Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1215
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search

Search found 56 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Thu Aug 07, 2008 8:37 pm   Subject: TRSM v097 bug thread.
My bad. Sorry for wasting your time.
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Wed Aug 06, 2008 10:06 pm   Subject: TRSM v097 bug thread.
Odd, My main screen has the TRSM v09 on the upper left. I definely have differnt forcepools than GJS 4.4. I have the GJS 4.4 and TRSM v091 installed on top of it. Hmm, this thread says v097...the wheels are beginning to turn.

Dima,
you aksed, so in the attached save. The British "Mot Rifle Goup (vet)" are four-man teams. The forum won't let me attach s save file at teh moment.
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Wed Aug 06, 2008 8:53 pm   Subject: TRSM v097 bug thread.
AT_Stalky wrote:
can u plz Up load the folowing files and zip em down, attach em in yer next post plz, we need thease files to best help you:
1) Game/save/ "your save of yer GC file"
2) Data/base/ "all adb files".

Attached are the files you requested, bundled together with the save. some observations:
1. I wasn't playing on Elite v Elite as recommended in the readme.
2. This was a singleplayer campaign, for which this mod was not intended.
3. I played through several maps that didn't have the problem (Vimont, Ranville, Troan) before this one (Lebisey Woods) where the problem reappeared.

Thanks,

Tacloban
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Mon Aug 04, 2008 1:35 pm   Subject: TRSM v097 bug thread.
Well, that's about as thorough an analysis as I could wish for. Interesting thing is that my Vickers group CAN go into multi-story (stone?) buildings in Hotot, but not in Caen, for example. I can live with it.

I enjoy playing your mod. I know you didn't mess with the AI, but the AI APPEARS to be better; at Hotot last night, the AI Germans made separate coordinated attacks (i.e., more than one unit per attack) on two VLs. Thanks for doing all the work.

But what's with those 4-man Brit rifle groups?
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Fri Jul 25, 2008 1:42 pm   Subject: TRSM v097 bug thread.
OK, What are the rules for posting screenshots? I searched but did not find.

In the screenshot below, I tried to place the selected MMG Group near the top of the screen in either the 2-story building or the adjacent hedgerow. It wouldn't do either. I also realized later that the unit would not cross a hedgerow, to a destination in the other side. I've noticed this problem on the Talleville map, but it does not occur on all maps.

btw, the group just inside of the southwest corner of te outer hedgerow is another MMG group that I wanted t place in the corner of the hedgerow, but that unit also "Can't go there."

[img][/img]
  Topic: TRSM v097 bug thread.
Tacloban

Replies: 30
Views: 28792

PostForum: Total Realism Sub Mod   Posted: Mon Jul 21, 2008 12:49 pm   Subject: TRSM v097 bug thread.
I noticed that the Vickers teams cannot be placed ("can't go there") in some 2-story houses and in some large hedgerows (specifically on the Talleville map). I'll try to get a screen of this.
  Topic: Armour vs. Infantry?
Tacloban

Replies: 5
Views: 5103

PostForum: The Mess   Posted: Mon Mar 31, 2008 4:06 pm   Subject: Armour vs. Infantry?
I usually play without vehicles. It eliminates a major source of frustration with CC for me, and still seems a reasonable simulation of "tyipcal" WW2 ground combat engagements.
  Topic: Always see enemy or not?
Tacloban

Replies: 10
Views: 7801

PostForum: The Mess   Posted: Mon Mar 31, 2008 3:57 pm   Subject: Always see enemy or not?
I used to do that when I was first learning how to play I or II. Then I realized how bad the AI was and it needed all the help it could get.
  Topic: DDay in Utah
Tacloban

Replies: 39
Views: 23267

PostForum: H2H Multiplayer   Posted: Thu Apr 26, 2007 4:14 pm   Subject: DDay in Utah
Excuse me, but what mod is this? Are these the Regxtra maps?

Thanks,

Tacloban
  Topic: Airstrike too weak against tank ?
Tacloban

Replies: 9
Views: 10920

PostForum: CC5 Gold, Juno, Sword   Posted: Fri Mar 02, 2007 3:57 pm   Subject: Airstrike too weak against tank ?
Well OK then how about artillery?

In the US Army's history of the Battle of the Bulge, there are repeated references to German armored attacks being repulsed by artillery barrage alone. Certainly there were plenty of misses, but the record seems to indicate that Allied artillery was effective against German armor.
  Topic: Afrika 40-41 Ready for download and play!
Tacloban

Replies: 58
Views: 52029

PostForum: CC5 Afrika 40'41   Posted: Tue Feb 27, 2007 5:10 pm   Subject: Afrika 40-41 Ready for download and play!
Thank you for this mod, I know it took many long hours to develop. It is a part of WW2 I don't know much about. I now have to find a good read to learn the history.

I'm only half-way through the "60 Miles" op, but I think this new mod is terrific. The sounds are great and the game plays very well. I can write off the oversized trucks to...to...uhm...heat mirages! and the not engaging, that's just fog of war for you.

Bellisimo! Multe grazia!
  Topic: CC5 Iraq/Afghanistan mod?
Tacloban

Replies: 5
Views: 5193

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Oct 01, 2006 10:27 pm   Subject: CC5 Iraq/Afghanistan mod?
I encourage you to. Go on down to your nearest recruiting office.
  Topic: Exploding tanker cars
Tacloban

Replies: 5
Views: 4758

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Aug 07, 2006 1:23 pm   Subject: Exploding tanker cars
Aren't there several exploding tank cars and other stockpiles on the stock Cherbourg map? or is that just in the Utah mod.

