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Author Message
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Sun Apr 29, 2012 11:42 pm   Subject: Re: New Close combat release announced
Stwa wrote (View Post):
The judicial system will, in the end, determine the more modern definitions of theft, never mind, if something cannot be physically removed. (i.e. software), and up to now they have been ruling theft, not just copyright infringements.

The "modern" definition is completely subhuman. Stealing something is wrong because it removes stuff from someone's inventory and one no longer has that stuff, therefore stuff that isn't removed must not be defined as stealing.

Stwa wrote (View Post):
The term, espionage, is just an attempt to glorify it all.

So, according to you, downloading a game from the internets is worse than spying and leaking company secrets? You're mentally ill. It was a condemnation, not glorification, you cretin.
  Topic: Military General Manager?
Therion

Replies: 1
Views: 1760

PostForum: The Mess   Posted: Sun Apr 29, 2012 7:34 pm   Subject: Re: Military General Manager?
I think HPS made such a game recently.
  Topic: after Panthers in the fog
Therion

Replies: 7
Views: 5236

PostForum: Close Combat Panthers in the Fog   Posted: Sun Apr 29, 2012 7:33 pm   Subject: Re: after Panthers in the fog
Close Combat isn't a strategic game. It's a tactical game.
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Sat Dec 24, 2011 1:56 am   Subject: Re: New Close combat release announced
Stwa wrote (View Post):
Therion wrote (View Post):
Stwa wrote (View Post):
Therion wrote (View Post):
Details, plz?


OK, you dweeb (I hate it when people play stupid), start here, but this just the tip of the iceberg, me thinks.  Arrow

Oh. I thought you're talking about some ancient modding community drama. I don't know why you're accusing the whole team of being devoid of ethics and stealing from each other. Someone leaked it but the team got axed because they didn't know who it was which posed a very high security threat, not because there was some conspiracy. I always thought that Shreck and some others were a part of some kind of trusted inner circle and have stayed, though, so I'm surprised that everyone got kicked out.

Anyway, did Sulla stay or did he get kicked out too?


Well, me thinks, that is just the tip of the iceberg.

Not sure about Sulla, other than to say, he is the person that is basically getting ripped, and you saw the titles he listed.

I also, don't like your choice of words for some reason, ... I mean the "security threat" and "conspiracy". In my mind, it's just theft, because they can, and they believe they won't get caught. Kinda like looters or pirates. It has nothing to do with Matrix.

I have seen it since I have been at this site, where people try to rip WIP, from their "friends". It's a human nature thing.

It isn't a theft since nothing got removed from the inventory. The same for looting and piracy. Don't be retarded.
I think the correct name for what happened was espionage as confidential stuff that wasn't supposed to be even seen by anyone from outside (or even most of inside) of the team was leaked.

I used the name "conspiracy" because you're making it sound like majority of CSO decided to leak that stuff. I'm explaining that the team got axed because there was a spy inside it and no one knew who it is and it was a security threat because he could as well leak next betas. No need to ascribe it to the whole fucking team.
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Fri Dec 23, 2011 11:30 pm   Subject: Re: New Close combat release announced
Stwa wrote (View Post):
Therion wrote (View Post):
Details, plz?


OK, you dweeb (I hate it when people play stupid), start here, but this just the tip of the iceberg, me thinks.  Arrow

Oh. I thought you're talking about some ancient modding community drama. I don't know why you're accusing the whole team of being devoid of ethics and stealing from each other. Someone leaked it but the team got axed because they didn't know who it was which posed a very high security threat, not because there was some conspiracy. I always thought that Shreck and some others were a part of some kind of trusted inner circle and have stayed, though, so I'm surprised that everyone got kicked out.

Anyway, did Sulla stay or did he get kicked out too?
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Fri Dec 23, 2011 12:53 pm   Subject: Re: New Close combat release announced
Stwa wrote (View Post):
Or the modders will become the new developers, with Matrix producing their games. Kinda like when CSO (the pirates) took over development, which I suppose was ended when Schrecks team got the axe. This crew was so de-void of ethics, they were willing to steal from each other. It was an incredible era for CC.

