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Author Message
  Topic: Bought gog version for windows xp, will it work in compatabi
Gerwin

Replies: 8
Views: 7395

PostForum: Close Combat 3: The Russian Front   Posted: Thu Mar 15, 2018 9:33 pm   Subject: Re: Bought gog version for windows xp, will it work in compa
Since when does CC3 not work in Windows XP? Well, it does give an error message at exit, and the scenario editor can crash, but the game itself works fine. There is nothing special about the GoG release of this game: It is just the classic v3.0b with the usual No-CD patch applied, nothing else.
  Topic: Anything At All New On The Bloody First?
Gerwin

Replies: 215
Views: 160068

PostForum: Close Combat The Bloody First   Posted: Thu Feb 22, 2018 8:58 pm   Subject: Re: Anything At All New On The Bloody First?
Bazza wrote (View Post):
It would have been nice to actually see how far they got with the first game engine. This article gives you a hint.

https://www.polygon.com/platform/amp/2018/2/20/17033518/close-combat-the-bloody-first-delay-2014-release-date

Sounding like platoon Michael;
The matrix releases went pretty much nowhere, so why would that direction change with a mystery project mentioned in an article of excuses and promises.
Also, regarding Bloody First; I am of the opinion that real-time Military sim games are significantly more complex than any other type of game, so much so that usually a first release is severely limited/unfinished. It takes sequels to flesh out such a game and get an interesting force pool. Takes talent and years of effort.
  Topic: CC release on GOG
Gerwin

Replies: 27
Views: 18727

PostForum: The Mess   Posted: Tue Feb 20, 2018 7:33 pm   Subject: Re: CC release on GOG
Iain_Slitherine wrote (View Post):
We worked with GOG to bring these classic games back. They have been adapted with GoG's help to run on new operating system so work much better than the original versions.

Like I Said before, Close Combat III is completely unmodified except for No-CD patching (Identical to what I prepared in 2003). No game improvement there at all. All little bugs have thus been retained. Anything specific in that regard for the other Close Combat games on GoG? The GoG forum has Tech Support posts coming in daily.
I would not complain normally, but since you mentioned "work much better", I have to ask...
  Topic: Anything At All New On The Bloody First?
Gerwin

Replies: 215
Views: 160068

PostForum: Close Combat The Bloody First   Posted: Tue Feb 13, 2018 1:36 pm   Subject: Re: Anything At All New On The Bloody First?
He has a good point.
Promises failed so often in the past, so I am afraid they mean nothing now. Just play they games you actually have and enjoy.
  Topic: CC release on GOG
Gerwin

Replies: 27
Views: 18727

PostForum: The Mess   Posted: Sat Feb 10, 2018 9:59 pm   Subject: Re: CC release on GOG
I had a look at the CC3.exe in the recent GoG release. I compared it with an original CC3.exe v3.0b with a no-CD patch applied that I made in 2003 (See http://members.quicknet.nl/lm.broers/download.htm, which was cloned from the no-CD patch for the unpatched game ). The result is: No byte differences found, files are 100% equal.
  Topic: Close Combat Gateway to Caen, a turn back
Gerwin

Replies: 141
Views: 95602

PostForum: Close Combat Gateway to Caen   Posted: Tue Jun 10, 2014 5:59 pm   Subject: Re: Close Combat Gateway to Caen, a turn back
It is not all bad, after all CC3 was brilliant for its time. I am talking improvement.

As for ini files:
Keeping soldier uniform colors in the exe, now that is an idea. (sarcasm)
  Topic: Close Combat Gateway to Caen, a turn back
Gerwin

Replies: 141
Views: 95602

PostForum: Close Combat Gateway to Caen   Posted: Tue Jun 10, 2014 5:06 pm   Subject: Re: Close Combat Gateway to Caen, a turn back
Interesting posts here, especially by Sulla.
The background sounds plausible, considering how the re-releases turned out.
I am sorry it turned out the way it did. At least, it is just a Game.
But since for Sulla his health and income were and are at stake; just take care of yourself.

