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Author Message
  Topic: Changing look of stratmap, Yes or No?
MorgTzu

Replies: 6
Views: 8583

PostForum: CC5 Karelia   Posted: Wed Jan 07, 2009 5:50 pm   Subject: Changing look of stratmap, Yes or No?
I havnt posted in a long time but as this is still my all time fav...keep the old map, I just wish there were some official shorter operations (without having to make them myself). The GC is fine, it just drags on having to pop tanks on the same map 12 times. Let it end quicker and have a short victory video Wink.

10 years of cc and playing as the finns in Karelia is still the most challenging solo game play.
  Topic: How to change gun crews to obey orders
MorgTzu

Replies: 5
Views: 6865

PostForum: Modding Workshop   Posted: Mon Jun 11, 2007 2:27 pm   Subject: How to change gun crews to obey orders
Just wanted to add for those that may be trying this for the first time....when I changed this (and to reiterate: make a backup of every file you modify) I changed it in every mod in the mod swapper files that I wanted to have this change...if you change it only in the current mod, it will revert when you switch to another mod.
  Topic: How to change gun crews to obey orders
MorgTzu

Replies: 5
Views: 6865

PostForum: Modding Workshop   Posted: Wed May 30, 2007 1:35 pm   Subject: How to change gun crews to obey orders
Yep...I did some more searching and figured it out.

AN EVENING WITH QClone:

It's a wonderful tool found in downloads. It's intuitive and easy to use.

1. I first made sure the mod I wanted to mod was loaded up in the plugin manager. In this case I used Karelia2.

2. Then I went into my /ssi/invasion normandy/data/base and made a folder called Backups, then a subfolder called Karelia and copied into it geteams.adb.

3. Then opened up QClone and loaded geteams.adb and looked for the column saiunits. After looking at what the numbers meant in the tooltip (I think 14,15,16 are at guns for example) I found each one of those and changed them to 4 (AT team). I also found all vehicles 8-14 (if i remember correctly) and changed them to 19 for command tank.

4. Hit the button that saved and packed and clicked yes when it warned me I was overwriting ('cause I made a backup) and closed QClone.

5. Tested and yep, now I can get my crews out of the way and to safety when the gun or tank is destroyed. As an aside, it was really fun to have 8 ATG's on the screen at once...never done that before.. Very Happy

Hope this helps someone else. I'm writing this from memory..so pay attention to the details if you try this.


May your lines be straight and your battles decisive
  Topic: How to change gun crews to obey orders
MorgTzu

Replies: 5
Views: 6865

PostForum: Modding Workshop   Posted: Tue May 29, 2007 8:17 pm   Subject: How to change gun crews to obey orders
It was done in the regxtra mod...but i'm not sure how...it seems there is a tag in one of the files that designates the gun crew as an ai only controlled team. I believe every file in cc has been taken apart in total by the modding community and feel someone can point me in the right direction.
  Topic: How to change gun crews to obey orders
MorgTzu

Replies: 5
Views: 6865

PostForum: Modding Workshop   Posted: Tue May 29, 2007 3:31 pm   Subject: How to change gun crews to obey orders
Confused

Long time lurker. I did a search like I should and saw the debate and a mention of regxtra doing it, but not what im after.

Im just tired of my gun crews (im playing Karelia2 currently...wondeful mod!) that have racked up the kills getting busted and then sitting on there ruined guns waiting for the arty to fall on them Shocked . Don't want to cheat with them and steal vl's, just want to send them somewhwere safe. I know I need to edit a file, just afraid to go mucking about. ANYone?

This just for single player. Thanks for comments ahead of time.
  Topic: Version 2.2
MorgTzu

Replies: 36
Views: 38920

PostForum: CC5 Karelia   Posted: Tue May 29, 2007 3:19 pm   Subject: Version 2.2
Long time lurker but this mod made me actually post Smile .

The graphics are wonderful, giving a unique mod experience (and I have played all the big ones). The maps are mostly medium sized and very well thought out, making the player think a lot in deployment if he wants a chance to survive as the wonderful finns Wink .

I don't mind using the german voices as I understand what they are saying better and it kind of gives me an alternate history feel. The units are so well researched and detailed (from my limited knowledge) that you get very immersed in the small unit tank jaeger roll. My only regret is that there are no smaller operations (like in winter war) to break up a very long campaign. That and fixing the finnish voices would make this mod a 10/10 in the cc5 pack.

Recommend playing with time limit on as there are some maps where the russians will camp a lot, forcing you to pull your hair out trying to get to their vl's. This seems to be mostly a ai thing. A vet mod, making the russian AI more aggresive would be great as an afterthought.

Is the mod maker still commenting in these forums?
  Topic: Progress as of 10-19-05
MorgTzu

Replies: 31
Views: 21899

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri May 18, 2007 9:18 pm   Subject: Progress as of 10-19-05
Looking forward to this one...I'm ordering the General's book and will give you some feedback after I read it. Don't let this one die, I daresay it will be very popular upon completeion as it is very different.

BTW...longtime lurker here..registered just so I could encourage you to finish this mod.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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