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Author Message
  Topic: There is a new video
Nacrox

Replies: 4
Views: 16766

PostForum: Close Combat Panthers in the Fog   Posted: Sat Nov 10, 2012 4:20 am   Subject: Re: There is a new video
There isn't too much that you can do with teasers for Close Combat. We all know that the 2D graphics doesn't help when watching it in low resolution videos.

With the interview I got more interested though, the revamp of the buying and reinforcement pool sounds interesting
  Topic: Close Combat in 3D
Nacrox

Replies: 62
Views: 93801

PostForum: The Mess   Posted: Thu Sep 27, 2012 1:15 am   Subject: Re: Close Combat in 3D
Still, even with all those impressive engine improvements, rome total war has a very poor AI, and the tactical decisions that you can make are by far very limited compared to what you could do.

Even in multiplayer with mods like Europa Barbarorum it feels a little arcadey.
  Topic: To the Devs - Problem on the install.txt
Nacrox

Replies: 0
Views: 4225

PostForum: CC5 Bloody Omaha   Posted: Thu Aug 30, 2012 1:00 am   Subject: To the Devs - Problem on the install.txt
In the last two lines it says

copy $THIS\*.btd $CC\Maps\
copy $THIS\*.los $CC\Maps\

This is wrong since it looks for the "*" map and that one doesn't exist, so the plugin manager doesn't install the mod completely, and when the people tries with reinstalling the mod, it deletes the original files backup and install instead the BO files in the backup

To fix this, you need to list all the files in the install.txt, like this, instead of the above:

Hidden: 

copy $THIS\Asniere.btd $CC\Maps\
copy $THIS\Cabourg.btd $CC\Maps\
copy $THIS\Cardonvl.btd $CC\Maps\
copy $THIS\Charlie.btd $CC\Maps\
copy $THIS\Chemin.btd $CC\Maps\
copy $THIS\Collevil.btd $CC\Maps\
copy $THIS\Colomb.btd $CC\Maps\
copy $THIS\Cricqvl.btd $CC\Maps\
copy $THIS\D3.btd $CC\Maps\
copy $THIS\DeuxJum.btd $CC\Maps\
copy $THIS\DogG.btd $CC\Maps\
copy $THIS\DogR.btd $CC\Maps\
copy $THIS\DogW.btd $CC\Maps\
copy $THIS\EasyRed.btd $CC\Maps\
copy $THIS\Englesq.btd $CC\Maps\
copy $THIS\Exit1.btd $CC\Maps\
copy $THIS\Formigny.btd $CC\Maps\
copy $THIS\FoxRed.btd $CC\Maps\
copy $THIS\FxGrnE.btd $CC\Maps\
copy $THIS\FxGrnW.btd $CC\Maps\
copy $THIS\Gdchamp.btd $CC\Maps\
copy $THIS\Gosse.btd $CC\Maps\
copy $THIS\IsignyBO.btd $CC\Maps\
copy $THIS\Jville.btd $CC\Maps\
copy $THIS\Lacambe.btd $CC\Maps\
copy $THIS\Longuevi.btd $CC\Maps\
copy $THIS\Louviere.btd $CC\Maps\
copy $THIS\Maisy.btd $CC\Maps\
copy $THIS\Mosles.btd $CC\Maps\
copy $THIS\Osmanvil.btd $CC\Maps\
copy $THIS\Percee.btd $CC\Maps\
copy $THIS\PointeH2.btd $CC\Maps\
copy $THIS\PointeH3.btd $CC\Maps\
copy $THIS\PointeH.btd $CC\Maps\
copy $THIS\PontduH.btd $CC\Maps\
copy $THIS\PortB.btd $CC\Maps\
copy $THIS\StHonor.btd $CC\Maps\
copy $THIS\Stlaurnt.btd $CC\Maps\
copy $THIS\StpierBO.btd $CC\Maps\
copy $THIS\Surrain.btd $CC\Maps\
copy $THIS\Trevres.btd $CC\Maps\
copy $THIS\Vaumicel.btd $CC\Maps\
copy $THIS\Viervill.btd $CC\Maps\
copy $THIS\Vouilly.btd $CC\Maps\

