Bug Reports
BobbyDazzler

Replies: 177
Views: 134558

PostForum: Close Combat Wacht am Rhein   Posted: Mon Jan 11, 2010 11:11 pm   Subject: Re: Wacht Am Rhein - Bug Reports
why did matrix decide to omit the battle group commanding officer portraits shown in the force pool screens from their re releases WAR and LD?
  Topic: The End of a Difficult Campaign
BobbyDazzler

Replies: 6
Views: 8731

PostForum: Close Combat Wacht am Rhein   Posted: Mon Jan 11, 2010 11:07 pm   Subject: Re: The End of a Difficult Campaign
id love to play h2h but over an entire campaign itd be difficult to find someone who can play with over such a long period
  Topic: The End of a Difficult Campaign
BobbyDazzler

Replies: 6
Views: 8731

PostForum: Close Combat Wacht am Rhein   Posted: Sun Jan 10, 2010 1:45 pm   Subject: The End of a Difficult Campaign
16 Days as the Germans in the Ardennes, came very near to losing the front on several occasions, played with the Less Panthers Mod, with GC II less supplies, ammo, fuel mod, a tough one, but a campaign id seriously reccomend for anyone looking for a serious challenge!!

check out my end of campaign stats screens
  Topic: What happens to captured vehicles?
BobbyDazzler

Replies: 30
Views: 24552

PostForum: The Mess   Posted: Mon Jan 04, 2010 7:07 pm   Subject: Re: What happens to Captured Vehichles?
oh point i forgot to mention, this idea of using captured vehicles would probably apply almost exclusively to the germans, I ve not heard of or seen any records of the americans or british, using captured german vehicles above anything other than the occasional staff cars, certainly not guns/tanks. Although there are several instances of captured vehicles from most theatres being used by the germans. Esp in the later campaigns, i.e. wacht am rhein, battle of berlin etc

I have some military books showing the russians fielding captured MK IV's and Vs in 1944 following bagration and the capture of army group centre's equipment.
  Topic: What happens to captured vehicles?
BobbyDazzler

Replies: 30
Views: 24552

PostForum: The Mess   Posted: Mon Jan 04, 2010 7:02 pm   Subject: Re: What happens to Captured Vehichles?
all very good points to consider mooxe, especially the one about ammo resupply and finding a crew to man the vehicle. as we know the germans and russians did capture and equip enemy vehicles with their own calibre weapons and mgs, though I could suggest that if you were say the germans and were on the offensive, say in wacht am rhein, you would innevitably capture ammo for the vehicle as the BG's progress further into enemy territory, as is done with fuel. The infantry in close combat resort to using enemy weapons when circumstances require. As for the crew problem I suppose its reasonable to suggest that a new crew could be found to man the vehicle within a BG. On this point its worth us all noting that in CC5 and later editions, when a tank/gun is destroyed and the crew escapes, albeit with casualties (or not if lucky), you lose the crew from your BG as a fieldable unit in your forcepool, correct me if im wrong but in CC3 you were able to retain crews with casualties after the vehichle/gun is destroyed for future use when re equppied with a vehicle..
  Topic: What happens to captured vehicles?
BobbyDazzler

Replies: 30
Views: 24552

PostForum: The Mess   Posted: Mon Jan 04, 2010 2:21 pm   Subject: What happens to captured vehicles?
Have been playing close combat for 9 years now and I have always had the niggling desire to know why you cant use captured vehicles during a campaign??? I have always been aware that you can lose abandoned or imobilized vehicles to your enemy if they remain in their area of control at the end of the battle and vice versa. However why is it that you cannot use them in the following battle. I suggets a new mod that enables ones BG to equip itself with captured vehicles and for them to appear as new acquisitions in the force pool menu. I am on day 15 of the Less Panthers Mod in Wacht am Rhein and I have must have captured in excess of 50 vehicles during the campaign, none of which I can use!!!

Thought people???
  Topic: Super Krauts?
BobbyDazzler

Replies: 6
Views: 6120

PostForum: Close Combat Wacht am Rhein   Posted: Tue Nov 24, 2009 11:28 pm   Subject: Re: Super Krauts?
not to forget that the cpu will always know exactly where and what ur units are doing, most anoying aspect of cc cpu is its tank awareness of sneaking at distance e.g. sneaking a pnzsckr 50m from a tank behind cover, 3/5 it will see them and attack them, realism?? not quite what are the chances of a tank crew spotting a sneaking infantry team from 50m behind cover???
  Topic: What has happened to WAR?
BobbyDazzler

