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Do incapacitations count as a soldier's kills?



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Author Message
  Topic: Mooxe a CC Hero

Replies: 20
Views: 12717

PostForum: The Mess   Posted: Tue Jun 23, 2020 10:32 am   Subject: Re: Mooxe a CC Hero
I absolutely agree, I check in here every now and then, it's a safe port in a world of fast paced social medias and imageboards. Same as I keep coming back to playing CC as soon as I burn out on other games.
  Topic: Close Combat Bloody First Reviews

Replies: 20
Views: 16753

PostForum: Close Combat The Bloody First   Posted: Sun Oct 06, 2019 9:16 pm   Subject: Re: Close Combat Bloody First Reviews
I just noticed it was out by chance, looking at other games.
Gonna look at some reviews and vids, I really feel like buying it right away just 'cause it is CC.
  Topic: Need Help Qclone not working

Replies: 15
Views: 17771

PostForum: Modding Workshop   Posted: Fri Aug 19, 2016 11:43 pm   Subject: Re: Need Help Qclone not working
Ran version 3805 as admin, seemed to work, but version 3810 ended with this strange message and Qclone is still not doing its thing.

  Topic: Need Help Qclone not working

Replies: 15
Views: 17771

PostForum: Modding Workshop   Posted: Sun Feb 28, 2016 5:02 am   Subject: Re: Need Help Qclone not working
Sorry to bump this old thread but has anyone managed to get qclone to work in windows 8.1? My old laptop I had with windows 7 worked fine until it sort of died one day, and my new one came with windows 8 on it and while I have managed to get all CC releases except the first to work on it qclone is not willing to function. Installing  java 3805 and 3810 seemed to have worked well, as I got no error messages, but qclone still will not show any data.
Is there any way to start the Java virtual machine?
Or is there any alternative to qclone that might work?
  Topic: new explosions PITF/GTC into old CC's???

Replies: 134
Views: 90136

PostForum: Modding Workshop   Posted: Mon Aug 10, 2015 10:00 pm   Subject: Re: new explosions PITF/GTC into old CC's???
It looks great! Thanks a lot!
  Topic: Can one soldier overwhelm 2 whole squads?

Replies: 8
Views: 8627

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Aug 06, 2015 10:55 pm   Subject: Re: Can one soldier overwhelm 2 whole squads?
I often have trouble finishing off single remaining soldiers in close quarters using a full squad because they get the "No clear shot" thingy when their squadmates are close to the target, while the single enemy soldier is free to fire as he pleases. I guess it's just one of those odd things that happen in Close Combat.
  Topic: Was 10 years enough?

Replies: 156
Views: 220439

PostForum: Site Info   Posted: Wed Aug 05, 2015 11:38 pm   Subject: Re: Was 10 years enough?
Please don't shut down CCS
  Topic: Update thread

Replies: 127
Views: 103531

PostForum: Rhineland '45   Posted: Mon Jun 29, 2015 10:21 pm   Subject: Re: Update thread
Beautiful stratmap!
  Topic: CC Modern Tactics First Impressions Video (don't tell Stwa)

Replies: 76
Views: 54472

PostForum: Close Combat Modern Tactics   Posted: Sun May 24, 2015 8:43 pm   Subject: Re: CC Modern Tactics First Impressions Video (don't tell St
Tejszd wrote (View Post):
TheImperatorKnight wrote (View Post):

I'm surprised multiple off site artillery and air strikes isn't in the other games since CCMT. How is this not a standard thing?

That is one of the mysteries of CC which I have never understood. Each release should have built on top of the previous and features should be able to be turned on or off for the campaign or players preference.

I agree so much with this. They've gotten so much usable feedback and ideas from the cc players since even before Matrix started giving out the new CCs, and while they've done some smaller changes in every version they gave out, they never actually put all of them together for one game. It's like they are pretending they are painting works of art, they make one game in a particular way which does contain a few good features but then the next game lacks those features and they implemented something completely different instead.

Instead of having any actual development in the series we now have several slightly different games that all have a few semi-compatible elements in them, even though none of them stands out as more advanced or superior to the rest of them.

I don't get the idea behind that.
  Topic: CCS Sucks!

Replies: 32
Views: 24688

PostForum: The Mess   Posted: Wed Feb 11, 2015 11:43 am   Subject: Re: CCS Sucks!
"People are arguing and flaming everywhere better start another argument about how the arguments and flamers make this site shit"
  Topic: Working on TLD version of this great mod

Replies: 75
Views: 75052

PostForum: CC5 Stalingrad   Posted: Mon Jan 26, 2015 5:16 pm   Subject: Re: Working on TLD version of this great mod
This is great news!
  Topic: New mod - Battle for Tunisia

Replies: 99
Views: 84980

PostForum: Close Combat The Longest Day   Posted: Fri Jan 09, 2015 3:00 am   Subject: Re: New mod - Battle for Tunisia
Awesome 3d effects on the vehicles!
  Topic: New mod - Battle for Tunisia

Replies: 99
Views: 84980

PostForum: Close Combat The Longest Day   Posted: Tue Jan 06, 2015 11:16 pm   Subject: Re: New mod - Battle for Tunisia
Great work!
  Topic: A Step Back in Time or The Guns of August

Replies: 50
Views: 24000

PostForum: Close Combat Gateway to Caen   Posted: Tue Jan 06, 2015 11:56 am   Subject: Re: A Step Back in Time or The Guns of August
Looks awesome as always, Bel!
  Topic: Post your Strategies!