copy $THIS\Asniere.los $CC\Maps\
copy $THIS\Cabourg.los $CC\Maps\
copy $THIS\Cardonvl.los $CC\Maps\
copy $THIS\Charlie.los $CC\Maps\
copy $THIS\Chemin.los $CC\Maps\
copy $THIS\Collevil.los $CC\Maps\
copy $THIS\Colomb.los $CC\Maps\
copy $THIS\Cricqvl.los $CC\Maps\
copy $THIS\D3.los $CC\Maps\
copy $THIS\DeuxJum.los $CC\Maps\
copy $THIS\DogG.los $CC\Maps\
copy $THIS\DogR.los $CC\Maps\
copy $THIS\DogW.los $CC\Maps\
copy $THIS\EasyRed.los $CC\Maps\
copy $THIS\Englesq.los $CC\Maps\
copy $THIS\Exit1.los $CC\Maps\
copy $THIS\Formigny.los $CC\Maps\
copy $THIS\FoxRed.los $CC\Maps\
copy $THIS\FxGrnE.los $CC\Maps\
copy $THIS\FxGrnW.los $CC\Maps\
copy $THIS\Gdchamp.los $CC\Maps\
copy $THIS\Gosse.los $CC\Maps\
copy $THIS\IsignyBO.los $CC\Maps\
copy $THIS\Jville.los $CC\Maps\
copy $THIS\Lacambe.los $CC\Maps\
copy $THIS\Longuevi.los $CC\Maps\
copy $THIS\Louviere.los $CC\Maps\
copy $THIS\Maisy.los $CC\Maps\
copy $THIS\Mosles.los $CC\Maps\
copy $THIS\Osmanvil.los $CC\Maps\
copy $THIS\Percee.los $CC\Maps\
copy $THIS\PointeH2.los $CC\Maps\
copy $THIS\PointeH3.los $CC\Maps\
copy $THIS\PointeH.los $CC\Maps\
copy $THIS\PontduH.los $CC\Maps\
copy $THIS\PortB.los $CC\Maps\
copy $THIS\StHonor.los $CC\Maps\
copy $THIS\Stlaurnt.los $CC\Maps\
copy $THIS\StpierBO.los $CC\Maps\
copy $THIS\Surrain.los $CC\Maps\
copy $THIS\Trevres.los $CC\Maps\
copy $THIS\Vaumicel.los $CC\Maps\
copy $THIS\Viervill.los $CC\Maps\
copy $THIS\Vouilly.los $CC\Maps\


I uploaded the changed install.txt to be more helpfull: http://www.mediafire.com/?4gg8fghsz24a7qt

Greetings
  Topic: how is a gc won?
Nacrox

Replies: 1
Views: 4420

PostForum: The Mess   Posted: Sat Aug 25, 2012 1:56 am   Subject: Re: how is a gc won?
wickedakuba wrote (View Post):
Just wondering how a gc is won? I have never played through a whole gc so don't know what happens at the end. I've just started gjs gc as the germans  so is it a matter of holding the allies off for a certain amount of time or killing all bgs or somthing different?


The one that holds more capture points at the end of the campaign wins, it's just a matter of how much a victory location has in points, and how many victory locations has every player (even in stalemate situations).

A player could have 0 units left but if he has 20% of the map and that 20% has more points in their capture locations than the other 80% he will win anyway.
  Topic: Direct Player helper problem
Nacrox

Replies: 12
Views: 11533

PostForum: Tech Support   Posted: Thu Aug 09, 2012 3:48 pm   Subject: Re: Direct Player helper problem
Some testing revealed that if you rollback to the DirectX 8.1 version (From the Windows XP CD) and then install the Directx 9.0c version, the choppyness of playing without compatibility disappears, so you can play the game fine in multiplayer

This was tested on a Windows XP Service Pack 2, I will upgrade to the SP3 now to see if it changes something

EDIT: No problems with Service Pack 3, so, the solution to all gameranger and choppyness problems is to rollback to the DirectX 8.1 version and then reinstall the DirectX 9.0c version.

EDIT2: Further testing and the choppyness started again. But this time I restart the computer and initiated as soon as possible, and it seems that now it's working without lag again... Maybe it's something related to memory allocation?
  Topic: Direct Player helper problem
Nacrox

Replies: 12
Views: 11533

PostForum: Tech Support   Posted: Wed Aug 08, 2012 6:57 pm   Subject: Re: Direct Player helper problem
Just notifying that I have the exact same issue of those guys.
  Topic: Visibility
Nacrox

Replies: 18
Views: 13058

PostForum: The Mess   Posted: Sat Sep 17, 2011 2:29 pm   Subject: Re: Visibility
It could be that heavy covered zones in CC2 and CC3 were lower than the maps in CC5, so the engine doesn't calculate them correctly.

I remember have played the SDK mod and there the cover was almost no existant, and I remember that there the visibility was higher.

