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Author Message
  Topic: Poll: Which UI is better?
DarkKnight

Replies: 11
Views: 12826

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Apr 12, 2007 3:10 am   Subject: Poll: Which UI is better?
Looks good cept maybe for the pattern repetition on the left-hand side.
  Topic: Poll: Which UI is better?
DarkKnight

Replies: 11
Views: 12826

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Mar 15, 2007 7:16 pm   Subject: Poll: Which UI is better?
I didn't think the watercolor/blurry look would look right as a UI, but the real choice was because the woodland scheme is more accurate for the Op.
  Topic: What was your first wargame?
DarkKnight

Replies: 215
Views: 289830

PostForum: The Mess   Posted: Tue Mar 13, 2007 1:32 am   Subject: What was your first wargame?
Well in computer games I think it was Air Warrior III.

Of course I'd been playing all those great boardgames before that tho... at least the ones I could get. But the real original like Badger-Bag says is playing OUTSIDE or outside/inside with your friends or with toy soldiers the little green army men or GI Joe (I am very proud of my GI Joe collection... the plastic 6-inch ones, not the 12" collectible doll ones).

*Sigh* I'm really not old at all (you can date Air Warrior III) but already it seems like kids just don't know how to be kids anymore. God forbid they should actually go outside and use their imaginations. Freakin' 5-year olds are already plugged into video games, because either they whined enough and the parents were weak or the parents were still weak and decided to get them cool stuff they didn't have so they can relive their lost childhood (you can do that outside ya know).
Then there's the whole 'playing war isn't politically correct' thing, of which I know many subscribers... yet they let the kids watch TV and we all know the violence that's on TV nowadays.

Ok no more soapbox for now. I'm sounding twice my age, haha.

!!!Here's to you and your buds saving the world from terrorists (the cooperative mailman) with state-of-the-art military technology (toy guns that looked cool) and special forces tactics (hiding in the bushes)!!! Smile
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed Mar 07, 2007 5:21 am   Subject: 1945 Mod; Airplanes and Mortars
Nembo:

I think I just discovered that the "SS Wanze" rocket tank doesn't work. I think it uses the nebelwerfer in the weapons file, and from what I see the nebelwerfer doesn't have any real data in it. According to "Actung! Panzer!" it could get thru 200mm of armor 200 yards away and there were alot of em thrown together in 1945.

I emailed you an update, since I think I fixed it.
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed Mar 07, 2007 4:48 am   Subject: 1945 Mod; Airplanes and Mortars
That's AWESOME! Razz Twisted Evil Razz
I can't wait for this thing to start taking shape, too bad I don't know how to mod, haha.

I emailed you my edited files and an explanation of what I could remember I did to them.

I agree that although it's an important part in real battle, it may be best to not include off-screen artillery or air support, unless it works great. And I figured that the germans would probably have at least Jagdtigers if they'd be in a position to invade Moscow. Elephant/Maus/etc. aren't as big a deal... the Germans had lots o' crazy armor ideas.

I'm guessing that this mod's context will be as if either 1) D-Day failed and the Allies hadn't created a Western Front yet or 2) as a 'what-if' it just doesn't even think about the Western Front and pretends the war with the USSR is the only thing going on.
I didn't think that it would make sense if the reason there's a battle for Moscow is because the Russians lost Stalingrad, etc etc... the Germans were just too stretched to ever make it back to Moscow once the Allies landed in France.
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Mar 05, 2007 3:05 am   Subject: 1945 Mod; Airplanes and Mortars
Hahah! Twisted Evil Glad to oblige, now on to the Kremlin!!

I dunno if you just copied them from 1945 in CC3 or if you created them yourself, but I edited the "teams" and "team descriptions" to something I felt was the best combination of accuracy and ease of understanding/organization. I also edited "weapons" and "elements" for what I think is more realistic combat. So if you want any of them sometime, lemme know.

You think the Germans should have artillery and air power too, if they'll be invading Russia?
Also, I havent the slightest idea how to add units, but I thought the absence of the JagdTiger was strange.

Later

Razz
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sat Mar 03, 2007 5:35 am   Subject: 1945 Mod; Airplanes and Mortars
Yeah it is fun to see if you can survive... I suppose I've been burned too much by the brainless AI (haven't we all) and hate it when my last Tiger COULD and SHOULD have fired, but no, some random jerk with a Molotov cocktail just stood in front of it while it spun round and round and took it out with practically his bare hands. Rolling Eyes
Hahaha.

And yeah, you got the idea with a OMG knock-off in some random eastern Front town like Budapest or Frankfurt. Course if you'd rather do berlin, go for it, it's just an idea.