Replies: 42
Views: 30278

PostForum: The Mess   Posted: Mon Dec 29, 2014 12:16 am   Subject: Re: Post your Strategies!
I use small low value units to bait the enemy artillery and mortars early in the battle. By ordering a cheap team to open fire on the first enemy I spot they will often use their artillery barrage and sometimes fire with other concealed units, giving away their positions.
  Topic: A Step Back in Time or The Guns of August

Replies: 50
Views: 24000

PostForum: Close Combat Gateway to Caen   Posted: Fri Dec 26, 2014 12:30 am   Subject: Re: A Step Back in Time or The Guns of August
Looks amazing! I wonder, will there be many buildings with roofs? If not, it would be very playable with the infantry coded as armored cars to keep them going upright, instead of hitting the deck instantly when going over the top, giving it a more "WW1-ish" feeling, with mass charges and so on.
  Topic: m14 sounds for CC

Replies: 2
Views: 3392

PostForum: Modding Workshop   Posted: Mon Dec 22, 2014 1:12 am   Subject: Re: m14 sounds for CC
Of what I know, you can't add a sound for the reloading or changing of magazines in the game. You only get the sound that is played when a weapon is fired. You could include the reloading sound in the sound file where he shoots, but then it would sound like he reloads the weapon every three shots, which would sound sort of odd.

I recommend using Audacity because it's free and easy to use when you want to edit sounds, and SFXpack for unpacking and repacking the "Sound.sfx" file used in the game.

You should use the workbook for GTC to edit the weapon files, since it contains all information about the structure of the data files in the game.

I don't have GTC but I think the weapon files are editable in the same way as TLD, so the easiest way to add a weapon is to copy and paste the line from a similar weapon in the "Weapons.txt" file to the bottom of the list in the file and then renaming it, adding a new icon and adding a new sound to it and editing the magazine capacity, shots fired per bursts and maybe ranges, accuracy and kill rating. Depending on how similar the new weapon is to the one you copy the data from you may not need to edit the range, accuracy and kill rating.
Also remember that when you add a new weapon to "Weapons.txt" you need to change the line of numbers at the top, for example if it says "94" and you add a new weapon, then you need to edit it to "95" since that is the total number of weapons used in the game.

When you've added the weapon, you need to assign it to a soldier in the "Soldiers.txt" file.
You can copy a line from a line with a similar weapon here as well, and paste it to the bottom of the list.
Then you edit the Weapon number for that soldier, to the one assigned to the weapon in "Weapons.txt". Since the last weapon of a file with "95" in the top, would be number 94, you change the weapon number in "Soldiers.txt" to "94".
If you added the new line to the bottom of the "Soldiers.txt" then you need to change the line of numbers at the top, just in the same way as in "Weapons.txt".

Depending on the number of rounds you want the soldier to carry you change the line "Primary AP" to the numbers of magazines that would contain that amount of ammo. So if the magazine capacity of the M14 is 20 rounds, and you want the soldier to carry 160 rounds you change the "Primary AP" to 8, giving him 8 magazines with 20 rounds each.

After that you need to assign the weapon to soldiers in the battlegroup, I'm not sure how the battlegroup system works in GTC, but I think there should be a line in the file "AxsTeams.txt" and "AlsTeams.txt"  that says "Soldier List 0 - 9", 0 being the first soldier in the squad, usually the leader. This is the number of the soldier from "Soldiers.txt", so if your "Soldiers.txt" file has 60 as its top number and a total of 59 soldiers, the newly added one being number 59 then you add 59 to the line "Soldier list x" where you want a soldier with an M14.

Hope this helps, and that my English is coherent enough.
  Topic: Neat! Soldiers moving on their own

Replies: 6
Views: 6984

PostForum: Close Combat Panthers in the Fog   Posted: Sat Dec 13, 2014 6:44 pm   Subject: Re: Neat! Soldiers moving on their own
I thought the positioning of soldiers in houses and other cover was strange, but I never saw it get this far.
  Topic: feature : gun or vehicle crew

Replies: 2
Views: 3167

PostForum: The Mess   Posted: Fri Nov 28, 2014 4:13 pm   Subject: Re: feature : gun or vehicle crew
I have no idea why they didn't do that. I also wonder why you aren't able to keep a crew that managed to escape when their tank got destroyed. Only Command Tank crews and crews in  some mods can be moved after they've bailed out.

The only game I know where you could let your crew abandon a vehicle is Steel Panthers. SP also had a ton of useful features for editing teams, maps and campaigns that I would have loved to see in CC, but now that it will be replaced by a 3d game I guess I will never get that "ultimate" CC.
  Topic: SFX Packer "C++ Exception" error

Replies: 4
Views: 5666

PostForum: Tech Support   Posted: Thu Nov 13, 2014 10:19 pm   Subject: Re: SFX Packer "C++ Exception" error
Still not able to get it working, 90 byte error doesn't let go...anyone else who has had no problems before who want to give it a try?
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