Author |
Message |
Topic: QClone modding makes teams too expensive |
fruitbar
Replies: 3
Views: 3702
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Forum: 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):
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This is hardcoded in the .exe
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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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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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