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Author Message
  Topic: QClone modding makes teams too expensive
fruitbar

Replies: 3
Views: 3702

PostForum: Close Combat 3: The Russian Front   Posted: Wed Jun 16, 2021 6:03 am   Subject: Re: QClone modding makes teams too expensive
ScnelleMeyer wrote (View Post):
This is hardcoded in the .exe


oh thats bull….

anyone got a mod or crack to bring that down in the .exe ?
  Topic: QClone modding makes teams too expensive
fruitbar

Replies: 3
Views: 3702

PostForum: Close Combat 3: The Russian Front   Posted: Fri Jun 11, 2021 8:41 am   Subject: QClone modding makes teams too expensive
is there a way to make a team cheaper despite giving good morale, experience and weapons? like do you change the 'value' in either weapon (and/or soldier/vehicle??) to make the team not cost too much requisition points?
  Topic: any mod available to prevent computer AI from fleeing?
fruitbar

Replies: 5
Views: 16140

PostForum: Close Combat 3: The Russian Front   Posted: Sun Oct 03, 2010 10:10 am   Subject: Re: any mod available to prevent computer AI from fleeing?
feedback please
  Topic: mod for requisition points
fruitbar

Replies: 2
Views: 4406

PostForum: Close Combat 3: The Russian Front   Posted: Sun Oct 03, 2010 10:09 am   Subject: Re: mod for requisition points
anyone tried this?
  Topic: mod for vehicle crew cc3 and above (cc4, cc5)
fruitbar

Replies: 3
Views: 4706

PostForum: The Mess   Posted: Sun Oct 03, 2010 10:09 am   Subject: Re: mod for vehicle crew cc3 and above (cc4, cc5)
no one knows anything about this??
  Topic: mod to force AI to never flee and fight to the death
fruitbar

Replies: 5
Views: 7002

PostForum: The Mess   Posted: Sun Oct 03, 2010 10:08 am   Subject: Re: mod to force AI to never flee and fight to the death
anyone got word on this?
  Topic: what a nightmare
fruitbar

Replies: 3
Views: 5427

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Aug 14, 2010 9:08 pm   Subject: Re: what a nightmare
too bad there are no fireflies in cc5 Rolling Eyes

i guess my 'armor is too thick' even though all those tanks nearly outflanked me and could of easily penetrated.

in the end they blocked the road to the last tank hiding at the north so i had to plow through the bocage to get to it. thankfully that didnt disable me.
  Topic: what a nightmare
fruitbar

Replies: 3
Views: 5427

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Aug 14, 2010 12:19 pm   Subject: what a nightmare
this should truly be the bloodiest day for the allies
  Topic: create a brand new team unit by itself
fruitbar

Replies: 1
Views: 2962

PostForum: The Mess   Posted: Sat Aug 14, 2010 9:56 am   Subject: create a brand new team unit by itself
anyone know in any cc from cc2 to cc5 if it is possible to create a new unit/team by creating a new line in qclone? i dont mean like create a new unit by replacing one.

take the case you take qclone, create a new line after the last unit, and just simply fill in some information making it the next respective number (ie: if last unit is 86, then create unit 87), resulting in for example 'commando assault team' with vehicle something.
  Topic: Tiger I and Kingtiger
fruitbar

Replies: 41
Views: 47523

PostForum: Close Combat 4: Battle Of The Bulge   Posted: Sat Aug 14, 2010 9:48 am   Subject: Re: Tiger I and Kingtiger
well in this case. im not talking about real life tigers comparing to real life panthers.

im talking about the game that the panther being faster and with a higher velocity gun is more useful than a tiger.

well i meant the tiger is less useful comparing to panther. i dont know about stronger.
  Topic: mod to force AI to never flee and fight to the death
fruitbar

Replies: 5
Views: 7002

PostForum: The Mess   Posted: Wed Jul 28, 2010 5:17 am   Subject: Re: mod to force AI to never flee and fight to the death
no they would still 'flee the battlefield' meaning it takes you to the battle debriefing screen saying you won because they fled....

