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Author Message
  Topic: NO JAP TANK submod for pacific
KG_Brandenburg

Replies: 0
Views: 1732

PostForum: Close Combat Cross of Iron   Posted: Mon May 24, 2021 4:08 pm   Subject: NO JAP TANK submod for pacific
Well, I love pacific mod for CC3/COI and CC3/COI is my favorite cc as most klnow but what I dont like the ai picking such a heavy tank force. I originally tried to keep most the jap tanks but make them rare. The AI still picked too many tanks so set the rarity to 0 and took out all the tanks but 1. this actually had very good results vs the ai when playing my custom 4 ops campaign. The campaign was pretty tough with no jap tanks and really just felt better to me. I do have one house rule though and that is to limit the # of some weapon types for the americans. no more than 2 tracked vehicles, 1 wheeled or half-track, no cmd armor/vehicles (eventually ill take them out), and just one mortar

eventually, id like to redo the teams for both sides just a bit. This will be a vetmod_light as I hate adding soldiers to teams to increase the difficulty. Most the teams will stay the same size BUT the AI japs will have less teams to choose from and since there arnt no tanks on the japs side.. The ai picks more bunkers, infantry and atg and this is more historically accurate. I will be taking out the reserve or small teams/half squads though for the japs, change the upgrade paths, ect. trying to make things more streamlined so the ai functions a tad better. Giving the AI too many options makes the ai play worse imo

I added the GtC vfx file to my version of the mod as well as all the jungle/pacific maps thus far. Only thing I will be changing is the teams and tweaking a few of the soldiers a bit. eventually, maybe a new main screen and other pics but ill keep the idea small in scale for now. Im not feeling my best these last few months and today I actually do feel better than i have in awhile so i better take advantage of this
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Fri May 14, 2021 2:31 am   Subject: Re: modding CCMAT
last column on the body armor file.for my project this is a very important file as long as things work properly. no idea on the others yet but this file was the most important
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Mon May 10, 2021 12:35 am   Subject: Re: modding CCMAT
Pete wrote (View Post):
KG_Brandenburg wrote (View Post):
hmm.. as much brain power that is on this forum i thought id have atleast an educated guess by now.. i did quite a bit already but im stumped with these last 3 collumns

Sorry, have never modded this version before and I do not even own it.


CC is CC dude, regardless of version with one exception.. CCMAT just has several features and a few extra files for those features that others do not..  i didnt ask for answers per se.. just a suggestion or two..
  Topic: Finished projects 2020
KG_Brandenburg

Replies: 21
Views: 8495

PostForum: Modding Workshop   Posted: Sun May 09, 2021 7:18 pm   Subject: Re: Finished projects 2020
would definitely an updated version of meuse
  Topic: Finished projects 2020
KG_Brandenburg

Replies: 21
Views: 8495

PostForum: Modding Workshop   Posted: Sun May 09, 2021 7:17 pm   Subject: Re: Finished projects 2020
Amgot wrote (View Post):
Tejszd wrote (View Post):
For 2020 I did the following;
- converted CC5 Winter War to TLD
- updated TLD Bloody Omaha
- updated TLD Meuse twice

For 2021 here is what I plan to do;
- update TLD Meuse
- convert TLD Meuse to LSA by May 10
- convert CC5 ? to TLD ?. Might go straight to LSA.


Hey Tejszd, how are your projects going?

Tomorrow is May 10  Very Happy


and the significance of that date is?

ok ok ok.. cant even keep a straight face.. LMAO.. good  idea though.. breaking out meuse or france 40 mod for a historic day.
  Topic: What was your first wargame?
KG_Brandenburg

Replies: 215
Views: 258750

PostForum: The Mess   Posted: Fri May 07, 2021 2:21 pm   Subject: Re: What was your first wargame?
meant.. COI is a bit better than CC3

i cant edit my comments on this page?  havent been in a year or so.. guess not
  Topic: What was your first wargame?
KG_Brandenburg

Replies: 215
Views: 258750

PostForum: The Mess   Posted: Fri May 07, 2021 2:20 pm   Subject: Re: What was your first wargame?
longnez wrote (View Post):
CCIII Front Russian Front the best serie


Glad to you are a part of the ELITE!

not alot of us die had CCIII players left i think..Technically I play COI these days as its more stable and a bit better than COI .. same otherwise..

everyone  has a hard on for LSA or TLD these days it seems
  Topic: Soldier outlines: ON
KG_Brandenburg

Replies: 12
Views: 3001

PostForum: The Mess   Posted: Fri May 07, 2021 2:15 pm   Subject: Re: Soldier outlines: ON
mooxe wrote (View Post):
Yeah its Mars. But there's sensors, and dust. Like I said though, its trial and error.