Details, plz?
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Thu Dec 22, 2011 10:48 pm   Subject: Re: New Close combat release announced
ArmeeGruppeSud wrote (View Post):
@ Therion

Your sig is annoying, as it makes no sense

The correct quote is:

"Bombing for peace, is like fucking for virginity"

That, at least, makes sense

cheers

AGS

Well, it made sense during WWII.
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Thu Dec 22, 2011 10:44 pm   Subject: Re: New Close combat release announced
Have you all tried Armored Brigade?
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Thu Dec 22, 2011 8:43 am   Subject: Re: New Close combat release announced
So, CCMT was released 2 years before time Shocked ? Jesus fucking Christ.
  Topic: New Close combat release announced
Therion

Replies: 107
Views: 102550

PostForum: The Mess   Posted: Thu Dec 22, 2011 12:41 am   Subject: Re: New Close combat release announced
schrecken wrote (View Post):
Don't shoot the messenger... what do you mean YOU?????

get with the program it's been nearly 3 years since I could have been included in a YOU descriptive.

I had a team of beta testers which Matrix disbanded.

Matrix don't want beta testing... Alpha testing at best then ship it to the consumer to send back bug reports which take about 26 months to be acted upon, if at all.

just my observations on the performance since WaR was released.

You got kicked out too? I thought you were the boss of the whole project?
  Topic: NovaLogic Delta Force - The Ultimate Drug?
Therion

Replies: 13
Views: 7302

PostForum: The Mess   Posted: Thu Dec 22, 2011 12:32 am   Subject: Re: NovaLogic Delta Force - The Ultimate Drug?
Did they finally implement a decent teammate AI?
  Topic: Wall Street under occupation
Therion

Replies: 47
Views: 25748

PostForum: The Mess   Posted: Mon Nov 28, 2011 6:36 am   Subject: Re: Wall Street under occupation
MajorFrank wrote (View Post):
I said it earlier in this thread, the cops seem to be awful heavy-handed.

I have to say, although I don't live in the US, I symphatize with these protestors. There's a lot of unemployment here in Finland, difficult to find proper work. It all seems to be temp-jobs etc. these days. Then they tell you to start your own company even if you don't have much capital to start it with or any guarantee that there will be work. It's like the world has changed and nobody has to be hired anymore, no job security or anything.

Same here in Poland. Everything is turning to shit.
  Topic: Update on CC6? Please!
Therion

Replies: 10
Views: 32145

PostForum: The Mess   Posted: Thu Nov 17, 2011 5:17 am   Subject: Re: Update on CC6? Please!
Have you guys tried Armored Brigade? It could use some WWII mods.

There's a new version featuring real terrain:
http://www.armoredbrigade.com/forums/viewtopic.php?f=2&t=336

It's free and updated very often. It has a heighmap, a line of sight tool, no "spot the tracer" metagaming, realistic mortar delay, vehicles sometimes losing turrets when destroyed, adjustable map sizes, etc.

Here's a list of changes done in 2011 alone:

Quote:
==Version 0.715==



+ Custom height maps can be used by placing them to the \data\map\height folder, named height001.bmp, height002.bmp etc. Currently the location is selected randomly, based on the Battle Generator "Hilliness" setting



- The defending AI places some of its static AT units to forward slopes

- The AI dismount range, used when enemy units are detected, is randomized for each battle

- New sprites for all US vehicles, including winter camo (One more thank you to Capt Sam)

- Added a message about the mission objectives, and the objective locations blink for a while during the setup phase

- Adjusted the contour lines and elevation map mode colors



==Version 0.713==



* Fixed: : A potential array out of bounds error in map image generation



- Modified accuracy algorithm: Small targets, like hull-down vehicles, are easier to hit at close ranges

- Trees have higher LOS block values

- The maximum number of men per squad increased from 10 to 25



Thermal imaging:

- eras.xml: "thermalImagingMinRange" increased from 2000 to 3500 meters (vehicles with a weapon "nightVision" value equal or greater than this have a thermal imaging system)

- weapons.xml: "nightVision" 2000 increased to 3500 meters

- Adjusted the automatic cost calculator to match the new nightVision values



Map Generator:

- More trees in the random generated maps, depending on the Vegetation setting: Field edges can have tree lines, and some brush is replaced with trees

- Increased the number of fields

- Winter maps have empty spaces for the fields, possibly with tree lines



==Version 0.711==



* Fixed: A wrong dug-in symbol was used for the partly identified vehicles



==Version 0.710==



- When moving in a formation using the Quickest path mode, the units search the adjacent squares next to the waypoints, and move to the one with the best Trafficability