i dont want them to 'flee the battlefield' like a pussy...i want to kill them all!
  Topic: mod to force AI to never flee and fight to the death
fruitbar

Replies: 5
Views: 7002

PostForum: The Mess   Posted: Tue Jul 27, 2010 6:41 am   Subject: Re: mod to force AI to never flee and fight to the death
thats any mod or such to prevent the computer player from fleeing the battlefield....so i can kill them all!
  Topic: any mod available to prevent computer AI from fleeing?
fruitbar

Replies: 5
Views: 16140

PostForum: Close Combat 3: The Russian Front   Posted: Tue Jul 27, 2010 6:37 am   Subject: any mod available to prevent computer AI from fleeing?
is there any mod or such to prevent the computer AI from fleeing?

this is especially notorious with the russians when i need to please the fuhrer with promoting every soldats kill count not them fleeing the battlefield like a pussy.
  Topic: mod to force AI to never flee and fight to the death
fruitbar

Replies: 5
Views: 7002

PostForum: The Mess   Posted: Tue Jul 27, 2010 6:34 am   Subject: mod to force AI to never flee and fight to the death
any such mod that prevents the computer AI in any all CC3-CC5 from fleeing?
  Topic: topic to gather all cc2 to cc3 to cc4 to cc5 conversion mods
fruitbar

Replies: 0
Views: 2120

PostForum: The Mess   Posted: Thu Jun 24, 2010 8:01 am   Subject: topic to gather all cc2 to cc3 to cc4 to cc5 conversion mods
anyone can give me the mods of...

cc2 converted for cc3, cc4 and cc5

cc3 converted for cc2, cc4 and cc5

cc4 converted for cc2, cc3 and cc5

cc5 converted for cc2, cc3 and cc4

i know somebody out there created them and i am trying to gather them all in this one topic
  Topic: German machine guns and halftracks vs American
fruitbar

Replies: 2
Views: 4258

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jun 24, 2010 7:46 am   Subject: German machine guns and halftracks vs American
I tested a MG halftrack versus MG halftrack and the .30cal or .50cal fires at the halftrack as though it can penetrate but the MG34/MG42 does not fire at the halftrack...

so the question is..

1) are the caliber machine guns stronger than the machinegewehrs?

2) are american halftracks stronger in terms of armor than german halftracks?
  Topic: mod for vehicle crew cc3 and above (cc4, cc5)
fruitbar

Replies: 3
Views: 4706

PostForum: The Mess   Posted: Sun Jun 13, 2010 8:30 pm   Subject: Re: mod for vehicle crew cc3 and above (cc4, cc5)
i asked for the vehicle crews primary weapons to be functional rather than lost once they bail the tank. i did not ask about to control them and order them to fight.

i think i tried editing them to be command troops. didnt work. i recall it completely messed up the teams like the tank would not exist or the whole team disappears.

now fixing that so you can control the crew once they bail is a separate related issue that would be in such a mod as well.
  Topic: mod for requisition points
fruitbar

Replies: 2
Views: 4406

PostForum: Close Combat 3: The Russian Front   Posted: Sun Jun 13, 2010 9:50 am   Subject: mod for requisition points
is there a mod out there so to modify or lower the requisition points? i tried qclone but that doesnt work so i think it has to be the executable. i tried modifying teams with simpler status and weapons but they are still too expensive for what their worth.
  Topic: mod for vehicle crew cc3 and above (cc4, cc5)
fruitbar

Replies: 3
Views: 4706

PostForum: The Mess   Posted: Sun Jun 13, 2010 9:44 am   Subject: mod for vehicle crew cc3 and above (cc4, cc5)
is there a mod out there for vehicle crews to use their primary weapons when they bail out of their vehicle/tank? from cc3 and above it always seems that vehicle crews primary weapons do not exist anymore for use when they bail. i tried qclone but never got it to work. i think it might have to do with the executable itself.
  Topic: panzer IIIJ not use turret
fruitbar

Replies: 1
Views: 2861

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Jun 13, 2010 9:18 am   Subject: panzer IIIJ not use turret
anyone know what in qclone makes the panzer IIIJ use its turret?
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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