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Author Message
  Topic: [RELEASE] LSA Small Map Mod
Fritz_Fraghof

Replies: 6
Views: 6100

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Aug 09, 2019 1:07 am   Subject: Re: [RELEASE] LSA Small Map Mod
Great job Freeking.
  Topic: Chnaging battle time limit after starting campaign?
Fritz_Fraghof

Replies: 4
Views: 5442

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Aug 04, 2019 5:25 pm   Subject: Re: Chnaging battle time limit after starting campaign?
Just to update with a time saving tip... the "Re-Release SaveGame Editor" also has been working great with CC5 for me and is even easier to use than CCReq.

You can find it in the downloads section here: http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4203
  Topic: Chnaging battle time limit after starting campaign?
Fritz_Fraghof

Replies: 4
Views: 5442

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Aug 09, 2018 7:14 am   Subject: Re: Chnaging battle time limit after starting campaign?
Just searched through a few hundred threads for CC5 and learned you can do it with CCReq, which is available as a download here in the CC5 downloads/tools section. With CCReq you can change difficulty settings, timer and other things after starting a campaign. Awesome. AI is so much better on 15 minute battles.
  Topic: Chnaging battle time limit after starting campaign?
Fritz_Fraghof

Replies: 4
Views: 5442

PostForum: Close Combat 5: Invasion Normandy   Posted: Wed Aug 08, 2018 10:08 pm   Subject: Chnaging battle time limit after starting campaign?
I have been playing a GJS campaign and it is going great with 30 minute battles, except when the AI is attacking, when the stops moving and battles become tedious. Is there any way to mod the battle time limit in a campaign that is already started?
  Topic: Wrong (very low) resolution in some CC5 battle maps
Fritz_Fraghof

Replies: 1
Views: 2976

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Aug 06, 2018 5:00 pm   Subject: Wrong (very low) resolution in some CC5 battle maps
I have been getting back into CC5 and some of the amazing mods for it (GJS & SDKDK). All good except for an odd situation. I have the game resolution set to 1080p, which looks great. But on a few of the battle maps the resolution loads up very low, possibly 800x600, which looks awful on a 27" monitor.

I am using Windows 7, although I doubt that is the issue.

Update : I have been looking for answers on the forum and someone suggested the EXE is hardcoded to default to very low resolution when the battle map dimensions are smaller than the screen resolution. So I guess a work around is to manually drop the res a little for those few battle maps.
  Topic: DOF2 tactics questions and other issues..
Fritz_Fraghof

Replies: 3
Views: 7860

PostForum: Close Combat 3: The Russian Front   Posted: Mon Nov 07, 2016 11:24 pm   Subject: DOF2 tactics questions and other issues..
The thread is now even older but still worthy of comment IMO.

ArmeeGruppeSud's advice was most relevant:

ArmeeGruppeSud wrote (View Post):
What I have often done playing DOF against the AI, when defending, I rest most, or all my heavy equipment on the 1st day so they aren't destroyed in the barrage and just try and hold what i can with the infantry. Then the next day place guns at what good spots are left and try and regain some ground with infantry.


Even so, I find it frustrating playing Germans on defense (using  GP submod on Vet/Vet difficulty).

Germans on defense have almost no dug-in defenses, bunkers or emplacements. Opportunities to position AT guns at long range in any sort of cover are very few.Troops on the deployment screen may appear to be in green cover, only to be in red when game starts.

AT guns, even in green cover behind trees get spotted quickly and destroyed by 2-3 AI mortars. And yes, I am using ambush with manual firing at armor, then back to ambush.

The Flak 88 seems terribly inaccurate, even with veteran crews, when not under fire.  At 300m with a commander nearby. It seems rare for an 88 to one or two shot a KV or T34, even if it hits. And if you take three of four shots, I find your position is revealed and you are mortared to death shortly after.

AI tanks appear to rumble through forests without breakdown or spotting penalties.

In the 41/42 campaigns I have only seen one map where I was able to position an 88 in a realistic dug-in emplacement, with somewhat acceptable range (400m+) to armored targets. At that range, and with 360 degree green cover, it thrived against Russian tanks and wasn't spotted.

Perhaps part of the problem is the maps of CC3 are just too small? And maybe the other problems are just insurmountable aspects of CC3 and I should move to CC5 and/or another mod?
  Topic: Sound mod for Close Combat III
Fritz_Fraghof

Replies: 19
Views: 17493

PostForum: Close Combat 3: The Russian Front   Posted: Fri Nov 04, 2016 9:21 pm   Subject: Re: Sound mod for Close Combat III
Fantastic collection of sounds Hicks. I have been using the CC3 version and it really lifts the game. Thank you.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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