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Author Message
  Topic: GJS-LSA bugs, suggestions, and comments thread
Tweed

Replies: 248
Views: 170886

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Jan 11, 2017 9:59 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
mick_xe5 wrote (View Post):
Disbanded BGs can be modded to return the next day at the nearest available friendly supply depot by opening /Data/Base/Campaign.txt and toggling the #Misc. options/features>#Recycle Disbanded BGs from 0 (= Never come back) to 1 (= Return next day).

The above is an all or nothing edit. Either disbanded BGs are absorbed (0) or return later (1). No way to mod 3-5 BGs per map or contested map/out-of-supply penalties without re-writing the game code.


I have seen somewhere, that (1) toggling from 0 to 1 will return BG only if it initially entered the map with supply depot and (2) BG will not try to reenter and will be lost forever if the map is already occupied.

Does this mean that playing GJS-LSA vs AI is worthless and unchallenging, compared to GJS-TLD or CC5?
I have all of them but didnt try GJS GC elsewhere except LSA
  Topic: GJS-LSA bugs, suggestions, and comments thread
Tweed

Replies: 248
Views: 170886

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Jan 11, 2017 9:06 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Hi everybody. I'm playing this wonderfull mod 7.3 as Allies vs German AI.
I love LSA features - stacking BGs and point buying system. They brought wonderful new strategical and tactical dimensions for the gameplay. Encircling, cutting supplies,  attacking from different directions, borrowing units, changing frontline BG without losing grabbed ground - everything simulates the real combat.

However, disbanded BGs, which never come back, --  ruin fun completely.

As a human I manage BGs deployment and movement in a way which allows arrival of new BGs and retreat of defeated BGs.

However, AI completely fails with strategic movement and deployment. Several times I was able to fend of AI's attacking BG and AI's BG was disbanded because the map this BG was attacking from was already occupied by two another BGs. Absorbing units from disbanded BG doesnt compensate this - AI fails to deploy armor, absorbed from disbanded BG, into active roster of infantry BG, which absorbed the remnants of armored BG.
Losing a BG as separate unit in such way - is unfair and unrealisctic.

Can anything be done about this? Does anybody face the same problem?

IMHO,  the best gameplay mechanics should be as follows:
1. If a BG is unable to retreat because the map is occupied by friendly BGs - it should be disbanded and reappear at supply deport. The following happens with its forcepool:
- if blocked retreatment route was to uncontested map - nothing lost from the forcepool. So, the penalty is time and deterioration of strategic position.
- if blocked retreatment route was to contested map - 30% of its forcepool is lost.
2. Only BGs cut of supply are disbanded forever. In this case following happens with the forcepool of disbanded BG:
- if a BG (or two) completely surrounded by uncontested enemy ground -  everything is lost from the forcepool.
- if there is friendly BGs in any adjacent map - 50% of infantry units is absorbed by friendly BGs, 100% of armour/vechicles/guns is lost if fuel=0, or 20% absorbed if fuel>0.

Can the above be modded?

Or is it possible to mod 3-5 stacked BGs on one map?
  Topic: CC lsa WAR German S vetmod 1.1
Tweed

Replies: 21
Views: 26019

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Dec 26, 2016 1:10 pm   Subject: Re: CC lsa WAR German S vetmod 1.1
Hi! Can anybody share the fresh download link for LSA WAR mod? Dropbox doesnt work for me.
  Topic: Ability to spot enemy
Tweed

Replies: 14
Views: 14868

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 11:03 pm   Subject: Re: Ability to spot enemy
"esli ne prazdniy interes - pm" - ne ponyal "pm".
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 11:01 pm   Subject: Re: Ability to stay hidden
Dima wrote (View Post):
mooxe wrote (View Post):
Good luck getting it all to work on Windows 7.

works fine here with both 32 and 64 W7


I did it ) It works. Many thanks!
  Topic: Ability to spot enemy
Tweed

Replies: 14
Views: 14868

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 10:25 pm   Subject: Re: Ability to spot enemy
Dima wrote (View Post):
Quote:
I mean that game is based on the set of data tables which define probabilty of each event in the game. Its just pure math.

that's the only flaw in your idea.
CC has a dice system using data modifiers for checks and criticals like a board game Smile.


I don't see contradiction Smile Dice, poker and board games - its all about distribution of probabilities)

I clearly understand that there is random's generator somewhere in it.
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 9:54 pm   Subject: Re: Ability to stay hidden
Dima wrote (View Post):
Quote:
But where can I find modifiers' table? Like "+20% view range bonus for scouts"

no such table - but you can do one basing on your modding/playing experience.

