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Author Message
  Topic: How to make the position of the attacking unit revealed
Incantator

Replies: 4
Views: 5020

PostForum: Close Combat 3: The Russian Front   Posted: Mon Jan 01, 2018 11:43 pm   Subject: Re: How to make the position of the attacking unit revealed
Thx for the suggestion. I increased the size of the guns but it only seems to affect their literal size, i.e. whether they are small enough to be placed inside a building. Also the infantry has the same problem as well, so I might just have to adjust the cover values for buildings as a band-aid.
  Topic: Found Icon Bug CC3
Incantator

Replies: 1
Views: 3907

PostForum: Close Combat 3: The Russian Front   Posted: Mon Jan 01, 2018 3:38 pm   Subject: Re: Found Icon Bug CC3
I'll report another likely bug here as well; it seems like the weapon values for Mosin-Nagant 1891 and Mosin1930G are changed. The former is used by Partisan teams and some non-rifle units while the latter is the main rifle for the Russian infantry units. But the former has 60/200/400 range with 10/7/5 kill rating while the latter has 20/40/80 range and 6/6/5 kill rating. I've also searched for it, and it seems like Mosin 1930G is also called Mosin–Nagant 91/30 and was the more recent and prevalent model at that time.

I'm not sure whether only parts of the values are mistakenly changed. I just swapped the values except the class value, and the cost of the main Russian rifle units increased slightly.
  Topic: How to make the position of the attacking unit revealed
Incantator

Replies: 4
Views: 5020

PostForum: Close Combat 3: The Russian Front   Posted: Mon Jan 01, 2018 3:24 pm   Subject: Re: How to make the position of the attacking unit revealed
I myself served in the army before and also played CC2 so I know the tactic well enough. The point is that not identifying a huge gun shooting from a building 20m in front of a soldier with all the sound and smell coming from it is just ridiculous and way too far from the reality; even an ordinary rifle fire is very easily detectable in that range. Actually CC2 didn't have this problem, but in CC3, it seems like the function which makes the position of the attacking unit more easily revealed is omitted. Also, even when other units are near the area and shooting the building, the location is still not revealed; it only depends on the cover values, hence only on the distance and some probability, I suppose.

I said fires are coming from everywhere but even 2 makes playing the game very cumbersome; you just have to look at the monitor for two different areas in an alternating fashion until you figure out the areas and start firing. From the CC3 Data Workbook by Senior Drill, the units on the cover are anyway regarded as receiving 'area hits' for the corresponding values, so there's no reason not to automate this procedure once their locations became clear.

BTW the terrains have higher cover values in CC3 even including the plain normal field (150->256), so using a concealing terrain is less rewarding than before. The biggest beneficiary is the AI whose infantry units are often just lying in the plain field; this happens in CC2 too, it's just that they survive much better now. I actually lowered the cover values overall a bit by some percentage and the game became much more playable. I've heard people saying their AT guns taking out numerous tanks without being noticed once, and that happens less now (still the main function not working means it's not due to the units noticing the fires but rather due to the distance). I'm also suspecting if the cover values are applied differently in CC3, favoring for more concealment; the cover values of buildings are almost the same in both games but the latter seems to offer better concealment, not counting the fires but from a purely distance-wise standpoint, almost about twice.

Anyway, at least reducing the cover values possibly more for the buildings might be helpful, but still the fact that the units are spotted not because they shot fires but only because an enemy unit is close to the location is weird to say the least. I personally couldn't find any other relevant values that I can modify, unfortunately.
  Topic: How to make the position of the attacking unit revealed
Incantator

Replies: 4
Views: 5020

PostForum: Close Combat 3: The Russian Front   Posted: Mon Jan 01, 2018 9:33 am   Subject: How to make the position of the attacking unit revealed
At first, I thought it is just armors have poor sight that they cannot spot anything inside a building 50m in front of them even though something is shooting at them with all the smokes and sounds, but it's really not funny when an infantry is being attacked before 20m and still cannot locate the enemy's position. I tried lowering the cover values in element.txt, but it only makes units more prone to be visible in general and does not directly make the attacking enemy's position revealed easily.