Nobody wants to carry dead weight. But what is dead weight? If a soldier can understand the life saving or life killing value of the technology he carries, its not dead weight.


and if it actually works as advertised.. if not... even the best equipment is dead weight
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Wed May 05, 2021 5:26 am   Subject: Re: modding CCMAT
ohh  COME ON NOW......................

What..? all of ya talk about modding and editing.. guess its easier when it requires ZERO thought and all the columns are predetermined..  what im doing is much like the early days of CC editing when it was alot of educated guess work

thought id ask around though.. i see i wasted my time doing so. perhaps someone might chime in. hell, i at least expected an educated guess .. i also realize alot dont have this version..why use it for a mod no one has the game too..  ONLY CC that will work with this idea and have the best results

been real sick but slowly getting better.. i think.. dunno yet but im not good at all..  in any case,.. i plan to finish one project before the last nail is driven in my coffin.
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Tue May 04, 2021 10:45 pm   Subject: Re: COI MAP PLUGINS
thx for the explanation
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Tue May 04, 2021 8:27 pm   Subject: Re: COI MAP PLUGINS
i also do apologize if my post seem a bit aggressive too.. been real sick this last month and im having a bit of a hard time
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Tue May 04, 2021 8:25 pm   Subject: Re: COI MAP PLUGINS
and what is this /D function.. never used it
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Tue May 04, 2021 8:24 pm   Subject: Re: COI MAP PLUGINS
mooxe wrote (View Post):
I am migrating CCS away from plugins wherever possible and standardizing mod installs as much as possible as well.

I believe COI has the /D function implemented, but not working?

CC3 on the other hand will continue to use the plugin function, but I plan to make the plugins into EXE format as I am with CC5.

I am working backwards from CC5 down to CC3.

Post them KG and they will go onto the to-do list here at CCS. Do these map packs have any campaigns created?


no campaigns in the plug ins

while I respect your effort on the new way of doing things for installing for bthe strat versions of CC..  In this instance plug ins are superior to the exe method for map packs for cc3/coi.. now, there are campaigns created for these maps maps or some but these are only maps..ill use your new method for cc5 and up but cc3/coi, i still will be using plugins.. besides.. i also use plug ins to make my battle packs for coi..  20 battles per for online play only..  since i use several mods, this prevents loading up a custom in a wrong mod and crashing
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Tue May 04, 2021 3:12 pm   Subject: Re: COI MAP PLUGINS
hmm.. thought some one would of replied by now.. did ya think i was BS'in.?.. just because i dont come around much these days doesnt mean i dont know my shit when cc is concerned.. still and always will be the most experienced zeppo and mod swap script writer without equal in in this entire community .. not like the shit is hard either.FYI, i wrote some of the 1st plugs for some of the earliest most in existence such and the pacmod and GJS beta. enough about that though.. if ya remember the ms zone, then ya know i was like 'tech support 'on the zone.. with data editing and plugins

ill add..  these plugins where never meant for the community at all in the beginning but for my own personal use . I only had the idea of sharing them when the community when asked awhile back if i would, so i made a readme.. even if i don't upload them here, ill send them on  request basis via drop box without a thought as long as the person isnt a dick and doesnt irritates me. i suspect i want have that issue here with a fan base i think quite highly of



KG
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Mon May 03, 2021 5:09 pm   Subject: Re: modding CCMAT
i think i figured out collumn C on the IED file..  its LOCATION..  1 is body, 4 is leg,0=head, and 2 =arm.. just like collumn D on the body armor file..  a claymore would target the legs and groin and 4 has been determined to mean legs already..  an ied would effect the body and thats already determined to be 1.. if i enter 5 and crashes, im probably correct

edit> didnt crash but i might have use it in game or it might not even have any data validation .. some of this stuff was hog pogged together.. could of been better if they would of added some features.. so the gui isnt so clunky with these new features

still im 99% correct though?

bahh.. not right,.. its 3 not 4.. damn meds are clouding my brain

all i can figure out is value 3 is smoke spotter..  the mines refuse to work with other values besides the default 1 and 4 and the 3 i just mentioned
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Mon May 03, 2021 5:03 pm   Subject: Re: modding CCMAT
1 sec..  just thought of something..  i can test the IED stuff now..  adjust a value and see if any of the defaults change in game.. like i did the armor.. reason i know its 100% correct..  logical thought and trial and error
  Topic: modding CCMAT
KG_Brandenburg

