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Author Message
  Topic: Modding Stock PITF - unable to change support teams
WillKnott

Replies: 7
Views: 4549

PostForum: Modding Workshop   Posted: Wed Aug 14, 2019 12:40 am   Subject: Re: Modding Stock PITF - unable to change support teams
I managed to get my tweaks done.   Found a few spots i had been missing.  I was changing the wrong unit and thought i had them all.   I started over, and made small groups of changes and tested rather than one big walkthrough.

Originally I tweaked fpools early, but I ended up going into Unit Structure to allow more fine tuned tweaks.  In PITF, US troops didn't really use the 81mm Morts, they were all 60mm.  Also, when I got in there I found there were units they never used in the game.  US Mort halftracks and 105mm Howitzers were in teams, but not used anywhere.  In G2C I swapped out the piat n 2cm mort team for more rifle n bren etc.  

Originally, I got into this to pull out much of the light, medium, and heavy tanks to give me a more infantry focused game.   Using tanks is good fun, but now and then I feel Armor dampens the effect of a good infantry fight.

Thanks for the tips!
  Topic: Modding Stock PITF - unable to change support teams
WillKnott

Replies: 7
Views: 4549

PostForum: Modding Workshop   Posted: Fri Aug 09, 2019 6:15 pm   Subject: Re: Modding Stock PITF - unable to change support teams
Thanks for the reply, after resetting all my files to stock, I was able to change the support team.

I am finding that making lots of change at once is problematic...i tried mass changing, being careful, but stuff still wouldn't show up.

I ended up having to make small changes at a time with just notepad keeping backups handy of each change.

Its slow going but I'm now getting somewhere.

Editing force pools i could do with search replace well enough, but i have to go really slow on unit structure.

Still seems in many cases ill make one small tweak and it won't take, even being careful!
  Topic: Modding Stock PITF - unable to change support teams
WillKnott

Replies: 7
Views: 4549

PostForum: Modding Workshop   Posted: Fri Aug 09, 2019 9:23 am   Subject: Modding Stock PITF - unable to change support teams
I have been tweaking the stock PITF install in small ways.

I successfully can switch around Force Pool Units, for example a platoon of MkIV tank platoon unit can be swapped with a Panther platoon.

I am unable to change some items in Unit Structure....see below.
-- if I change the 12's in row 12 Columns TM3,TM4,TM5...I should be able to see the 60mm mortars change to 80mm mortars in the support units.  However, it remains 60mm Mortars within the game...
-- as a test, I changed the main platoon units Rifle and BAR numbers 4 and 5 in TM1 and TM2 to 12 and 34 for 80mm Mortar and 80mm Mortar Halftrack, and here I get a bunch of 80mm Mortar Teams and Halftracks as my main platoon teams, so I know a simple change works.

--I suppose, since I am changing a support team there is another tweak I'm missing.

Unit - - - - - U1 U2 U3 U4 U5 U6 HQ TM1 TM2 TM3 TM4 TM5 TM6 TM7 TM8
9 0 0 3 0 1 10 11 11 11 12 - -
10 0 0 2 6 1 - - - - - - 0 7 7 7 7 7 2 2 2
11 0 0 2 0 1 13 13 13 - - - 1
12 0 0 2 6 1 - - - - - - - 14 14 12 12 12 17 35 35  <-- Changing the 12's to 13's do not give me support 80mm Morts
13 0 0 0 0 1 - - - - - - - 4 5   <-- changing the main platoon to 13's gives me a whole platoon of 80mm Morts

Thanks for assist in advance.



PS---
I reset all my files back to default, tweaked once more and I got support teams to work.   I had a working modified fpools file.   I had made a change to remove the medium and heavy tanks by swapping infantry/halftrack teams..  didn't touch team 9 though...something to work with I suppose.  any tips still appreciated.
  Topic: Grand Campaign GtC Opponent Wanted - Australia
WillKnott

Replies: 1
Views: 6333

PostForum: H2H Multiplayer   Posted: Thu Nov 29, 2018 3:32 am   Subject: Re: Grand Campaign GtC Opponent Wanted - Australia
Im in Texas.   evenings possible in Central Time Zones.   Ill have to bust out the TZ converter, were GMT -6...