Back then in 2007? I hoped and actually expected CoI to at least change the data formats. Change them from proprietary to something similar to Quake 3, Strike Fighters, or the Allegro game programming library. You know: PNG/JPeg graphics, ZIP for archives, INI files for loads of game parameters. This in itself would give a much more  comfortable working and modding environment. But alas. I complained at CSO about the lack of INI file settings for AI armor purchases, right after release of CoI. I am still puzzled at to why it was programmed without such conveniences.
If there were just two entries in the registry or ini file:
"AI_soldiers_girly=1"
"AI_armor_cap=5"
It would have made all the difference.
About 16-bit graphics, it is hardly a  noticable drawback for the user, and already miles better then 8-bit paletted colors in that regard. 16-bit is just a little annoying for the devs, because one creates things in 24 bits true color (=rrrrrrrr,gggggggg,bbbbbbbb) then slightly shrinks everything for publishing (=rrrrr,gggggg,bbbbb). I think by 2007 hardware was just fine with smooth-scrolling 24-bits, so no need to have stuck to the 16. It adds to an uncomfortable working and modding environment.

Doubt if open source CC would lead to a great things, as it has a bit of anarchy in it. Contrary to one good vision.
Maybe one day we will see something like what happened to the Thief 1+2 and System Shock 2 games. An anonymous source distributed new executables, which fixed and enhanced the engine in numerous areas. These games are now good to go on modern systems for years (DirectX 9 API), and sparked new interest in mapping new levels.
  Topic: Made small tool for CC3 maps
Gerwin

Replies: 0
Views: 3628

PostForum: Close Combat Cross of Iron   Posted: Mon Dec 16, 2013 11:22 pm   Subject: Made small tool for CC3 maps
Had some problems with Tintin's tools requiring MS Java Virtual Machine. So wrote a small converter myself.
Its a bit superfluous since I later found that CC2-Tools by Mafi has most functionality too.

CC3Tool on GB Homepage (250kB)
Does CC3 maps .bgm .ovm .mmm to 24 bits bitmap and back.
Does similar map files from CC2 to 24 bits bitmap but not back.
Does CC3 maps .txt (elements) to an elements preview bitmap and a seperate heightfield preview bitmap.

PS. one small problem with CC2-Tools is that the downsizing to .ovm/.mmm minimaps is not bilinear/trilinear, so they do not look smooth, better use a proper imaging program for that.
  Topic: Mods and Sub mods that work with the CoI v3.60 patch
Gerwin

Replies: 4
Views: 6022

PostForum: Close Combat Cross of Iron   Posted: Mon Dec 16, 2013 7:21 pm   Subject: Re: Mods and Sub mods that work with the CoI v3.60 patch
For a year now I have been using the old Atomic games CC3.exe and the latest Matrix Cross of Iron CC3.exe from 2011 in the same game base install.
Using the classic exe to play the game without 'girly soldiers', using the new exe to access the scenario editor without crashing.

The only difference I found, COI has more files in the campaigns/operation/battles folders which the old executable does not tolerate. Workaround:
-replace any existing campaign with coi campaign, and put new camp_ops in camp_ops
-put the coi operations in games\battles (custom battles)
  Topic: About the first screenshots
Gerwin

Replies: 33
Views: 84522

PostForum: Close Combat Panthers in the Fog   Posted: Thu Oct 11, 2012 9:38 pm   Subject: Re: About the first screenshots
Yes I don't expect to see the CC3 linear campaigns, in fact the screenshots already show the strategic map.
But if it is done right it should be enjoyable even for a CC3 player like me.
Allthough when I tried LSA some things were just odd, The logic and the looks of the LSA battle group setup screen was not quite there yet.

PS. I my previous post I wrote about an earlier version of COI not having the girly soldier problem, I read that somewhere. But it is not true of course.
But now I did manage to play COI with the original CC3.exe v3.0b from the year 2000. It requires the new campaigns and ops to shift places a little,
but then it works fine. That fixed things. Surprisingly COI with the 2011 patch works with the exact same game data as the original from 2000.

