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Do incapacitations count as a soldier's kills?

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Author Message
  Topic: Dieppe Mod for Gateway to Caen in the works
alienzombie101

Replies: 24
Views: 16296

PostForum: Mods by Buck and Pete   Posted: Tue Aug 29, 2017 2:26 pm   Subject: Re: Dieppe Mod for Gateway to Caen in the works
Awesome, Pete. I always did enjoy your mods
  Topic: Combat Operations Mod (COM) PiTF Edition, V1.5 RELEASED!
alienzombie101

Replies: 18
Views: 27465

PostForum: Close Combat Panthers in the Fog   Posted: Sun Aug 27, 2017 7:11 pm   Subject: Re: Combat Operations Mod (COM) PiTF Edition, V1.5 RELEASED!
Okay, I've got the latest version in. I fixed a few quirks due to the game engine and how it interacts with the files, a couple little clean ups and small corrections. Other than that, I've removed the changes I made to the terrain elements (cover and stuff), because I found that the stock values work well with what I've got right now for v1.5.

I've got some news, too. I made changes in the battlegroups that give better morale, more aggression, etc. to make the AI in PiTF a little bit better. Well, I'll also be working on a small map mod fro PiTF until I can find finish my conversion of Battle of the Scheldt to tLD format. After that's done, I'll continue the small maps mod for PiTF to have an environment the AI can actually perform at its optimum in.

Until then, enjoy the new version of the mod!
  Topic: Combat Operations Mod (COM) PiTF Edition, V1.5 RELEASED!
alienzombie101

Replies: 18
Views: 27465

PostForum: Close Combat Panthers in the Fog   Posted: Sun Aug 27, 2017 4:32 pm   Subject: Re: Combat Operations Mod (COM) PiTF Edition, V1.4 RELEASED!
Definitely up for it. As a note, though, I'll be uploading v1.5 of the mod later today. I cleaned up a few things, corrected them. For instance, I got the blast radius for the 8cm mortar HE round wrong, so it was ridiculously deadly. The elements file (terrain) was screwed up, too, I had some weird values in there that made it unrealistically deadly, that sort of thing. Stay tuned.

Once the new version is up, I'm definitely game for H2H.
  Topic: Combat Operations Mod (COM) PiTF Edition, V1.5 RELEASED!
alienzombie101

Replies: 18
Views: 27465

PostForum: Close Combat Panthers in the Fog   Posted: Sun Aug 27, 2017 5:16 am   Subject: Re: Combat Operations Mod (COM) PiTF Edition, V1.4 RELEASED!
Seems like you did just fine to me. I don't use JSGME myself, so I cant say whether or not you followed the instructions correctly, but I did take the mod data and put it into a folder in my PiTF directory.

...Panthers in the Fog/PiTF_COMv14/DATA/BASE etc.

Then I put a shortcut on my desktop with /D PiTF_COMv14. I use the physical disk copy from Matrix Games, not the steam version, but the general method should be the same. A good way to tell if the mod is running or not is to start the game with that shortcut and play a battle. Check the US team names. If the infantry teams are called Able Team and Baker Team the mod is running and you're good to go.

Enjoy, bud
  Topic: CC5 Afrika 40-41: my review
alienzombie101

Replies: 11
Views: 12818

PostForum: Close Combat The Longest Day   Posted: Thu Aug 24, 2017 4:21 pm   Subject: Re: CC5 Afrika 40-41: my review
It's funny you should mention you want it ported, because it's next on my list for conversion to tLD format as soon as I figure out an efficient process for doing it while I convert Battle for the Scheldt. Afrika's a great mod.
  Topic: Help! battle making troubles
alienzombie101

Replies: 9
Views: 7108

PostForum: Close Combat The Longest Day   Posted: Wed Aug 23, 2017 2:26 pm   Subject: Re: Help! battle making troubles
Excellent, thank you. I gave it a go last night with a quick test battle on a stock map. I got it figured out. I appreciate the help, guys.
  Topic: Help! battle making troubles
alienzombie101

Replies: 9
Views: 7108

PostForum: Close Combat The Longest Day   Posted: Tue Aug 22, 2017 8:01 pm   Subject: Re: Help! battle making troubles
Oh. I didn't know it was abandonware now. Fair enough, then. I'll give it a go. Thanks, bud! You're always a help.
  Topic: Help! battle making troubles
alienzombie101

Replies: 9
Views: 7108

PostForum: Close Combat The Longest Day   Posted: Tue Aug 22, 2017 7:36 pm   Subject: Re: Help! battle making troubles
Is there a way of doing it that won't require CC5? I can get it for really cheap on Amazon, but I'm hoping I won't have to do that.
  Topic: Help! battle making troubles
alienzombie101

Replies: 9
Views: 7108

PostForum: Close Combat The Longest Day   Posted: Tue Aug 22, 2017 4:01 pm   Subject: Re: Help! battle making troubles
Hmm. I'd have to set up the strategic map first, then. How does setting up the individual battles tie in with doing the campaigns and ops in the in-game scenario editor? And is there a way to get the same setup from the original mod's campaigns and ops into the new ones, or would I have to examine the files with a CC5 tool and re-create it as best I can with tLD's scenario editor?
  Topic: Help! battle making troubles
alienzombie101

Replies: 9
Views: 7108

PostForum: Close Combat The Longest Day   Posted: Tue Aug 22, 2017 5:18 am   Subject: Help! battle making troubles
I've been slowly converting The Battle of the Scheldt to tLD and I'm having the hardest time trying to figure out how to remake the battles, campaigns, and ops. I know Ccreq used to be the way to go with the, but it isn't compatible with tLD, at least not from what I've seen and tried.