Looking at Timezone converter....my 9pm on a Thursday is your 1pm on a Friday.  my 6pm is your next day 10am.

your 6pm Sunday is my 2am Sunday.

depending on your target times we can possibly attempt.

So tired of playing the AI....I have older kids but they are not interested in the command blimp old school graphics when they can do FPS on xbox all night long.  Smile
  Topic: Will Knott's Northern Campaign
WillKnott

Replies: 0
Views: 3953

PostForum: Close Combat Last Stand Arnhem   Posted: Sat May 05, 2012 9:49 am   Subject: Will Knott's Northern Campaign
Since its release I always thought CCLSA was the best engine of all the CC Games.  I have purchased, owned, and played them all, since the beginning during the days of CC1, the Internet Gaming Zone, and Case's Ladder where I was known as Steiner* and they all will be thought of as a great game in their own right.  CCLSA has introduced multiple battlegroups and a nice set of maps that had blowing bridges as an opton.  Retreat and disband were properly implmented.  Some of you may well disagree, but I feel that tank pathing is best in CCLSA.  A big and wide variety of terrain and maps.  The campaign system was finally improved to go with the battle engine.  The only problem was, when I played another player H2H the 2 player experience was not as enjoyable.  

Mainly the GrandCampaign in CCLSA is an attempt at historical events, and I like the concept and played against the AI several times with it.  This is how it should be done.

However, head-2-head play presents a few problems.  There are not enough varied units in play early enough to make the german player satisified, the mix of units can be quite lopsided early and it takes too long to trudge through a BUNCH of battles to finally get some stronger units.  For almost 2 rounds he is immobilized from moving and bridge units cant move and are very weak.  Head-2-head play needs a mix of battles, each player needs to have the best units both sides have to offer.

From the beginning when I first purchased CCLSA, I have been trying to come up with a Grand Campaign that basically started with all the units on the maps for the Germans.  However, no matter how many times I tried, the campaign file would crash after 10-20 battles.

I was never satisfied, but then I realized, I didnt need to include all units in the campaign.  I just needed a "campaign like" feel, but give each player the opportunity to have a mix of battles and provide an enjoyable mix of contests over a shorter time span.

BOTH SIDES SHOULD SEE A MIX of battles in the theater after about 10-20 battles:

1. BOTH SIDES will see overwhelming advantage in some battles, Like a mess of panthers and king tigers, or the British Guards Armoured Groups.

2. BOTH SIDES will see overwhelming disadvantage, both allied and german units will face some challenges.  Like when your infantry must face tanks and your AT capability is low!

3.  BOTH SIDES will see evenly matched battles.  There are times where both sides will come to the battle with roughly even chances.

4. See battles where infantry must be employed to be successful overall.  Not just tank fests, most battles will be decided by the infantry.  Try using an all armored spearhead in a dense town with narrow streets and lots of defilade.

5.  Head-2-head play must be faster paced, so I started on the night of  the 19th, the germans have immediate movement with good units.

6.  There will be fewer battles per battle phase, creating movement phases more often.

 SO I CREATED ONE.  Here for a short time is a dropbox link to the campaign file, just drop it into the "games/battles" folder, then you will see it in the user sceneario section.  Perhaps Mooxie can add this small file into CCLSA's download pool.  Hopefully I might see one of you on Ranger and test it out.

Will Knott's Northern Campaign



* as time when by and other forums and gaming portals came and went, Steiner's popularity as a screen name was obvious.  Wishing to avoid confusion with the real deal I ended up changing it.
  Topic: GJS for LSA
WillKnott

Replies: 204
Views: 184431

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Apr 17, 2012 2:37 am   Subject: Re: GJS for LSA
Looking forward to this one.  I like the LSA engine, but the GC in LSA is sadly out of balance.

I have a question, I have been trying to make a large campaign with the latest patches, and I get campaign file crashes constantly.  Does GJS4LSA able to stay fairly stable after a few days of play?
  Topic: Anyone Seen US Brake?
WillKnott

Replies: 9
Views: 12582

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Feb 18, 2012 7:37 am   Subject: Re: Anyone Seen US Brake?
Ill get CCOI installed.