In COI the campaigns and ops are also fixed inside the game, very strange. I can only imagine that they did that to force them to appear
in the list in the order they desired, instead of alphabetical.
  Topic: About the first screenshots
Gerwin

Replies: 33
Views: 84522

PostForum: Close Combat Panthers in the Fog   Posted: Sun Oct 07, 2012 11:01 pm   Subject: Re: About the first screenshots
I was thinking, it looks good enough, as it does not really matter much. Of much greater importance is wheter the the graphics can be modded more easily.
I still use an older Cross of Iron (2009.9.4.1) as the base for all my Close Combat gaming. It would be nice if the Panthers in the fog game could be considered a solid base to convert mods to. But then it should not contain any show stoppers, such as the girly soldier problem of later COI versions.
  Topic: About the first screenshots
Gerwin

Replies: 33
Views: 84522

PostForum: Close Combat Panthers in the Fog   Posted: Fri Oct 05, 2012 6:05 pm   Subject: About the first screenshots
Today I was surprised to see a new Close Combat game, at least screenshots of it.
32-bit vs 8-bit graphics?  I was in the impression that CC was at least 16-bit to begin with.
Testing a COI screenshot shows me that it contains more then 256 colors (8-bit), so it has to be 16-bit at least.

Generally not to impressed with how the 32-bit tactical game looks. Seems a bit blurry, the suggestion of heights and shapes is just so so..

...Wish someone else had to source code of this series.
Last week saw an unnofficial and anonymous patch for the games Thief / Thief II / System Shock II.
Very impressive work on that upgrade for these older games (1999/2000).
  Topic: CloseCombat-LastStandArnhem-Update-v560021beta
Gerwin

Replies: 6
Views: 10219

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Nov 02, 2010 12:49 pm   Subject: Re: CloseCombat-LastStandArnhem-Update-v560021beta
Yeah it is good that refit system is gone because one could cheat with it. But Being used to CC3/COI I do miss the normal refit option quite a bit, the one you have to pay points for. Do I really have to disband a unit when the amount of men gets about half the original size?

I see the superstructures of certain bridges are now totally gone, like at Best and Nijmegen. I guess they could not make it work properly.

Kind of a mixed feeling about this 21 beta patch. The new bootcamp and messaging bugs are really obvious. Force strength indicator still useless. I only  hope the armor vs armor, mortar strength, and infantry vs armor issues have been addressed well.
  Topic: A small attempt to make a more Historical LSA
Gerwin

Replies: 58
Views: 45122

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Oct 20, 2010 4:03 pm   Subject: Re: A small attempt to make a more Historical LSA
This source uses an A in a square as the AA symbol. but then again it uses a different symbol for tanks then the game...
US WW2 - The War in the Pacific goto "Basic Military Map Symbols"
  Topic: Close Combat: Last stand Arnhem Bug Report
Gerwin

Replies: 125
Views: 103438

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Oct 17, 2010 4:52 pm   Subject: Re: Close Combat: Last stand Arnhem Bug Report
Tejszd wrote (View Post):
Here is the Arnhem Heights German BG pictures.
Having 2 BG's on a map is new feature in LSA, to switch BG's click on the either one of the two tabs above the forcepool list of units

Wow, I found it, Thanks! Sorry for complaining it is obviously working properly.

Then again about bugs:
- craters display above bridge topside

Doubtful things:
- Why is the arnhem heights force strength bar always in favour of the germans, even when this is obviously not the case in the battlegroup screens?
- Shouldn't the grey slot (grey 2) display a string like "OTHER BG SLOT" or  "FRONTLINE BG"/ "RESERVE BG"
- The grey-faded area of certain BG slots is a few pixels off in width/height.
- Why doesn't the unit info bar at the bottom display the amount of men as well? Currently I first have to purchase a unit to see how much men it holds.
  Topic: Close Combat: Last stand Arnhem Bug Report
Gerwin

Replies: 125
Views: 103438

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Oct 17, 2010 11:52 am   Subject: Re: Close Combat: Last stand Arnhem Bug Report
Tejszd wrote (View Post):
Grey 2 - just started a test GC as the Allies and for the 1st battle that spot is only available for the reserve BG to buy a unit for it.