If you really want the "what if", you could do a Battle of Berlin reversal and make it the Battle for Moscow in 1945... that'd be pretty cool. UberPanzers and IS-3's in the streets... the SS avoiding carpets of snipers en route to Red Square... Fallschirmjagers dropping on the supply depots/factories... etc.


Also, FYI... maybe its the plugin again, but the AT rifles are all capable of taking out Konigstigers or IS-3's in one shot, cause I tested it. I'm gonna fix it up on my system, but you might wanna check that out sometime.

Later.
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sat Mar 03, 2007 1:36 am   Subject: 1945 Mod; Airplanes and Mortars
Hey Nembo,

I kind of lean away from specific historical re-creations with this mod because:
1) You already have the prototype weapons ready to go, and they really wouldn't be used much in the historical fight because many were never produced.
2) The Battle for Berlin would be rather lopsided. The Red Army would just roll over the Germans in the mod version even moreso than they did for real, even including Oder-Niesse. The Germans would likely have no requisition points in comparison to the Soviets.
3) CC3 is there for something more historical.
4) It's too hard to make sure you get it all spot on.

I favor the historically-based "what-if" scenario. I don't know how into it you want to get. You can simply re-do 'Market Garden' (OMG) to have Soviets if you want. I kind of like a scenario very similar to Market Garden but where the Germans can actually be on the offensive against the Soviets, since they had no capacity for it in real life in 1944/45:

Soviets take the place of the OMG Germans. The Fallschirmjagers parachute in behind the lines, like the US/UK in OMG. The Soviets are not ready and thinly-deployed with weak units, but are capable of pulling together quickly and annihilating the German airborne unless the Panzer Armee on the frontline can get to them first and link them together. ...It's pretty much OMG all over again, but the real appeal is all the cool new units, and I think it'd be cool to see the Germans in the position of the Allied airborne and XXX Corps.
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Mar 01, 2007 9:34 pm   Subject: 1945 Mod; Airplanes and Mortars
Hey Nembo (and Sample),

Yeah, I'm using the Plugin. It wasn't bad 'cause like you said it was only the visual of the Il-2 with the normal mortar effect. I also had another bug where one of the 75mm armored cars wouldnt show up on the map, just the shadow, and sometimes an enlarged pic of the panther turret (weird).

Since I don't know anything past my newly-acquired skills of editing weapons and teams, I decided to uninstall and then reinstall the mod plugin a few times.
The first time, it didn't work, but I did it 2 more times and it worked! Everything's all fixed up. Razz
I have no idea why it took three reinstalls, but that's the fix, so don't kill yourself trying to figure this one out.

Nice mod/mod-transfer, btw... I enjoy the surrealism of the Red Army in Holland, haha. Now that I've tweaked the weapon/element files and edited the team names and descriptions, I may never want to put the US and Brits back in.

Thanks.
  Topic: 1945 Mod; Airplanes and Mortars
DarkKnight

Replies: 16
Views: 18911

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Mar 01, 2007 6:04 am   Subject: 1945 Mod; Airplanes and Mortars
Hopefully this is the most appropriate place for this question.

Since I've started playing CC2 again, I downloaded the 1945 mod, which I think is really good even tho it's the same maps and ops.
Anyways, when the German 8cm mortars fire, Soviet planes cross the screen to drop the shell as if it were an airstrike.
I have no idea where to go to fix this myself, so if any of you can point me in the right direction, that'd be cool.
If it's hard to do, it's not the end of the world, it just looks weird.
Thanks
  Topic: Increase weapon effectiveness (killing ability) in CC2
DarkKnight

Replies: 4
Views: 4312

PostForum: Modding Workshop   Posted: Thu Feb 22, 2007 7:46 am   Subject: Increase weapon effectiveness (killing ability) in CC2
Wow. Thanks a lot for breaking that all down and everything Senior Drill.
I think I'll save that somewheres as quick reference.

I think I have it working now, after spending some time on it. It's good enough for me anyways.

Because the AI is not the best, increasing the deadliness of fire can make it very easy on some maps if I'm playing the Germans, even with the settings skewed against me because the AI just bunches up in a conspicuous spot. 2 MG42s managed to mow down well over half the airborne guys running at them across a field before they finally got taken out by mortars and the few who made it. I felt it was pretty accurate tho, so I'm happy. Razz

Thanks again for breaking it down for me. If you're ever interested in trying it out, I can put up the data I'm using.