New variables in the database (see DATABASE.txt for more info):

- aircraft.xml: value

- eras.xml: artilleryTRPRadius, artilleryAdjustRadius, HQRadiusInfantry, HQRadiusVehicle, infantryVulnerability, thermalImagingMinRange, unknownArmorKE, unknownArmorCE, aircraftDelay, planeDelayRandom

- units.xml: enableTurretScanning, infantryVulnerability, value



==Version 0.708==



* Fixed: Planes could sometimes circle endlessly over the target area



==Version 0.707==



+ Vehicles are affected by the morale rules, and can be abandoned. HQ contact reduces the chance. Damage, suppression, seeing friendly units retreating/destroyed etc reduce morale



- The morale and training values affect the purchase costs, 75 being the average value

- When moving in a formation using the Covered path mode, the units search the adjacent squares next to the waypoints, and move to the one with the best Cover

- Vehicles displace themselves if there's terrain fire in the same location

- Map Generator: Steep terrain (The slopes greater than about 30 degrees) is replaced with Rough ground



Database:

- The formations and flights can have morale and training modifiers

- USSR Combat Power modifier is set to zero



Added hotkeys:

- Covered path, Ctrl+"C"

- Quickest path, Ctrl+"Q"

- Shortest path, Ctrl+"S"



Remapped hotkeys:

- Custom fast compression, Shift+"C"

- Smoke generator on, "Q"

- Smoke generator off, Shift+"Q"

- Create a smoke screen, Ctrl+"W"



==Version 0.706==



- Non-retreating HQ and radio units can act as artillery and mortar observers, making the fire more accurate. HQ units are the best spotters

- Added a "free" formation, hotkey shift+F9, where the units advance without regrouping



==Version 0.705a==



+ Helicopters have two battle positions



- Units can be ordered to use effective ranges (accuracyRange) in the SOP menu

- Ctrl+"X" clears all range settings

- The unit sprite, or a photo if available, is shown when the unit name is clicked in the purchase phase



Database:

- An optional photo can be added (spritePhoto. units.xml, aircraft.xml). The photo (or the sprite) is shown when clicking the unit in the purchase phase

- Added tracerTypes: BOMB_IRON, ROUND_MORTAR_LIGHT_HE

- Renamed tracerTypes: ROUND_NAPALM -> BOMB_NAPALM, ROUND_CLUSTER -> BOMB_CLUSTER

- AA-Accuracy spreadsheet updated



==Version 0.703==



* Fixed: The scenario generation could freeze if the number of objectives was set to one



+ New accuracy equation: "accuracyRange" in Ammunition.xml defines the range where accuracy is half of "accuracyBase". The docs folder includes an Excel spreadsheet that provides an overview how accuracyBase and accuracyRange interact



Game Mechanics:

- Improved fire distribution between units/aircraft, usually between at least two equal targets

- Low Training has more effect on accuracy, while it doesn't increase the delay before first shot at all

- Command Delay can be set to increase between the first three waypoints (armies.xml, commandDelayMod)

- The minimum morale level to become routed has been increased

- Infantry is a bit more vulnerable to direct fire

- The aircraft spotting capability is affected by the Training level



UI:

- The time-of-day slider is now centered

- Time and objectives are shown in the AAR replay

- The event messages have a timestamp

- Nationality flags are shown in the Battle Generator and AAR



Other:

- Desert camo sprites for the US vehicles (Thanks to Capt Sam)

- The top-attack capability is less expensive



==Version 0.701==



* Fixed: The Battle Generator nationality settings were not saved/loaded



==Version 0.700==



+ The game data is moved into external XML files (data\xml folder), and can be modified with any text editor. See DATABASE.txt (docs folder) for notes

+ Time of day is now dynamic. The length of twilight and day can be set in the Battle Generator. During the action there's a "sun" indicator, representing the current level of illumination



Game Mechanics:

- Added a new level of enemy identification between fully identified and unknown (Tracked, wheeled and half-tracked vehicles only)

- Aircraft are affected by the training and morale rules. A low training value reduces weapon accuracy, and low morale aircraft escape more often

- Morale, instead of Training, affects the suppression recovery (about 20-60 seconds). Morale is used to calculate how long it takes to recover from the buttoned-up state after a vehicle is no longer suppressed (from 15 seconds to about 10 minutes)

