Author |
Message |
Topic: What does the "strelki" mean? |
Boggz
Replies: 6
Views: 10210
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Forum: CC5 Stalingrad Operation Circle Posted: Mon Mar 10, 2008 4:07 pm Subject: What does the "strelki" mean? |
Pretty Sure the strelki units are rifle squads. I don't speak Russian but it could be "Rifle". |
Topic: Major Glitch |
Boggz
Replies: 7
Views: 13166
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Forum: CC5 Stalingrad Operation Circle Posted: Mon Jan 28, 2008 3:00 am Subject: Major Glitch |
Russian GC: Sub-mod installed.
Orlovka - Russian 431 Engineers Rgt. BG has 50% of it's units as strange groups that have no name and are armed with a Sdkfz 232 cannon, a Panzer mg34, and 10 Russian rifles. The game crashes while loading the map.
I'd be happy to include a screenshot if someone can tell me a way to do so.
Thanks! |
Topic: The Rocket Truck |
Boggz
Replies: 19
Views: 49324
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Forum: CC5 Stalingrad Operation Circle Posted: Wed Jan 23, 2008 7:29 pm Subject: The Rocket Truck |
[quote="pzjager"]
Boggz wrote:
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7A_Ghoa10 wrote:
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I'm a little concerned only with the way that The Russian BG's enter a map on the Western side of the Kessel. Since technically the Axis forces on hemmed in on all sides, the Russians should enter the maps from the left side. All the defensive fortifications face that way and the VL's in the Left corners usually say something like "To 64th Army HQ" which means they should be Russian, yet the Russians tend to begin in the TOp right corners ..
Any reason for this? It makes a lot of the defensive trenches and such rather pointless ...
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Hi,
The ONLY reason is that CC5 has been made for the D-Day in the Utah sector, so the AI (Americ&ans) were attacking from the right/east side.
The problem is that the CC5.exe -the game engine- AUTOMATICALLY forces the AI units to attack from the right. The only way to partially avoid that is to place the entry and exit VL so that they attack from the south or north.
IT IS IMPOSSIBLE TO DO SOMETHING ELSE AND, BELIEVE ME, IT IS A REAL CONCERN FOR ME.
Cheers
PJ
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Check! Thanks for the info. I have't tried modding CC5 and don't know the coding so it sounds like what you've done is about as close to reality as one can get. Thanks again for your attention to detail!
I was also curious: and sorry to get off topic, but I noticed the Russian inf. teams have a very hard time finding waypoints that they will actually GO to .. is that because without the Russian subMod they are coded as tanks and therefore unwilling to enter buildings? I think I forgot to apply the Russian submod and maybe that will change the teams to inf.
Thanks |
Topic: The Rocket Truck |
Boggz
Replies: 19
Views: 49324
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Forum: CC5 Stalingrad Operation Circle Posted: Sun Jan 20, 2008 8:57 pm Subject: The Rocket Truck |
7A_Ghoa10 wrote:
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i think two rounds per game is ok, the gc is long and germans havent much guns and amno,let them have some of them for a few days
i checked that t60 normally won the duel vs panzer 3L is this real?
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I would be VERY surprised if a T60 beat a Pz.IIIL ... The gun difference alone is pretty awful. A Pz.IIIL has a 50mm L/60 gun while the T60 has some puny anti-infantry cannon. The armor difference might not be huge but the Mark III is really a medium/light tank while te T60 is a light infantry support tank. A T70 MAYBE ....
I'm a little concerned only with the way that The Russian BG's enter a map on the Western side of the Kessel. Since technically the Axis forces on hemmed in on all sides, the Russians should enter the maps from the left side. All the defensive fortifications face that way and the VL's in the Left corners usually say something like "To 64th Army HQ" which means they should be Russian, yet the Russians tend to begin in the TOp right corners ..
Any reason for this? It makes a lot of the defensive trenches and such rather pointless ... |
Topic: Operation Circle October news. The last ones! |
Boggz
Replies: 11
Views: 11055
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Forum: CC5 Stalingrad Operation Circle Posted: Tue Dec 11, 2007 9:57 am Subject: Operation Circle October news. The last ones! |
Well I for one am very excited. SDK is terribly fun to play germans or Russians.