Quote:
BTW, today I downloaded Qclone and I can not open any .adb.. When I try it quickly flashes with some kinda message and closes it.

sometimes it's good to read readme - you need to download java machine (3 files) and some other shit - don't remember the name now (both availabe at CCS download section)


Dima, obizhaesh ))

I've read readme and tried to act in accordance with it. Tried to find something in the web, but I'm not that good in IT and soft.
Thank you for guidance - now I know that there is no need to google. Just have to pick  missing part from download section.
  Topic: Ability to spot enemy
Tweed

Replies: 14
Views: 14868

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 9:47 pm   Subject: Re: Ability to spot enemy
vobbnobb wrote (View Post):
[b]I admit I didn't read ....


I appreciate your efforts to explain, but it seems that you do not understand game mechanics good enough.
I mean that game is based on the set of data tables which define probabilty of each event in the game. Its just pure math.

Experience - is general modifier to shift performance of the teams.
But there are also specific modifiers which assign special features in accordance with team specialisation.

I just want to understand in which table and which colomns this data is.

You can download CC LSA data workbook in excel and educate yourself about game mechanic - http://closecombat.matrixgames.com/LSA/LSAmods.html
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 9:33 pm   Subject: Re: Ability to stay hidden
Dima wrote (View Post):
Team bonuses depend on Type value in teams like:

1) Scouts see farther.
2) Snipers hide better and don't take VLs.
3) Vehicle crews are faster than light after bailing out.
4) HTs shoot slower than tanks with same guns.
and etc etc etc


Thank you, Dima.
So, there are specific features defined by team type.
As I understand these fetures are in "alsteam' and german teams? Like in LSA:

0 = Command Infantry, 1 = Cmnd Halftrack, 2 = Vehicle Cmnd Tank, 3 = Crew, 4 = Sniper, 5 = Anti-Tank Infantry, 6 = Recon, 7 = Rifle, 8 = Heavy Rifle, 9 = Assault Infantry, 10 = Engineer, 11 = Machine Gun, 12 = Lt Mortar, 13 = Gun Light Infantry, 14 = Gun Medium Infantry, 15 = Gun Heavy Infantry, 16 = Gun Light Flak, 17 = Gun Medium Flak, 18 = Gun Heavy Flak, 19 = Gun Light AT, 20 = Gun Medium AT, 21 = Gun Heavy AT, 22 = Vehicle Truck, 23 = Vehicle Halftrack, 24 = Vehicle Recon, 25 = Vehicle Flak, 26 = Vehicle Lt Assault Gun, 27 = Vehicle Md Assault Gun, 28 = Vehicle Hvy Assault Gun, 29 = Vehicle Jmb Assault Gun, 30 = Vehicle Lt Tank Dest, 31 = Vehicle Md T Dest, 32 = Vehicle Hvy Tank Dest, 33 = Vehicle Lt Tank, 34 = Vehicle Md Tank, 35 = Vehicle Hvy Tank, 36 = Vehicle Jmb Tank, 37 = Vehicle  Lt Halftrack, 38 = Vehicle Mortar Halftrack, 39 = Med Mortar, 40 = Company Command Team


But where can I find modifiers' table? Like "+20% view range bonus for scouts"

BTW, today I downloaded Qclone and I can not open any .adb.. When I try it quickly flashes with some kinda message and closes it.
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 10:22 am   Subject: Re: Ability to stay hidden
vobbnobb wrote (View Post):
The AT Guns and mg teams stay hidden while firing is because none of your troops have spotted them yet. When none of your troops have visual it's only a muzzle flash or general direction the fire is coming from. Sneaking through areas, is a good way to expose them without them seeing you first. Moving fast is the worst.


I dont care about game tactics. I want to understand game mechanics.
Not through battle experience, but through cold soulless figures and formulas.

Could you explain this:
- if AT gun operates in automatic "defend" mode,- it is hidden for a long time. Particulary when I switch between defend and ambush.
- if I choose the target (tank) manually , AT gun immediatly becomes visible to the enemy, even before firing first round. Like if I issued command "expose to enemy".

And, hell, my russian DP machine gun was able to stay unspotted while killing three german squad. Distance was not less than 30 meters and not more than 60m.