Is this behaviour hard-coded (I suppose) or is there any other way to at least work around this? Is this problem also prevalent in later CC games? It's tiring me to locate all the positions manually by looking at the monitor closely especially when the fires are coming from everywhere; it's so stupid and unnecessary.
  Topic: Questions about XXX Corps
Incantator

Replies: 2
Views: 7573

PostForum: Close Combat 2: A Bridge Too Far   Posted: Mon Jan 01, 2018 9:20 am   Subject: Re: Questions about XXX Corps
Thanks for the info, Mafi! I think I can now change the initial units, but the first question still remains mystery to me. I really don't think XXX Corps advances on the first day, though.
  Topic: Questions about XXX Corps
Incantator

Replies: 2
Views: 7573

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sun Dec 24, 2017 5:43 am   Subject: Questions about XXX Corps
(I tried my best to figure these things out, but couldn't in the end Sad)

1. I'm not exactly certain about how XXX Corps advance. According to CC2FAQ by The Other Dave, it takes the following amount of time for XXX Corps to progress:

Son to Schijndel: 2 hours
Schijndel to Veghel: 1 hour
Veghel to Groesbeek: 6 hours
Groesbeek to Nijmegen: 1 hour
Nijmegen to the Island: 1 hour
The Island to the victory: 4 hours

The data seems to be true. Now Son operation starts at 1200 and was ended at 1700 by using one 1-hour truce (2+1+2=5), but XXX Corps arrived in Nijmegen City at 1600 next day, which means the troops were in Son at 0600 that day. I'm guessing XXX Corps advances starting from the 18th with the time range 0600-2000, but I'm not entirely sure.

2. I wanted to change the initial points XXX Corps receives, so I edited xxxreq in the campaign folder so that the 'points at start' is 50 and 10 respectively. I used the previous save file at Nijmegen North Bridge, but the Island still gives me 40 points. Is it just because I used a save file or do I have to change other things as well?

Also, I'm not sure why there are two cells of 'points at start'.

[Edited] I still don't know why there are two values, but at least the first one did work in The Island operation by starting a new game from the start.

[Edited2] Found out that the second value is the ponits given when XXX Corps advances to the next map, say to The Tulip Fields to The Island.

3. I wanted to change the initial tanks of the XXX Corps, but I don't know how to do this. In fact, I can't find a way to change the initial units of any map at all. Unlike the files in the base folder, it's quite hard for me to grasp other files. Say, what should I do to change the Sherman V tank of XXX Corps to something else? Can I also change the initial units of other maps in general?

It'd be also nice to know a site or a guide pinpointing the details of the data; all the sites I've searched for are closed now.
  Topic: Editing the weapon ranges and locating the save files
Incantator

Replies: 5
Views: 4624

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Dec 21, 2017 10:38 pm   Subject: Re: Editing the weapon ranges and locating the save files
Thx, I'm also glad that it worked since I wanted to play this mod so bad...
  Topic: Editing the weapon ranges and locating the save files
Incantator

Replies: 5
Views: 4624

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Dec 21, 2017 12:48 pm   Subject: Re: Editing the weapon ranges and locating the save files
ScnelleMeyer wrote (View Post):
1. Do you start the game via shortcut or from the .exe in the games default folder?

- If you start the game from the default folder of the game it will access the weapon data located in the CC2/Data/Base folder.

- If you start via shortcut - verify to what installed .exe  it is pointing. - I suspect you could have two installs?

How did you install the mod?

2. The save files should be in your CC2\games\save folder. - If they are not there I think it is related to 1.


Thanks for the input! I had already tried the original exe, but this time while fiddling one more time I just started the game as administrator, and I found that all the saves are gone and now the patch is applied correctly! The save files are now stored in the correct folder as well. So I'm wondering... where are my previous save files are located then? I cannot locate them in the user/AppData folder... I had experienced a similar phenomenon with other games as well where the configs or save files are treated differently depending on whether it is played as administrator. Now I want to know the very reason...

BTW some of the patch (the install.txt said just to copy paste the files) was actually applied before; no heavy armors on the second day of Arnhem Bridge and light armors in Arnhem Relief on the very fist day etc. It was just that new units weren't added and changes of values weren't applied. Weird...
  Topic: Editing the weapon ranges and locating the save files
Incantator

Replies: 5
Views: 4624

PostForum: Close Combat 2: A Bridge Too Far   Posted: Thu Dec 21, 2017 5:14 am   Subject: Editing the weapon ranges and locating the save files
Hello, I've been playing this game for about 5 years by now and I still enjoy this game so much. I decided to ask a couple of questions of which I couldn't find the answers. I'm using Windows 10 and the game is patched to 2.0b.

1. I recently used the Real Para Mod and found that the Vickers still has 120m as its medium range; it is supposed to be increased to 200m. Similarly, Panzershrecks have 120 medium range, which should have been decreased to 100m. The values are indeed changed in the weapons file, so I'm wondering whether it's just that the graphics cannot be changed (the color is still red when it should be changed to orange) or the changed values themselves are not being applied.

2. I cannot locate the save files; the game is installed in the default folder, but nothing is inside the games/save folder. I've also searched the AppData folder, but I still couldn't locate them.

Thanks in advance :)

[Edited] I've just put the weapons file somewhere else and played the game, and there was no problem... I'm not sure why this is happening. Maybe because I'm using the ISO file and the game is reading the files there instead? Any ideas?
 
 
 
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