For those of us who do not have a partner to play H2H with, will the RUssians be aggressive enough to welll if one wants to play a GC as germans against the AI or will it still be a 50% AI team battle? I realize that's just part of the game's handicap. |
Topic: 2nd Kharkov mod has been released! |
Boggz
Replies: 38
Views: 45436
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Forum: CC5 Kharkov Posted: Thu Nov 29, 2007 11:55 pm Subject: 2nd Kharkov mod has been released! |
king_tiger_tank wrote:
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scratch that, it is the mod that mess up CC5, and I haven't found a way to fix it.
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I've encountered a similar problem playing as Germans in the Operation "Battle For Kharkov". The first map causes the game to crash when you reach the battlefield.
Have you tried other operations/campaigns?
Funny how mods work. I Can't play vetBob's Ardennes offensive Mod because during startup it gives me a "Streaming error". |
Topic: KV-1?? |
Boggz
Replies: 43
Views: 47001
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Forum: CC5 Stalingrad Posted: Mon Nov 26, 2007 11:51 pm Subject: KV-1?? |
For the KV's a ATR team with excellent cover can fire without drawing attention. I suppose if you are playing H2H you should expect return fire but an AI won't generally until your team becomes visible. Side or rear shots often start killing crew members quickly. |
Topic: Reload times |
Boggz
Replies: 4
Views: 5896
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Forum: CC5 Stalingrad Der Kessel Posted: Mon Nov 26, 2007 11:47 pm Subject: Reload times |
I personally very much enjoy playing the "What-if" Winter campaign as Germans. I play in 30-minute matches so I can take my time a bit more, and I've estimated the Wurframmen's reload time at right around 9 minutes. I fire the second the Russian AT's appear or fire (usually very quick ) and get a second shot ready by about the 21-22 minute mark.
The Katyusha's seem to take longer. The Mk 8's go quicker than the 13's. I've put the 13's at around 12 minutes or so. |
Topic: Captured vehicals, tanks and units |
Boggz
Replies: 8
Views: 8209
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Forum: Close Combat 4: Battle Of The Bulge Posted: Thu Nov 22, 2007 10:06 pm Subject: Captured vehicals, tanks and units |
I'm 99.9% sure that they are not added into your force pool. Capturing vehicles, guns, or tanks is merely just another way of knockign them out. As the allies in the Original Grand Campaign there is little use for it since the German tanks are almost cannon fodder, but in Mods like Stalingrad; where a KV-1 is nearly impossible to kill, immobilizing it deep in your territory is a way of capturing it and removing it from your opponents force pool. The benefit of that is side-stepping the fact that they're tremendously difficult to destroy with your own forces.
It's really just a fun thign they add in. You can't actually use those forces. |
Topic: CC5 Stalingrad S vetmod |
Boggz
Replies: 6
Views: 7370
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Forum: CC5 Stalingrad Posted: Tue Oct 09, 2007 11:48 pm Subject: CC5 Stalingrad S vetmod |
Hey guys, forgive my idiocy.
This doesn't function like a normal plugin does it? I'm having a little trouble ... |
Topic: Grand Campaign 2 vs. Grand Campaign |
Boggz
Replies: 2
Views: 5245
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Forum: CC5 Stalingrad Posted: Mon Oct 08, 2007 4:40 pm Subject: Grand Campaign 2 vs. Grand Campaign |
Dumb Question:
What's the difference? I searched for a post about it and got too many hits. Anything crucial? I assumed there would be. |
Topic: GC Settings |
Boggz
Replies: 1
Views: 4336
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Forum: CC5 Stalingrad Posted: Mon Oct 08, 2007 4:32 pm Subject: GC Settings |
Elite means fewer units to choose from and less of them available in the force pool.
Recruit obviously is the opposite.
If you're playing the AI I'm pretty sure that it has nothing to do with how strong the AI is, just what they have to choose from. |
Topic: 5 ton Mortar Team |
Boggz
Replies: 5
Views: 6301
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Forum: CC5 Stalingrad Der Kessel Posted: Sun Sep 30, 2007 7:59 am Subject: 5 ton Mortar Team |
Actually I got it to have a normal weight while I was playing today.