Replies: 8
Views: 5433

PostForum: Close Combat Marines, RAF Regt & Anti Terrorism   Posted: Mon May 03, 2021 5:01 pm   Subject: Re: modding CCMAT
hmm.. as much brain power that is on this forum i thought id have atleast an educated guess by now.. i did quite a bit already but im stumped with these last 3 collumns
  Topic: What was your first wargame?
KG_Brandenburg

Replies: 215
Views: 258750

PostForum: The Mess   Posted: Mon May 03, 2021 4:32 pm   Subject: Re: What was your first wargame?
Carrier Strike by Milton bradley in 1980
dawn patrol by TSR in 1982
Anzio and Stalingrad from Avalon Hill in 1985

1st pc wargame was Close Combat III in 1999
  Topic: Plugin Modernization Project
KG_Brandenburg

Replies: 54
Views: 18624

PostForum: Modding Workshop   Posted: Mon May 03, 2021 3:23 pm   Subject: Re: Plugin Modernization Project
looks like im going to have to dl all the exe versions of plugins now.. CC is the only series i like like to have all games in the series ( I Do.. all 18.. yep, there 18 in the series) and I try to have all maps/mods.. i havent updated my collection with new mods or install methods, in a few years..  bout time i guess

FUN FACT :. CC editing and plugin writing motivated me enough to enroll in college and earn a degree in programming in 2006.. fate had other plans for me unfortunately BESIDES.. the whole elitist attitude from some in the field greatly annoyed me so i left the field in 2007.. last program i wrote was for what i thought was a job in 2009.. GOD DAMN!!!!!!!!!!!!!!!!!!!!!!!!!! recruiter for a highly prestigious and expensive school for C# tried to snag me..  they misrepresented themselves to me and even if i was interested.. they can burn now. i was really upset because i was hungry and no money..  had no time for bs.. passed the little coding test they had. it was simplistically difficult and took much thought but as always, i almost always find a solution .. somewhat gifted code slinger.. i hate the term code monkey so i made my own to fit me
  Topic: COI MAP PLUGINS
KG_Brandenburg

Replies: 9
Views: 2988

PostForum: Modding Workshop   Posted: Mon May 03, 2021 2:54 pm   Subject: COI MAP PLUGINS
I made these plugins for coi about 1.5 years ago but never uploaded them..  medical issues and i just kept forgetting to ask mooxe for the credentials..

if any one is interested, ill ask mooxe if i can upload.. these have been extensively tested and besides 1 hiccup where some files didnt not uninstall (caused crashes because the a map was only partially there).. solution..l  the files MUST NOT BE read-only or the mod swapper will not uninstall the file. once i deduced the solution.. the install and uninstall flawlessly


my readme---------------------------------
CLOSE COMBAT : CROSS OF IRON MAPPACKS PLUG-INS

The purpose of creating these mappacks was to allow a COI player to have access to a large number of maps but cut down on the load time from having a large map folder.These mappacks can be used with any mod even though a few might reference a mod that does not exist for COI.This is because I took several mappacks from CC3, to further increase the number of possible maps to choose from for COI

These mappacks are a collection of maps that are put into a plug-in format and has the naming convention MAP_"mapname"_PLN. Just drop the *.cc3 files into the plugins folder which should be located in 'Program Files\Close Combat\plugins'. Once there, the mad swapper utility should recognize them,just like any other mod. Some of these mappacks are rather large and take several minutes to install thlough

WARNING: While you can technically install all 24 mappacks at once, there is a finite limit to the number of maps this game is capable of loading. As near as I can calculate, Its around 500 maps. If you receive an "invalid parameter" error,then you have too many maps installed. Uninstall a mappack at a time untill the game boots ups w/o error. Installing more than 10 to 12 mappacks will put you danger close to that limit

The more maps that are in the folder, the slower the game will load as well, so take that into consideration. i would keep no more than 3 or 4 mappacks installed at any one time, so the load times wont be too excessive.

NEIL REICH aka KG_BRANDENBURG
june 20th, 2019

I also made a CC3 to COI pacmod conversion..  my version has all the pacific/nam maps as part of the plug in as well.. Pacific is awesome.. All hail Ron gretz..  i love WF for multi but pacmod with a few tweaks /edits to the rarity to cut down on jap tanks for the ai.. and a custom campaign ... killer in single player..
 
 
 
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