Happy hunting.
  Topic: What is your Favourite WWII Film ?
DarkKnight

Replies: 107
Views: 77947

PostForum: The Mess   Posted: Thu Feb 22, 2007 1:30 am   Subject: What is your Favourite WWII Film ?
Yeah for "Kelly's Heroes" (which I mentioned at the end of my uber-long post).
God, I just love it when Oddball drives the Shermans out of the railroad tunnel and decimates the Nazi railyard while blasting 'I've Been Workin' On The Railroad" and "All For The Love of Sunshine".

"Well, yeah, man, you see, like, all the tanks we come up against are bigger and better than ours, so all we can hope to do is, like, scare 'em away, y'know. This gun is an ordinary 76mm but we add this piece of pipe onto it, and the Krauts think, like, maybe it's a 90mm. We got our own ammunition, it's filled with paint. When we fire it, it makes pretty pictures, scares the hell outta people."
  Topic: Playin CC, Bridge too far on laptop. Not working!!
DarkKnight

Replies: 7
Views: 8020

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Feb 22, 2007 1:19 am   Subject: Playin CC, Bridge too far on laptop. Not working!!
Yeah I agree, try reinstalling it. If you did a Full install last time (with videos, etc) then maybe try the typical or smaller install this time, or vice versa. Never heard of this prob before tho, so good luck.
  Topic: What is your Favourite WWII Film ?
DarkKnight

Replies: 107
Views: 77947

PostForum: The Mess   Posted: Wed Feb 21, 2007 9:16 pm   Subject: What is your Favourite WWII Film ?
I'm sure that all of you are like me and have seen a heck of a lot of war wovies - esp since we're Close Combat players.
It's funny how in reading all your posts I love half of 'em and hate the other half, even the same person's top 3 or 5, haha. I've taken my decision from my now out-of-date Top 10 Greatest War Films Ever list I've had for years, and the winner is:

A BRIDGE TOO FAR (regardless of the game, ha). Although I haven't seen EVERYTHING in the genre, I still believe this movie is the greatest war movie of all time. It has something for everyone: GIJoe moments, anti-war messages, special effects, great stars, extremely accurate historically, etc.... a full variety for all tastes and it holds up, which to me is extremely important in ranking movies.
Here's what my "official" rating reads:

"The perfect war movie. Manages to very accurately portray a complicated, multi-faceted World War II battle from three sides, from the strategic level down to the GI, using over a dozen different characters all played by all-star actors. This makes it a long movie, but it moves quickly and keeps you entertained the entire time. Special effects are excellent, especially for when it was made. The cinematography, acting, script, extreme detail, and on-location visuals could not have been better. This truly epic movie remains absolutely flawless for every second. One of the few movies that is almost completely historically accurate to the individual dialogue. The only possible weak spot is the score, which is not quite as epic as the film, but perhaps the more subtle artistic and human tone makes it stronger than some random John Williams theme. No one will debate it though, since war movies just don’t get better."


After that, "Tora! Tora! Tora!", "The Train", "Tuskegee Airmen" are also good and tho they didnt make my top 10, who can't love "The Longest Day" or "Kelly's Heroes"?

[I count "Band of Brothers" as a TV series, not a movie, but it rules]
  Topic: Editing the WEAPONS & VEHICLES only
DarkKnight

Replies: 7
Views: 8589

PostForum: Close Combat 2: A Bridge Too Far   Posted: Wed Feb 21, 2007 1:49 am   Subject: Editing the WEAPONS & VEHICLES only
I think I figured it out last night.

What i did was I just decided to appropriately scale-up the base accuracy ratings (since it seemed to be more of a one-direction scale to 511, instead of a bell curve). Here's a scale I made to base my guesses off of:

Base Accuracy AP Scale = 0-511

Accuracy:
Poor = 100
Below Avg = 200
Standard = 300
Above Average = 400
Deadly = 500


I also had a revelation and thought that perhaps the terrain was too protective regardless of accuracy, so I went to 'elements' and scaled down the cover ratings for all the various terrain elements roughly 30% but sometimes by alot if I thought the cover provided was absurd (sorry, flat dirt does not provide cover). I think it worked Razz
I didn't test with extreme values, so maybe it's all in my head, but I think by combining those two things, you can make it a bit more of a deadly and challenging contest out there on the CC2 battlefield.

FYI - The "kill rating" seems to only be armor penetration, measured in mm's of armor penetrable. I tested it too, and I made a MG42 as effective as a Tiger, hahahaha.