How late can you go.  Im no earlier than 8p on CST weekdays, and often its later than that, by 10pm often.  Weekends I can usually get in by 6pm or some saturday am an sunday after noons.  Friday nights im regularly online before midnite CST and spend several hours.

ill try to send an invite on GR.
  Topic: Anyone Seen US Brake?
WillKnott

Replies: 9
Views: 12582

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Feb 14, 2012 2:32 am   Subject: Re: Anyone Seen US Brake?
Sweet.  I pop in now and then but seems like off-hours when I am there.  Whats your general playing hours?

For me, its going to likely be after 9pm most nights CST.
  Topic: Anyone Seen US Brake?
WillKnott

Replies: 9
Views: 12582

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Feb 11, 2012 7:20 am   Subject: Re: Anyone Seen US Brake?
Whats up?  I lurked now and then since last time we played, but i have been working on a new trick or two, as you can see.  Yeah, you never know on line what you'll get online at times.  I have been playing CCLSA stock patched mostly vs PC.  I started a new home made campaing where all the units are on map by end of 0900 Sept 18, about 5 turns.  CCLSA is a good system, just needs a campaign wher the action is over the first many turns.
  Topic: Anyone Seen US Brake?
WillKnott

Replies: 9
Views: 12582

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Feb 07, 2012 4:18 am   Subject: Anyone Seen US Brake?
I was playing around with Camtasia Studio and couldnt resist the opportunity to have some fun with Close Combat so I created this whle playing the PC.  Since US Brake likes to post You Tube videos I though he might like this one;)


Link
  Topic: Osama Bin Laden Dead
WillKnott

Replies: 101
Views: 517420

PostForum: The Mess   Posted: Mon May 02, 2011 3:53 pm   Subject: Re: Osama Bin Laden Dead
osama is buried at sea, so a public display is not possible anymore.  Reasons given are 1.  Who would want OBL buried on their soil, and 2. They didn't want his burial site to become a shrine for terrorists.

Also a public display might make him more of a martyr than a welcomed corpse, and it's kinda hard to take a higher moral position if you drag him through the streets like the US has seen some of their soldiers get treated from time to time.

good riddance in any event.  I would have preferred some form of punishment similar to that seen in the 'Law Abiding Citizen' flick, but a shot between the eyes from a US Navy SEAL will do nicely.
  Topic: Brake's Cross of Iron Battles Vol. 1
WillKnott

Replies: 8
Views: 11058

PostForum: Close Combat Cross of Iron   Posted: Wed Apr 27, 2011 1:37 am   Subject: Re: Brake's Cross of Iron Battles Vol. 1
Cool, now I will be able to scope out all the good hiding spots before we play another operation.  

For those who haven't played these, Brake and I tested a couple of operations and we ground each other down into a stalemate both times, so they appeared to me to be well balanced for head to head play.
  Topic: I don't get Merging
WillKnott

Replies: 5
Views: 9277

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Mar 26, 2011 4:10 pm   Subject: Re: I don't get Merging
Found the earlier posts
My earlier post here

Matrix forum explaination

The number of slots available in a BG's active roster is determined by the total number of men in the BG's starting forcepool. A forcepool of 20 US Rifle teams would have 9 active slots available (20 teams x 6 men/team = 120 men).

< 120 men = 6 slots
120-239 men = 9 slots
240-359 men = 12 slots
360+ men = 15 slots

Vehicles are counted as men in the following proportions:

1-3 vehicles = 0 men
4-7 vehicles = 40 men
8-11 vehicles = 80 men
12-15 vehicles = 120 men
16-19 vehicles = 160 men
20-23 vehicles = 200 men
24-27 vehicles = 240 men
28-31 vehicles = 280 men
32-35 vehicles = 320 men
36+ vehicles = 360 men


Examples:
119 total men + 3 vehicles = 6 slots
80 men + 7 vehicles = 9 slots
25 vehicles = 12 slots
240 men + 15 vehicles = 15 slots
  Topic: I don't get Merging
WillKnott

Replies: 5
Views: 9277

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Mar 26, 2011 4:00 pm   Subject: Re: I don't get Merging
Some time back i posted a similar question.  When you merge, the slots are determined by the total number of men in the unit.  Ill have to find it.

this is just pulling from memory, but the idea should be about right.

you have 2 BG's  one has 15 teams.  Some teams may have 3 men in a mg team, rifle teams may have 6.  totalling up all the men you might get 75 men.  The other BG might have 30 teams, say 175 men.  After merging you have 250 men.