I'm not sure exactly what happened, but suddenly the little man carrying he mortar decided he was gonna get up and run with everyone else. That team specifically managed just fine after that. All other Assault teams with mortars, however, remained stupid.
My guess is that there is just some little tiny coding mistake that is keeping him grounded.
And I have also not yet seen the mortar set up and fire. |
Topic: 5 ton Mortar Team |
Boggz
Replies: 5
Views: 6301
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Forum: CC5 Stalingrad Der Kessel Posted: Sat Sep 29, 2007 1:51 am Subject: 5 ton Mortar Team |
Ha, I was playing Russians today in the Der Kessel Historical Campaign, and I noticed that often times my Elite Russian Assault squads (Skovyayushkaia) seem to be carrying a 5-ton mortar. The guy carrying it (usually the leader) is almost immobile. He never really gets anywhere if they ned to move and when he does gets left behind. The funniest thing is that when he moves even 5 game-feet he becomes fatigued.
Maybe there is a mis-type in the weight of his mortar? On the Team Display it appears to be only a light mortar, and that's what I assume they would use.
Just curious. |
Topic: Poor AI gameplay (fixable?) |
Boggz
Replies: 2
Views: 4396
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Forum: CC5 Stalingrad Der Kessel Posted: Fri Sep 28, 2007 10:07 pm Subject: Poor AI gameplay (fixable?) |
Thanks for the swift reply!
Ha, yes I've played the CC5 Original through on both sides. It wasn't terribly difficult, as with Germans a map-wide ambush causes 50% casualties at best and then a strong push gives a total victory each time.
I've played Stalingrad 1.2 and found it difficult. Though, as with most mods, I've noticed the most difficult part comes when the enemy has tanks and you simply have no real way of stopping them. Then they just run amok and simultaneously give the most frustrating and exciting battles. However, that is simply because the Sovet tanks in their mod are just too difficult to pierce and frequently do not approach an AT squad's effective range.
I like SDK alot, and have noticed that the one-sidedness of tank superiority is not so prevalent in SDK, but it's really just that if the enemy is on the offensive they never really advance on certain maps.
- Granted, there are a few maps where they can easily throw themselves over 3/4 of the map within a 15 minute battle and just crush me (usually if I'm using the Romanians), but other maps where they just refuse to move from the start. I even hold off the artillery barrages until just before the end to give them a fair chance.
- When the enemy DOES attack then yes, the mod is very difficult, but if they don't then it's almost a cake-walk because it ends up being 3 teams vs. my entire battalion. If they have tanks, they just sit in the starting points and fire from a static position, which makes getting AT teams up there impossible. When that happens I end up just leaving my teams in ambush and making food to come back 15 minutes later to the same situation.
I changed to start as the russians instead so that I'm always on the offensive, meaning they don't really HAVE to move, and that is harder because there are MG nests to flank and AT guns waiting for me, but I'd like to play as both and have a had time. The Russians have the obvious advantage in manpower and resources, so I was hoping to take the hard route.
Anyway. I like the mod alot, I realize the innovations you've made in creating it and enjoy them immensely, I guess I was just hoping to find out if there were ways around problems like AI teams that refuse to move or tanks that just can't figure it out.
Thanks! |
Topic: Poor AI gameplay (fixable?) |
Boggz
Replies: 2
Views: 4396
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Forum: CC5 Stalingrad Der Kessel Posted: Fri Sep 28, 2007 2:26 am Subject: Poor AI gameplay (fixable?) |
Hi,
I really like the Der Kessel Mod, but I'm noticing that no matter how I tinker with the difficulty settings the AI never really goes anywhere.
Just to prove I'm not crazy, I've tried campaigns with myself on Recruit and Elite, with them on Recruit and Elite, and they seem to do better on Elite. The manual doesn't exactly explain the differences between a human on Elite (harder for you) and a computer on Elite (easier for them). As it is the AI might throw a few units in quickly to attack, but leaves at least 3/4 of it's forces in static positions for the entire round, regardless of wether they are attacking or whatever.
Is it the game? The mod? What? I'm curious. I just want it to be harder.
Right now I am German, have theGerman vetMod installed, am playing as Elite against Elite. Anything else that might be makign it stupider? |
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