Other example - "granatometchiki" (russian AT grenade team of 3) was hidden in bldng all the way while attacking Stug from 10 meters with RPG-40 at grenades.
Scouts team of 3 was immediately spotted by the tank after througing first RPG-40 in the same combat conditions (distanse , bldng)
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 10:01 am   Subject: Re: Ability to stay hidden
mooxe wrote (View Post):
Yeah they definitely move quicker. Second only to dismounted tank command teams!


I assume that they move faster, due to (1) smaller weight of weapons/ammo per team member and (2) better cohesion.
Small team=better cohesion. They also dont have to stop and wait for slower team members as often, as in the bigger team.

Other small teams (like MGs and AT rifles) are not so fast cause of heavy armanent. You know, "the speed of a group is the speed of its slowest member".

Thats all my IMHO based on the understanding that game mechanics are all mathematically based.
  Topic: Ability to spot enemy
Tweed

Replies: 14
Views: 14868

PostForum: CC5 Stalingrad   Posted: Thu Apr 17, 2014 9:34 am   Subject: Re: Ability to spot enemy
vobbnobb wrote (View Post):
They have better ability because of small team less chance of being spotted and more chance of spotting enemy.


So, snipers are best to spot and hide?

It looks logical, that small team has less chance of being spotted,  but do you really mean that small team spots enemy better?

Is there any modifier which assigns level of spotting ability to the type of the unit?

Cause I see it unlogical, when small teams has better spotting ability (unless it is experts like snipers and scouts).
Why DP team of two should have better spooting ability than professional scout team of 4?
And if a have a squad of 7, than it is almost blind?
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:52 pm   Subject: Re: Ability to stay hidden
BTW it is said in the manual that scouts can stay hidden better than others. Is that true when compared to other infantry units? What game data rules this?
  Topic: Ability to spot enemy
Tweed

Replies: 14
Views: 14868

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:50 pm   Subject: Ability to spot enemy
It is said in manual that scouts (recon teams in general) have better spotting ability then other teams. How is it? What game data manages this? Do they really spot better than other infantry units?
  Topic: Ability to stay hidden
Tweed

Replies: 19
Views: 15847

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:47 pm   Subject: Ability to stay hidden
Guns and machineguns can stay hidden even when firing. How?
  Topic: Weapons in Stal (data sheet)
Tweed

Replies: 2
Views: 2874

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:44 pm   Subject: Re: Weapons in Stal (data sheet)
For example - how different is russian DT machinegun carried by infantry vs DP
Or how different is standart russian 1891/30 rifle vs is shorter version - ?arabin obr 38
And 1891/30 vs german mauser
Whats the diff between T-26 and BT-7m 45mm guns (I see they have different names and ammo figures)
How PPSh performs against MP-40 and PPD
  Topic: Weapons in Stal (data sheet)
Tweed

Replies: 2
Views: 2874

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:42 pm   Subject: Weapons in Stal (data sheet)
Hi, comrades!
Does anybody have weapons data sheet for Stalingrad? Something like LSA data workbook. I want to study numbers in order to understand weapons relative performance better.
  Topic: awesome Mod
Tweed

Replies: 5
Views: 6794

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:40 pm   Subject: Re: awesome Mod
Hi, comrades!

Does anybody have weapons data sheet for Stalingrad? Something like LSA data workbook.

I want to study numbers in order to understand weapons relative performance better.

For example - how different is russian DT machinegun carried by infantry vs DP?
Or how different is standart russian 1891/30 rifle vs is shorter version - ?arabin obr 38? And 1891/30 vs german mauser?

Also, whats the diff between T-26 and BT-7m 45mm guns? (I see they have different names and ammo figures)?

And how PPSh performs against MP-40? and PPD vs PPSh?

P.S. Cannot start new topic
  Topic: Immortal Stugs
Tweed

Replies: 14
Views: 24667

PostForum: CC5 Stalingrad   Posted: Wed Apr 16, 2014 1:20 pm   Subject: Re: Immortal Stugs
When you play against AI:
- Avoid using your armor directly against enemy's armor. It is unnecessary risk, unless opponent''s armor's main gun damaged, or turretless armor - immobilized.
- AT guns are best against any armor. Have 1-2 in any BG of yours. Use them in ambush and defend modes to keep them unspotted by enemy. Ones you set the target for your gun manually, the gun is spotted and killed.
- russian AT rifles are extreamly effective against armor. By immobilizing/damaging main gun/killing wounding crew members you (when play russians) can severely decrease enemy's tank performance.
 
 
 
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