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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Increased infantry survivability sub-mod
SpecFive

Replies: 19
Views: 22190

PostForum: Close Combat Panthers in the Fog   Posted: Sun Dec 29, 2013 2:43 am   Subject: Re: Increased infantry survivability sub-mod
[quote="Pzt_Kanov";p="70490"]Based on the changes done to my install on CC5, I made this first attempt to increase infantry survivability by modifying the terrain elements, soldier armor and the range of weapons. Kill ratings, ammo loads and such were not modified. Big guns and mortars are the same as original but because of the more protective terrain, they are not as powerful. Maybe in the future all guns get revisited.

Kanov: Tried your Real Close sub-mod. It dramatically improved PITF game play! I was getting tired of watching my anti-tank guns and PzrShreck teams getting instantly spotted and wiped out - even at ranges of 500 m. I am not sure if you didn't maybe compensate too much, but the game as it was originally was absurd. Great job - thanks!
  Topic: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit)
SpecFive

Replies: 5
Views: 6583

PostForum: Tech Support   Posted: Fri Dec 09, 2011 2:46 am   Subject: Re: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit
Apparently there is more than one way to "skin this cat".  I didn't have to remove anything. I just did a straight install into Program Files (x86). My copy of CC5 was produced by Mattel Interactive and would not run the videos, so I blocked them. I tried using the administrator to install mods but still got error messages.  When I manually loaded the plugins into the appropriate folder the Config Mgr worked fine. Yes I did update to 5.01. Aside from the rare crashes during game play I have had no trouble playing every mod I have attempted to load so far.
  Topic: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit)
SpecFive

Replies: 5
Views: 6583

PostForum: Tech Support   Posted: Tue Dec 06, 2011 4:23 am   Subject: Re: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit
Running as an administrator I installed Close Combat in the Program Files (x86) folder.  I only have one installation and my copy is the older version entitled "Mattel Interactive" not SSI. I then installed
the Config Mgr in the same "Program Files (x86).   After down loading the maps and plug in I extracted the mod maps into the Close combat/Maps folder.  I then manually copied the plugin into the "Plugins" folder inside
the Config folder.  Make sure your game videos are turned off.  I think holding down the ctrl key while launching the game will do this. After following this procedure my mods have been running great, although I have
had a couple unexplained crashes.  I always save after every play in case this occurs.
  Topic: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit)
SpecFive

Replies: 5
Views: 6583

PostForum: Tech Support   Posted: Wed Jun 01, 2011 3:06 pm   Subject: CC5 and Mod Installs with Cfg Mgr 1.3 with Win 7 (64 bit)
I recently purchased a new computer with Win 7 (64 bit).  After turning off the videos, CC5 ran fine.  When I attempted to use CC% Config Mgr to install a mod plugin
it says it doesn't exist.  I noticed the Config Mgr looks for Close combat on the Program Files on my C drive.  Win 7 creates 2 program files folders.  During install CC5
installed itself in the second program files folder labelled "Program Files (x86).  Is there a work around to get these CC5 mods to install.  Not sure what to do!
  Topic: Unusual AI Events in Close Combat TLD
SpecFive

Replies: 4
Views: 5195

PostForum: The Mess   Posted: Sat Jul 11, 2009 1:50 am   Subject: Re: Unusual AI Events in Close Combat TLD
I have read that the Viet Nam tourist industry has organized cultural and even battlefield tours
for ex Viet Nam War veterans.  When we were there they wanted us to leave.  Now that we are gone
they want us to come back! (Just to visit of course and spend a few dollars!)
  Topic: Unusual AI Events in Close Combat TLD
SpecFive

Replies: 4
Views: 5195

PostForum: The Mess   Posted: Fri Jul 10, 2009 11:08 pm   Subject: Re: Unusual AI Events in Close Combat TLD
I've already got the addiction - but then I have been war gaming in one way or another
since 1966 when I started playing Tactics II, and Panzer Blitz board games.  Back then
computer games were almost like pong - very simplistic graphics whereby you moved coarsely drawn military symbols on a very crude outliine of a map.  Then in 1967 I joined the U.S. Army
and instead playing war games, I was actually in a real war game when I was promptly
shipped to Viet Nam in time for the 1968 Tet Offensive.  Quite a shock for an 18 year old
kid just out of high school and raised in the country.  After serving my first tour, I was having
"so much fun", I volunteered for a second tour. I had adapted myself the the nasty, hot, tropical
climate and got used to the fireworks. At the end of my second tour - I volunteered for a
third tour - but the personnel sergeant looked at me sideways when I told him I didn't want
to go home, and he said:  "Son, I think you've been here too long already" and denied my request.
  Topic: Unusual AI Events in Close Combat TLD
SpecFive

Replies: 4
Views: 5195

PostForum: The Mess   Posted: Thu Jul 09, 2009 12:58 pm   Subject: Unusual AI Events in Close Combat TLD
I recently purchased Close Combat: TLD and have been working my way through the grand campaign as the Allies.  Although, it
is easy to find fault or criticize certain aspects of the game, I am thoroughly enjoying myself. The AI is incredibly stupid at times, but
anyone who has read extensively about tactical combat knows that stupidity is no stranger to reality in war.

Sometimes it is frustrating when your troops don't follow orders when you have made what you think are winning tactical moves.  The fog of war and all of its attendant aspects are what make this game the most interesting.  Sometimes the Ai comes up with
hilarious moves of its own.  As I was attacking a German force defending a small village, I knocked out a light tank. One of its
surviving crew members jumped out and instead of hitting the ground or running for cover - he literally ran around in circles in front
of his disabled tank while my forces were pressing their attack.  He never threw up his hands to surrender - he just kept running
in front of his tank like a crazy man until he was eventually shot down.

In another scenario a German Panzer Grenadier force was counter attackiing a village I was defending.  The lead German unit advanced quickly towards my troops hunkered down in "ambush" mode.  The unit suddenly stopped to appraise its advance, but
one man in this unit kept going on his own - literally running towards my lines by himself.  No shots were yet fired.  A German voice
barked: "Get back here!" - but Fritz kept coming.  As he approached ambush range, one of my squad members fired a single shot
and the German immediately threw up his hands and surrendered.  I thought he was a fanatical, Nazi berserker pressing the assault, and instead he was a coward who couldn't wait to surrender.  For all of the AI's failure at tactical competence, I at least have to
give the programmer's credit for modelling unprecedented aspects of soldier combat behavior.  This is one of things I love about
this game and I never played another that comes close to its ability to model reality in combat

These seem to be rare, random events.  I was wondering if anyone else noticed similar or other funny behavior patterns.
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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