Replies: 48
Views: 25484

PostForum: Close Combat Wacht am Rhein   Posted: Thu Apr 30, 2009 9:58 pm   Subject: What has happened to WAR?
Its a good point that you make, but WAR is arguably an average game, it has already become tiresome in some respects, its great that it has a huge strat map, excellent for manouver, however the game in a sense takes one step forward and two steps back in terms on close combat gaming. for one it absolutely lacks detail on the campaign it depicts, if you play the stalingrad mods or berlin, or GJS mods, they all have superb detail on the campaigns they cover. In the COI rework the battle and operational briefings that include dramatised elements of fuger's actual campaing is a nice and warming feature that adds much value in my opinion and even gives cc a worthwhile storyline so to speak. Smile
WAR fails to improve on the orginal cc4 in many respects e.g. BG's are all very alike to one another, forcepool units are dull and all alike. :zzz Little variation between infantry, unlike some of the great cc5 mods produced that have a rich and vast no. of units and vehcle types. just play GJS mod to get the picture. also little things like WAR doesnt have decent graphics in the forcepool menus, doesnt display commander pictures, which we all took as a staple feature of CC games for the future. WAR also gives little description of the map and its significance in the campaign. WAR leaves much to be desried for gamers with yurnings for historical accuracy and depth. If you read the map descriptions on the berlin mod or the stalingrad mods, they literally have paragraphs about the campaing on that day, the maps significance etc.
Its great that the AI is agressive and witty but again its too ridgid and aware of your presence. e.g. infantry are virtually useless against armour, except for their grenades which are far too powerful, for example i had a pzchr sneaking through trees towards a tank from the rear, the AI became aware of it 120m away and destroyed it immediately, thats just unrealistic!it feels like infantry are gonners as soon as you move them within half a mile of a tank, it just knows they are there immediately with predictable results, yet AI tanks in WAR are just as supid as in the other orginal CC games, no suprise that just as in other orignal CC releases you find three tanks rotating round a foxhole for 20 minutes Rolling Eyes In the other mods, infantry are far superior to tanks in close combat .AT guns are just terrible in WAR.
One of the most annoying features of WAR is that if you deploy a vehicle near brush, 2/5 times it tracks itself and what is even more anoying you permanantly lose the unit and it and it registers as a campaign loss! I worked very hard in one operation with a couple tank crews, one had 17 tanks kills then i lost the unit when it drove over a railway track and became tracked. the unit wasnt even damaged in the battle sense!! Mad what happened to carrying damaged tanks and crews with their experience over to the next battle? I havent completed a full campaing on WAR yet, but its already very frustrating and im only on day 3. after finally having the joy of playing other CC mods where the AI is competent, intelligent but above all prone to making the same mistakes and showing vulnerability in a realisitc sense, WAR is a clear patience tester.
WAR is in my view doomed to suffer the same fate as its predecessor, CC4, ultimately becoming overshadowed by its sucessor based on the d-day landings, as we can all remember cc4 was a great game that totally changed the close combat formula to what we know and love today, however it wasnt a masterpiece by any stretch of the imagination, but like myself and im sure is the case with many others, my copy of CC4 is gaining dust never to be looked at again, but as we also remember its was cc5 that really won everyones heart and minds and it was cc5 that became the basis for the modding revolution that we all owe thanks to. I can only hope that with the new longest day mod, the matrix crew have taken more time to incorporate the features developed in the cc5 mods that gave them their authenticity and likeableness that attracts close combat gamers back to them again and again. Question
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 7:31 pm   Subject: Superb & agressive AI hats off to the developers!
jus out of curiosity, as im relatively new to the forum, how do you earn points towards promotion??
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 6:12 pm   Subject: Superb & agressive AI hats off to the developers!
you guys make very valid points, everyone knows that going against a real human opponent will always present the greatest challenge to a player, buy for someone like myself who likes a quick couple games when i come in from work, i am deeply impressed with the AI in these mods, theyre very challenging and as close to showing the tactical initiative of online opponents i have played, again i thank the developers for all their efforts on creating this AI..
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 6:05 pm   Subject: Superb & agressive AI hats off to the developers!
i agree time constraints are a problem, but after weighing up the arguments for and against ive installed gameranger so i ll get the chance to play some real ppl and give you guys my verdict..
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 5:27 pm   Subject: Superb & agressive AI hats off to the developers!
i couldnt agree more..good to hear that other ppl agree on the issue, i ll certainly have to look at some H2H with real ppl on the other end

bob
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 4:16 pm   Subject: Superb & agressive AI hats off to the developers!
point taken colonel schreckel, suppose it was a little naive of me to forget that thers ppl like yourself who have ample time on their hands to browse cc forums at 2 in the morning and read every post thats made..

sorry mate, maybe i ll ask you next time before i make a post Laughing
  Topic: Close Combat 5 Re-Release Debate
BobbyDazzler

Replies: 192
Views: 139623

PostForum: Close Combat The Longest Day   Posted: Tue Dec 02, 2008 11:36 am   Subject: Close Combat 5 Re-Release Debate
its nice that game companies are taking an interest in re-developing games with superb fan bases such as CC.. but the truth is what do they really know about the game and its followers? the orignal CC4 and CC5 platforms were ok but lets face it there pretty lame in their original format. The dedicated work of all the mod developers is worthy of a gaming oscar, they worked hard and have taken CC to where it deserves. jus about every mod i have played over the last 5 years has been superb in most respects, why do matrix think they can do a better job of recreating CC5 than the community of developers already at work... why doesnt matrix games put some of the community developers on their payroll since in all fairness i cant think of any other group of people who are better suited or experienced in the creation of mods?!?
  Topic: Superb & agressive AI hats off to the developers!
BobbyDazzler

Replies: 63
Views: 83709

PostForum: Die Kampfgruppen   Posted: Tue Dec 02, 2008 11:27 am   Subject: Superb & agressive AI hats off to the developers!
i have to express the utmost praise to the developers for this mod, the AI engine that you guys have used is brutally agressive, after nearly 10 years of playing CC, I have finally found a mod that offers a genuine challenge and is a joy to play!! for so long i have despaired at the poor quality AI found in other mods, so often i have to switch the monitor off and wait for a battle to end because the AI doesnt do anything, lets face it realism and historical accuracy are the most meaningful determinants of a mods quality, not how many tanks you can smash against each other.. along with Der Kessel mod this is truly a worthwhile mod and I absolutely reccomend that all CC fans dedicate this mod some serious time!!

many thanks to the developers Smile

Bob
 
 
 
Page 1 of 1
Time synchronized with your computer time
Jump to:  




Forums ©





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!