And I have played CC2 and CC1 too, but you need to remember that in that game the firefights were at almost 30m or less, because the maps were smaller.
  Topic: Visibility
Nacrox

Replies: 18
Views: 13058

PostForum: The Mess   Posted: Fri Sep 16, 2011 3:01 pm   Subject: Re: Visibility
Weak historical answers? LOL, in a real combat nobody will use tracers to show themselves from where are they firing, and if they caught you in that status is because you weren't really cautious with your moves, so as penalty you should be using suppressive fire (indirect fire) with a MG to counter that fire and maneuver with others teams to flank that tower or something

Your soldiers will never be able to kill somebody in a heavy-covered house at the distance were they can't spot the enemy, and you should consider that ingame there are tracers but it's done because if not the player wouldn't be able to counter those crossfires, the tracers aren't put ingame because the "soldiers" can actually "see tracers flying around"
  Topic: Allied campaign so far
Nacrox

Replies: 4
Views: 12083

PostForum: Total Realism Sub Mod   Posted: Thu Sep 08, 2011 1:29 am   Subject: Re: Allied campaign so far
Offtopic: To have a living history feel, you need someone knows how to perform on the battles. The AI itself doesn't think as a human

And playing against a player is more exciting, you feel that every move is very dangerous

And playing in a uber-fast-click-meister way is only effective against the AI Razz (as the AI doesn't counter-attack)

--------------

Anyway, good screenshot  Smile
  Topic: Effectiveness of fire in combat?
Nacrox

Replies: 26
Views: 53149

PostForum: The Mess   Posted: Sat Sep 03, 2011 9:23 pm   Subject: Re: Effectiveness of fire in combat?
In OFP the effectivity of the AI is calculate with a skill valor, and, by default, it's 0.2 on cannon fodder, and 0.4 in the seniors, and 0.5 to the leaders... That apply to all units that you put with the group screen.

In the test I upgraded the AI skill to +0.25 to the default values, so they were better that the "original" ones.

Anyway, it depends of every mod, some mods have the engagement values higher (like WGL, SLX and WW2MP), and anothers have the original engagement values (circa 300-250m, they don't shoot at longer rates, instead they run to get at that distance and you just need to pick them as they run at you), so it's config.cpp based.

---------------------------------------

I strongly suggest you to watch and Red Orchestra Ostfront video and see it by yourself, and i don't know but i think that suppression mean the fact that an enemy that is in constantly fire, is going to see his own life instead of return accurate fire... In RO it's simulated by the fact that you obscure your view when a bullet pass over your head, like a tinkering of the eyes, and make the rifle shakes more, because the soldiers become more nervious or mentally affected... But RO isn't a simulator of war, it's more a relaxed-sim than that, and for example the long routes to the firefights from the respawn zone makes you think twice if it's better to launch you to your death or find a cover and return random fire.

OFP isn't a infantry simulator either, it only haves the battlefield feel, without the respawns (some missions have revive respawn, other serious clans used missions without any respawn), and all the long firefights in squads, and it depends of the mission itself more than the game/mod that is used

-----------------------------------------------

Returning to the actual discution, the actual fact is that a rookie soldier is going to hessitate to pull the trigger more than an experienced soldier, and that will make to miss more shots than the veteran that is aiming with causion his shots.

The problem is that it requires almost no fear to actually aim shots when you are under heavy fire, even if the fire isn't going right at you, and almost none of the army's use too many tracer rounds, so only the sound of various guns firing will make you to find cover instead of looking what is really going on
  Topic: Effectiveness of fire in combat?
Nacrox

Replies: 26
Views: 53149

PostForum: The Mess   Posted: Fri Sep 02, 2011 9:40 pm   Subject: Re: Effectiveness of fire in combat?
Well, I just did a test with a 10man squad of k98's (i know, it isn't the real composition of it), vs a 10 man squad of mosin's.

The firefight started at 600m, and ended at 500m

I killed three men, I had to aim higher than where the dude was, and I lost all my ammo (8 magazines)

I did another test at 250m, and I killed 4, injured at the end, and I used 2 magazines, the firefight lasted very short compared to the one of 600m

I found it too much accuracy for 250m, but for the 600m it's okay, so i don't know if it's something that can be changed from the game or it's just that I have played it too much Razz.

Anyway, in RO i haven't killed someone at 250m, because when something explodes near you, or a bullet pass near your head, the game oscure the view and makes the aim shaking for a momment, simulating suppression, and if you trust on me, that happens a LOT in that game, I would say that you are crawling the 90% of the game to not get killed
  Topic: Effectiveness of fire in combat?
Nacrox

Replies: 26
Views: 53149

PostForum: The Mess   Posted: Tue Aug 30, 2011 3:27 pm   Subject: Re: Effectiveness of fire in combat?
Operation Flashpoint 1 or OFP DR?

Because if you refer to the ARMA/OFP series, then the accuracy is a little too much good for a combat situation, the problem of the series is that the terrain is too much flat and there isn't really cover for it, so to make it balanced, the AI can engage from really long distances, and you can aim with ironsights that add a little of zoom to aim better as the AI does. (this is playing with mods that make the AI engage longer, like WGL)

And if you refer to the OFP DR series, i will not say anything about it  Rolling Eyes

I prefer the combat efectiveness of Red Orchestra Osfront, there you can't really aim to a target a 300m because the fire of the enemy makes you to fire without fixing your ironsights in the target effectivelly.

@Dima, omfg, it was an PG-7 round or an PG-7VR round?
 
 
 
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