- The default armor value for unidentified targets is now 15mm instead of 40mm, so the unidentified units are engaged with less powerful weapons too

- The AI opponent is less eager to call air support



UI:

- Enemy units, as well as friendly aircraft, can be clicked for some info. During the AAR the friendly ground units can be clicked also

- Detected guided missiles have a small symbol (green = friendly, red = hostile)

- The Battle Generator settings can be saved and loaded
  Topic: The AI Belly Down Assault
Therion

Replies: 50
Views: 23886

PostForum: Close Combat Modern Tactics   Posted: Sun Oct 16, 2011 8:45 pm   Subject: Re: The AI Belly Down Assault
Stwa wrote (View Post):
Hi Therion,

Glad to see you are enjoying Armored Brigade.  Smile

I wonder, would HPS's Point of Attack be up your alley.  Idea

Point of Attack 2

Not really. I'm more into action games like CC and AB. You know, sound of projectiles hitting the armour, tracers flying left and right, explosions and stuff. Blood and screams of the dying/turrets falling off vehicles.
All in RT/Accelerated RT.
  Topic: The AI Belly Down Assault
Therion

Replies: 50
Views: 23886

PostForum: Close Combat Modern Tactics   Posted: Sat Oct 15, 2011 8:32 pm   Subject: Re: The AI Belly Down Assault
Ahh... the red of fresh blood. That's one thing that I miss when playing Armored Brigade.
  Topic: Your Family in WWII
Therion

Replies: 18
Views: 10987

PostForum: The Mess   Posted: Thu Oct 13, 2011 9:57 pm   Subject: Re: Your Family in WWII
My grandfather was in concentration camp. I guess he was a Jew.
  Topic: Citizen Privacy
Therion

Replies: 8
Views: 3277

PostForum: The Mess   Posted: Thu Oct 13, 2011 9:45 pm   Subject: Re: Citizen Privacy
I don't have a fagbook account, I gave up on jewtube when they forced the google account thing.
  Topic: Visibility
Therion

Replies: 18
Views: 8841

PostForum: The Mess   Posted: Mon Sep 19, 2011 7:21 pm   Subject: Re: Visibility
The main problem is that you are able to see these tracers which allows exploits like targeting enemy teams despite that no one knows where they are.
Another exploit is that bodies show up when killed no matter if anyone sees them or not. It allows using indirect fire weapons to detect enemy units.

Armored Brigade successfully avoids such exploits and confusing presentation by not showing "tracers" from undetected units and having a detection mechanic based on weapon type fired.
You can download Armored Brigade for free here.

ArmeeGruppeSud wrote (View Post):
If your complaint is why cant yr AI soldiers choose to implement suppression fire themselves, the answer is because its too difficult to program.

How do you know it.
  Topic: What are you reading?
Therion

Replies: 374
Views: 275739

PostForum: The Mess   Posted: Sat Sep 17, 2011 11:32 pm   Subject: Re: What are you reading?
Ernst Jünger - Storm of Steel

I'm more and more fascinated with WWI.
  Topic: Effectiveness of fire in combat?
Therion

Replies: 26
Views: 46850

PostForum: The Mess   Posted: Tue Sep 13, 2011 8:21 pm   Subject: Re: Effectiveness of fire in combat?
Nacrox wrote (View Post):
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.

The main problem with such mechanics is that they are usually redundant. Player is usually excited, which decreases aiming accuracy and aiming with mouse is much slower and less precise than aiming with actual weapon held in hand. From my experience with BB guns, aiming (even as in purely lining up the sights with the targets) at even relatively close objects with mouse is much more difficult than aiming in RL and being under fire in game additionally makes it harder due to nervousness (as the player will lose all his progress in mission if he dies).
I would say that there should be suppression rules for the AI, though as id doesn't have any such problems. Being hit by the AI is mainly the function of time - usually it's something like 10 seconds before one is hit when the AI is targeting the player, even with very bad AI skills.
Meanwhile for example poorly trained Iraqi fighters were known to usually miss horribly a lot while using up a lot of ammo.

Nacrox wrote (View Post):
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.

Even when the rookie soldier is after shooting 1000s of rounds in training under a competent instructor while the veteran is a fighter with no formal training?
 
 
 
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