Author |
Message |
Topic: Airstrike Crashes Game on Pouillon Map (French side) |
Stocktov
Replies: 3
Views: 6049
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Forum: Meuse Mod Posted: Wed Mar 30, 2011 6:34 pm Subject: Re: Airstrike Crashes Game on Pouillon Map (French side) |
Unfortunately, I did not take note of the type of aircraft. Has happened twice now.
I have been playing H2H with 3.4--not the C patch version. Didn't know about the patch... |
Topic: Airstrike Crashes Game on Pouillon Map (French side) |
Stocktov
Replies: 3
Views: 6049
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Forum: Meuse Mod Posted: Tue Mar 29, 2011 5:46 pm Subject: Airstrike Crashes Game on Pouillon Map (French side) |
Anybody else experience this? |
Topic: CCSS gets all Pathy |
Stocktov
Replies: 16
Views: 12317
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Forum: The Mess Posted: Sun Apr 11, 2010 4:19 am Subject: Re: CCSS gets all Pathy |
Fantastic! You just might save what little sanity I have left in this situation. Thanks for the effort!! |
Topic: H2H game play |
Stocktov
Replies: 1
Views: 6063
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Forum: CC5 Stalingrad Der Kessel Posted: Fri Jan 22, 2010 7:18 am Subject: Re: H2H game play |
Nevermind. Bad Internet connection. Gained and lost connection 18,000/day! |
Topic: H2H game play |
Stocktov
Replies: 1
Views: 6063
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Forum: CC5 Stalingrad Der Kessel Posted: Tue Oct 27, 2009 6:11 pm Subject: H2H game play |
Is there any reason that version 1.2 SDK and 1.1 SDK H2h submod should not work? My bro and I can't get it going. Solo SKD works great for both of us. Is there another version for H2H that would allow it to go? We play H2H stuff all day long but can't run this. Thanks in advance for any help. |
Topic: Merville Minefield? |
Stocktov
Replies: 11
Views: 12871
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Forum: Close Combat The Longest Day Posted: Wed Jun 17, 2009 4:27 am Subject: Re: Merville Minefield? |
Fair enough. Just didn't seem right, still doesn't but I can't argue with history. Thanks. |
Topic: Merville Minefield? |
Stocktov
Replies: 11
Views: 12871
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Forum: Close Combat The Longest Day Posted: Wed Jun 17, 2009 1:59 am Subject: Re: Merville Minefield? |
Yeah, I see that now. Mine poles. I probed all along the area but not at the "mine poles". Still kind of messed up on some level though as they extend way out "west" to the hedge, IMO. Still a great game and an easy fix for some of you rabid coders should you decide to do it. |
Topic: Merville Minefield? |
Stocktov
Replies: 11
Views: 12871
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Forum: Close Combat The Longest Day Posted: Wed Jun 17, 2009 12:38 am Subject: Re: Merville Minefield? |
It is reproducible--sadly. Not the end of the world but not the most polished game. I bought it for future mods anyway. |
Topic: Merville Minefield? |
Stocktov
Replies: 11
Views: 12871
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Forum: Close Combat The Longest Day Posted: Tue Jun 16, 2009 11:36 pm Subject: Merville Minefield? |
So my Brits are running around at night at the bottom right of the Merville map in the little town. No resistance--not even a villiager around to point out Jerry. As the groups were crossing the road, there is a scream because a bloke's legs are blown off in a minefield. Then another one--then another. Checked the zoom out to see what I already knew-no minefield in this area. What gives here and has anyone else had this experience? Is this another sad case of map coding not reflecting the expected area? There was a distance between the kills of about 100 meters so it wasn't a localized fluke. Two kills occurred really close to the VLs on that map.
My next task is to duplicate this effect... |
Topic: Mortars: Super weapons! |
Stocktov
Replies: 13
Views: 14137
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Forum: Close Combat The Longest Day Posted: Thu Jun 11, 2009 1:34 pm Subject: Re: Mortars: Super weapons! |
For me, mortars against infantry are perfect. If your squad is running from point to point in the open, you should be slaughtered. This is what happens, generally, with good mortar LOS. I think that when in a covered position, death rates from hits are about right, IMHO. My average kills per map from mortar fire is around 3-6 guys. |
Topic: Mortars: Super weapons! |
Stocktov
Replies: 13
Views: 14137
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Forum: Close Combat The Longest Day Posted: Wed Jun 10, 2009 2:55 pm Subject: Mortars: Super weapons! |
I know this has been discussed before but I have to go off here. Mortars: I just don't get it. The earlier poll indicated that a majority felt that they are too powerful. However, there were still a good number of combatants that were either on the fence or are pleasantly comfortable over all field and AT guns going "boom" in the first few seconds after engagment of targets. I would be interested in what these people do for requisition since the facts are known by all on this topic. How do they utilize these worthless piles of dung? Do they wait until mortars rounds are exhausted and then start pulling the lanyard? Are they left in the force pool?
Why waste a unit slot with ANY gun when mortars are sure to be around?
Rant off |
Topic: Night Actions. Is it really that much different than day? |
Stocktov
Replies: 10
Views: 10489
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Forum: Close Combat The Longest Day Posted: Tue May 26, 2009 10:20 pm Subject: Night Actions. Is it really that much different than day? |
Is the detection distance reduced between the two? My experience is that it isn't really that much different. Units seem to see each other at about the same distances. Comments? Is it cool window dressing or is there something in the program that take into account the two? |
Topic: SDK v2.0 news |
Stocktov
Replies: 35
Views: 52338
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Forum: CC5 Stalingrad Der Kessel Posted: Thu Apr 23, 2009 1:40 pm Subject: Kessel 2.0 |
Contacted PJ and 2.0 will be "available in some weeks". |
Topic: SDK v2.0 news |
Stocktov
Replies: 35
Views: 52338
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Forum: CC5 Stalingrad Der Kessel Posted: Tue Apr 21, 2009 10:21 pm Subject: Der Kessel 2.0 availability |
What is the latest on this mod? I looked around and saw nothing but 1.2. Thanks. |
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