Tacloban
  Topic: Help with custom scenario please
Tacloban

Replies: 6
Views: 6348

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jul 20, 2006 12:27 am   Subject: Help with custom scenario please
Thanks,
I'll try again from scratch. . I was trying to edit a slightly older custom scenario that worked fine.
  Topic: "Saving Private Ryan" and two questions
Tacloban

Replies: 53
Views: 36779

PostForum: The Mess   Posted: Tue Jul 18, 2006 2:38 am   Subject: "Saving Private Ryan" and two questions
agidol wrote:


BTW, I liked the movie the Battle of the Bulge. Yes, the tanks sucked but the action was pretty good ...


Just for the sake of friendly discussion, that movie was one of the worst I've seen. Should have been called the Battle of a Southern California back lot. Absolutely no attempt to be historical. The tanks were not the problem. The whole bit with Fonda in the L-5 was a sorry attempt at dramatic tension.

The only decent scene was when Rutger Houer explained that the US was shipping in chocolate cake from overseas when the Germans couldn't get bullets over the border.

Tacloban, felling a bit grumpy for some reason.
  Topic: Help with custom scenario please
Tacloban

Replies: 6
Views: 6348

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Jul 17, 2006 6:49 pm   Subject: Help with custom scenario please
As far as I can tell, my scenario meets your conditions. Thank you for your help.

Tacloban
  Topic: Help with custom scenario please
Tacloban

Replies: 6
Views: 6348

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jul 13, 2006 4:26 pm   Subject: Help with custom scenario please
Thanks for the reply ZAPPI4,

I guess I meant to say I'm trying to create an operation using several of the stock maps, not a single battle on one map. I have tried CCReq before, I will give it another look.

I just thought that it was odd that I could open an operation that I had made earlier and played, but then wasn't able to re-save the operation even though I had not changed anything.
  Topic: Help with custom scenario please
Tacloban

Replies: 6
Views: 6348

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jul 13, 2006 3:08 pm   Subject: Help with custom scenario please
I am trying to make a simple scenario using the southern CC5 maps. I.m not changing data just unit placement using the stock battlemaker. I have Utah mod installed. After a long while of arranging units, maps, supply points, etc., I cannot save the scenario. I get a Invalid Battle Data error message. to simplify, all backline maps for both sides are supply points. I only reinforce allies on the second day, no german reinforcements.

Any suggestions as to what is causing my "invalid battle data" problem?

thank you,

Tacloban

PS: I just realized that, if I open a previously saved user scenario (that I have played before), then try to save as without changing anything. I get the same Invalid Battle Data message! What could be wrong.
  Topic: Request for Normandy combat info
Tacloban

Replies: 2
Views: 3171

PostForum: The Mess   Posted: Thu Jul 13, 2006 2:09 pm   Subject: Request for Normandy combat info
Can one of you kind, hyper-knowledgeable people help me? I am looking for information on the advance on the US First Army south after the fall of Cherbourg. It would logically be the preliminary advances in the St. Lo campaign. The US army CMH online info is excellent, but deals mainly with action closer to St. Lo and east of the Vire.

I just wanted to make a custom scenario using the southern CC5 maps. For instance I have the 358/90th taking St. Jores on evening of 4 July, and some unit of the 79th ID taking La Haye Du Puit on 9 July from German 35th Div., 315/79 takes Lessay on 25 July. I believe I’ll go with 359/90 against a parachute regiment (have to be 6th) at Mont Castre.

What I don’t know is what units fought on the other southern CC5 maps like Chateau de Riviere, Chateau D’Omonville, Chateau De Pirou, Perriers, Raids, Le Varimesimil?

Tanks for any suggestions for where to look,

Tacloban
  Topic: Take Command
Tacloban

Replies: 11
Views: 8566

PostForum: The Mess   Posted: Fri May 19, 2006 2:27 am   Subject: Take Command
D-day was indeed played out on a huge scale. At the same time it was a battle of many small battles, which was true for much of WW2 and thereafter. In contrast, the ACW infantry soldier did not typically fight in small groups. His effectiveness was largely dependent on contributing to concentrated, coordinated firepower, usually in a massed unit like a regiment.

Nevertheless, I can conceive a division-level ACW-style engagement that could work in a CC mod. For example, in CC5 you have 15 units to work with. If we mod each unit to be a civil war unit like a regiment, a battery, or a cavalry battalion, then we may expect to deploy, say, 12 regiments, 2 batteries, and a cavalry troop, or some variation. Each unit would move graphically as one; I'm just thinking out loud. That's small division strength, and there obviously are a great number of battles that could be done. Anything from Jackson's valley campaign, Cedar Mountain, Cemetery Hill, to the Wilderness or Sayler's Creek. I suppose commanders could be incorporated into the unit, and artillery call all be modded as indirect.

I hope that I am proved wrong because I would love to see the innovation in CC. I really would love to check out a ACW mod. My original point was that, though many years later, a competant SP AI is possible and how wonderful the CC SP would be with it.

Please excuse my bad spelling,
Tacloban
 
 
 
Page 1 of 3 Goto page 1, 2, 3  Next
Time synchronized with your computer time
Jump to:  




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!