Meuse and Okinawa and a few others managed to get converted, but I'm stumped. Dang it, how did you guys remake the battles (DATA/BASE/BATTLES), campaigns and ops?! With Google and forum searches the only thing I've found is hex editing.

I appreciate any guidance you guys can give me on this.
  Topic: Combat Operations Mod (COM) PiTF Edition, V1.5 RELEASED!
alienzombie101

Replies: 18
Views: 27465

PostForum: Close Combat Panthers in the Fog   Posted: Sat Jan 28, 2017 4:26 am   Subject: Re: Combat Operations Mod (COM) PiTF Edition, V1.4 RELEASED!
Should be. Just did a test myself after checking I had the latest patches. How'd you install it?
  Topic: TLD Battle for Tunisia Mod v.1.0
alienzombie101

Replies: 50
Views: 47821

PostForum: Close Combat The Longest Day   Posted: Fri Sep 16, 2016 8:06 pm   Subject: Re: TLD Battle for Tunisia Mod v.1.0
Wow. This mod looks sick! Can't wait to boot it up!
  Topic: Regarding The CoM Mod v1.4
alienzombie101

Replies: 2
Views: 5145

PostForum: Close Combat Panthers in the Fog   Posted: Fri Sep 16, 2016 7:28 pm   Subject: Re: Regarding The CoM Mod v1.4
Combat Operations Mod:

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=10532
  Topic: Small Map Mods
alienzombie101

Replies: 2
Views: 2974

PostForum: Modding Workshop   Posted: Thu Sep 15, 2016 10:41 pm   Subject: Re: Small Map Mods
Resize the stock maps. I'm probably going to start with tLD or WaR
  Topic: Small Map Mods
alienzombie101

Replies: 2
Views: 2974

PostForum: Modding Workshop   Posted: Thu Sep 15, 2016 7:25 pm   Subject: Small Map Mods
I've been reading alot about the observations everybody's had about the AI, and I've narrowed it down to:

-More victory locations in a "roadmap" pattern for the AI

-A smaller map size like CC2 (I agree with stwa on this one. If the only changes we've seen to the AI are that of pathfinding, which is what I'm gathering, then it's the larger map sizes after CC2 and CC3 that are causing a large part of the issues),

-Changes to the SAI (not coding infantry as vehicles, or any of that craziness. I won 't be doing that.) and BGroups AI personality.

(If I'm wrong in my observations, let me know.)

So, I'm going to try my hand at a small maps mod.

On that, I'm wondering what everybody prefers as far as combat environments. Towns? Natural terrain? Tell what what you guys like to fight in, or at least some kind of guideline for bringing the sizes of the maps down without sacrificing enjoyable gameplay.
  Topic: Regarding The CoM Mod v1.4
alienzombie101

Replies: 2
Views: 5145

PostForum: Close Combat Panthers in the Fog   Posted: Wed Sep 14, 2016 1:37 am   Subject: Regarding The CoM Mod v1.4
I've been working really heavily lately on my CoM mod for Wacht am Rhein, with a better simulation of real characteristics. I'll be making those additional changes to PitF, as well. So, be on the look out for that.

However, I'm really curious as to whether or not any of the members have played the mod online with anybody. If you have, tell me about it. I'm excited to hear about everybody's experiences with the mod.
  Topic: Uniforms Color Codes
alienzombie101

Replies: 4
Views: 5517

PostForum: Close Combat The Longest Day   Posted: Tue Apr 19, 2016 4:38 am   Subject: Re: Uniforms Color Codes
Actually, that helps alot. As always, you're a big help, buddy
  Topic: Uniforms Color Codes
alienzombie101

Replies: 4
Views: 5517

PostForum: Close Combat The Longest Day   Posted: Mon Apr 18, 2016 9:14 pm   Subject: Re: Uniforms Color Codes
I appreciate that! I really wish we had tools for the remakes and Pitf/GtC.
  Topic: Uniforms Color Codes
alienzombie101

Replies: 4
Views: 5517

PostForum: Close Combat The Longest Day   Posted: Mon Apr 18, 2016 4:55 am   Subject: Uniforms Color Codes
So, I'm trying the modify the uniforms using 32-bit hex color codes. I add in my code, test it out, and the uniforms come out in a crazy shade of cyan or something. I remember reading somewhere that the color you type in was mixed with some other shade by the game, and boom there's your color.

Can someone, please, give me a detailed breakdown about how to do this properly? I'm starting the get really frustrated.
  Topic: For Fun Close Combat Logo
alienzombie101

Replies: 3
Views: 3748

PostForum: The Mess   Posted: Thu Apr 14, 2016 2:43 am   Subject: Re: For Fun Close Combat Logo
The background itself is from Flags of our Fathers
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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