I wrote it occurs in the first single battle "Arnhem heights", german side. Not in the GC. There is a grey slot there.  The german group strength is said to be high, and the briefing talks about tanks, but all you get is a little infantry and the greyed out slot.
It happens in many other battles too, or has a mod messed up my install? I only ever used the /D mod method.
  Topic: CCLSA realism
Gerwin

Replies: 23
Views: 23357

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Oct 16, 2010 11:18 pm   Subject: Re: CCLSA realism
Thanks a lot zcharles,
I tried the Hell's Highway Campaign with your mod and it it was fun.
Not sure if it was possible before, but I was now able to support one infantry group with a marder III and another With Panzer III.
The new sounds are an improvement as well.

Beware though that since the last patch your mod misses one column in the elements file, without that column the game cannot start.
  Topic: Close Combat: Last stand Arnhem Bug Report
Gerwin

Replies: 125
Views: 103438

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Oct 16, 2010 8:12 pm   Subject: Re: Close Combat: Last stand Arnhem Bug Report
Tejszd wrote (View Post):
Good feedback/questions Gerwin;

Did my best, thanks for your reply.

Quote:
Grey 1 = This happens when there is two BG's on the same map, that unit is from the other BG. Click above the unit list on the left to switch between the Frontline and Reserve BG

Okay, I can see it in an opponent battlegroup, It does not repsond to left/right clicks, but when I click "revert" it becomes totally greyed out, as in Grey 2.

Quote:
Grey 2 = that slot is available for a unit to be purchased for.

No, it cannot be filled. The bug is present already in the very first single battle of the game, where I expected that slot to hold a tank. The tank won't show in the game though, leaving me with little to complete the battle.

Quote:
The unit you changed (center column 2nd from the top) had it number value in green which means it is new and can be switched without penalty. After the unit goes to battle once you will only get half the points back when you remove it from the active roster.

I read it in the manual before. The point is that by doing that I gave two other (red) teams their fifth soldier back, for free. You can see it in the images.
Because when removing the unit back to the force pool, the game refills your existing teams where possible with soldiers from the removed unit. Which is partly realistic, but allows u to cheat by just swapping any green unit or otherwise any cheap red unit several times untill the whole battle group is refitted to full manpower.

I am kinda new to using battlegroups and the strategic map. For years I stuck to CCIII and COI.
  Topic: Close Combat: Last stand Arnhem Bug Report
Gerwin

Replies: 125
Views: 103438

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Oct 16, 2010 1:05 pm   Subject: Re: Close Combat: Last stand Arnhem Bug Report
continued
  Topic: Close Combat: Last stand Arnhem Bug Report
Gerwin

Replies: 125
Views: 103438

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Oct 16, 2010 1:03 pm   Subject: Re: Close Combat: Last stand Arnhem Bug Report
With CC2 LSA v5.60.02b

-Strange greyed out slots in Battlegroup screens in battles, operations and campaigns. usually totally grey, sometimes slightly greyed out.
-Bridge graphics draw over minimap and soldier windows when a unit is on the bridge.
-Strange vehicle shadows at night when the vehicle is at the top of the screen/window.
-Battlegroup screen: All with cusualties can be restored to full strength by just swapping a unit with full return value a few times, force strenght number is not affected by this?
-After battle, on the strategic map one can see certain enemy battlegroups. When going back to the main menu and then continueing the game: most enemy battlegroups are no longer shown.

minor:
- SS battlegroup icons do not have the same outer glow as the other icons
- Off-map Artillery cursor is a little sluggish.

(images continued in the next post.)
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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