Thanks to you all for your help.
  Topic: Increase weapon effectiveness (killing ability) in CC2
DarkKnight

Replies: 4
Views: 4312

PostForum: Modding Workshop   Posted: Wed Feb 21, 2007 1:43 am   Subject: Increase weapon effectiveness (killing ability) in CC2
Thanks Senior Drill

After playing with the base accuracy for a while (which seems to be on a 511 pt scale, not 128 - but it doesn't matter), I then thought the problem might be with the cover and protection the soldiers have. So I guestimated on the base accuracy data and also went into the 'elements' file and scaled down the cover of all the different elements.
So far it does seems to be working, so maybe that's the solution.
Thanks again
  Topic: Increase weapon effectiveness (killing ability) in CC2
DarkKnight

Replies: 4
Views: 4312

PostForum: Modding Workshop   Posted: Tue Feb 20, 2007 2:52 am   Subject: Increase weapon effectiveness (killing ability) in CC2
I actually just asked this in my thread in the CC2 Forum, but I think it's more appropriate here...

I've gone back to CC2 and want to eliminate my old frustrations of it being so hard to kill anyone. You can be almost on top of an enemy unit and still not hit any of them, and then you run out of ammo. So... in the 'base' folder I've been going to the 'weapons' file and fiddling with 'base accuracy AP' with no real distinguishable results.

What columns in which files will help me make it easier to kill soldiers when you fire at them???

Oh how I want an end to those rifle teams happily advancing across farm fields even tho I've got 3 machine gun teams and a tank blazing away at them from 50yds away.

Thanks a lot.
  Topic: Editing the WEAPONS & VEHICLES only
DarkKnight

Replies: 7
Views: 8589

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Feb 19, 2007 11:57 pm   Subject: Editing the WEAPONS & VEHICLES only
....OK I think I figured out Excel all by myself Razz

I say 'yes' to the above option (which made sense to me) but then I say 'no' when it asks me if I want the file saved. The data is then saved in the current file instead of a new one. *shrug* Rolling Eyes

So that brings me to hopefully my last question: whats the best way in your opinions, to make a weapon more effective?

I'm going to 'base accuracy AP' and editing just that (since I'm only interested in increasing anti-personnel effectiveness, anti-tank stuff is fine). The data is on a 1-511 bell curve according to QClone, so that means to me that accuracy is either peak or nonexistant at roughly 255: the top of the curve.
I've played with the numbers on an MG42 versus crawling riflemen and there wasn't a huge difference between them, but data of '5' seemed the best. Data of '511', '400' (default I believe), and '255' seemed roughly the same.

What have you all done or what do you think should be done so that I know which columns to work with and the parameters within them?


Thanks a bunch Smile
  Topic: statergy questions?
DarkKnight

Replies: 3
Views: 6168

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Feb 19, 2007 11:56 pm   Subject: statergy questions?
I agree as well.

1. Sneak seems to be terrible for entering a building. You would think 'move' would be the best, but they usually wind up sneaking to avoid getting hit. 'Move fast' is the only way to get in there and engage. I've had decent success, but usually half my men kill themselves by running to where they just threw grenades or explosives (esp sturmgrenadiers).

2. 1-level and some 2-level house offer practically no protection in my experience.

3. The Germans are much easier because of the historical situation if anything. The allies have few supplies and little armor, as opposed to the Nazis who can throw SS and panzers on them after day 1. The allies also have almost no good ground to invade or regroup on, and they can't regroup much because they'll lose time. Their tanks were historically all undergunned and underarmored (but much quicker) than the medium and heavy panzers.
Also, the AI has never been that great so even if XXX Corps throws their best Firefly's, Sherman 76/105's, and Crocodiles at you, you can often beat that with well-placed infantry since the Nazis seem to all be crack shots with panzerfausts.

4. Snipers are totally useless. They've never done anything for me except waste ammo or cause a brief distraction. It's a shame since I think having an effective sniper would change up the infantry game a lot.

5. Can't help ya, personally. Don't have the time to really get going online... this is more of a very casual past-time for me.

Happy hunting.
  Topic: Editing the WEAPONS & VEHICLES only
DarkKnight

Replies: 7
Views: 8589

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Feb 19, 2007 11:38 pm   Subject: Editing the WEAPONS & VEHICLES only
Ok, I went back into text-based programs again. The reason I got so confused to begin with was I used excel and notepad but they didn't work - they insisted on saving the file in a text format that the game couldn't read. However, I hadn't tried wordpad, which seems to be working right now, except it's not as easy to decipher the columns.


If I'm using excel, I get prompted with the following:
"weapons may contain features that are not compatible with Text (Tab delimited). Do you want to keep the workbook in this format?"

I've selected both yes and no, but either way it creates a text file in the 'base' folder and the game won't read it.
I'm not familiar with this, so it's probably me.


And, no, QClone doesn't seem to save info for CC2 just CC3-5. Oh well.

I'll go back to Wordpad for now, if anyone has a recommendation on what to do with Excel, let me know.

Thanks again, and happy hunting to you all.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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