The number of men in all the teams of the force pool determines upon the number of slots.  I cant remember the numbers, ill have to look up.  For some reason, I want to say 350 was one of the thresholds to increase teams.  Alot of the BG's in LSA are fairly small and it takes a lot of merging to get a bg up to snuff.

Take the German 9th and 10th SS.  If I remember, you practically have to merge them all together to get close to even getting a full slot count.  I havent messed with this idea, but I wonder if you are better off increasing slots by just having the second team act as a reserve.  Worth an attempt to check out.
  Topic: Warning to New Close Combat Players
WillKnott

Replies: 122
Views: 83846

PostForum: The Mess   Posted: Mon Mar 14, 2011 5:37 pm   Subject: Re: Warning to New Close Combat Players
First of all, the Close Combat community welcomes and thanks you for joining our group of devoted war gamers.  We appreciate your interest in Close Combat and hope you enjoy your stay here.  

However, we would also like to provide you with some very important information, information that will help you avoid certain pitfalls and also allow you to make the best choices.

Forget that this forum is totally about The Close Combat Series.  That is only a small part of it.  The other part is that Close Combat Forums have existed as long as the game series itself, and has also been a fine place to practice the art of trolling, arguing about controversial political and religious subjects, and over who has done the best job of researching what "really" happened on such and such date in history.  Occaisionally we stoop to calling each other names and insulting our mothers.  We also correct each other's spelling and questionable parentage.

One thing we can pretty much guarantee:  You will always be entertained.  Enjoy!


This is my version Wink
  Topic: CC: LSA - is it worth purchasing
WillKnott

Replies: 71
Views: 78912

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Mar 14, 2011 4:59 pm   Subject: Re: CC: LSA - is it worth purchasing
here is mine, exactly as it was during the test....Perhaps this isnt working.

Im on an older patch at the moment, ill have to patch it later and see if it works after that.

4.50.07b Is my current patch.
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
==========
Additional Note,  TLD has same line but its set to 0.  Ill have to change that and see if I get better results.  Is this in the original CC5?  disband always made play camps a pain.
=========
Checking some other files....
TLD has setting but its default at 0
TLD - under the original settings has setting too but its default is 1 (have to check that if it works)
WAR - has settings set to default at 1 (retreat no route) but it does not work for me.
LSA - has settings set to default at 1 and does work for me.
  Topic: CC: LSA - is it worth purchasing
WillKnott

Replies: 71
Views: 78912

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Mar 14, 2011 4:51 pm   Subject: Re: CC: LSA - is it worth purchasing
So one has to hack into the file to turn this feature on?  Never knew that. please elaborate on "modifying campaign text"  I would like to know.
  Topic: CC: LSA - is it worth purchasing
WillKnott

Replies: 71
Views: 78912

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Mar 14, 2011 4:47 pm   Subject: Re: CC: LSA - is it worth purchasing
Now for LSA and how it retreats....
  Topic: CC: LSA - is it worth purchasing
WillKnott

Replies: 71
Views: 78912

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Mar 14, 2011 4:43 pm   Subject: Re: CC: LSA - is it worth purchasing
WAR does not retreat like LSA does.....
  Topic: CC: LSA - is it worth purchasing
WillKnott

Replies: 71
Views: 78912

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Mar 14, 2011 3:26 pm   Subject: Re: CC: LSA - is it worth purchasing
schrecken wrote (View Post):
WaR was the first   ;0)


Was this updated in a patch?  I have WAR too but I recall the BG's disappearing.  But I could have remembered it wrong.  Ill patch it and check, if thats the case Ill consider it good news.
 
 
 
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