Author |
Message |
Topic: CCTLD-CCMT Mod |
golani_2
Replies: 28
Views: 28461
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Forum: Close Combat The Longest Day Posted: Wed Apr 20, 2011 1:57 pm Subject: Re: CCTLD-CCMT Mod |
Looks very nice.
Will there be a strategic map to tie the battles together or will it just be independent single missions like the original CCMT? |
Topic: Operation Market Garden Mod for tLD |
golani_2
Replies: 188
Views: 159002
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Forum: Close Combat The Longest Day Posted: Tue Jul 20, 2010 8:14 pm Subject: Re: Operation Market Garden Mod for tLD |
I'm actually glad the game was released this soon before your mod, gives you a great base and a huge head start to get down to the real business and have enough energy to do so right.
Like getting rid of the awful point system... |
Topic: Close Combat: Last stand Arnhem Bug Report |
golani_2
Replies: 125
Views: 103232
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Forum: Close Combat Last Stand Arnhem Posted: Tue Jul 20, 2010 9:40 am Subject: Re: Close Combat: Last stand Arnhem Bug Report |
Wow and I thought I was special...
Any idea when it'll be out? |
Topic: Close Combat: Last stand Arnhem Bug Report |
golani_2
Replies: 125
Views: 103232
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Forum: Close Combat Last Stand Arnhem Posted: Tue Jul 20, 2010 9:21 am Subject: Re: Close Combat: Last stand Arnhem Bug Report |
Here's a big, complicated one that ruined my campaign:
Playing grand campaign as allies, sent my most eastern British AB BG for a quick dash to Arnhem north (one map north of the Arnhem bridge) to cut off an incoming German BG (don't recall it's name, the guys with the halftracks) fought a defensive battler against them and ended up making them retreat to the Arnhem bridge map (not the rail bridge) which wasn't occupied by any allied unit).
Now, next turn should start the night turn, but no....there's still one battle left....at the Arnhem bridge! (German BG fighting itself I guess..?) I click next and the game crashes...every single time.
My Grand Campaign went down the drain. |
Topic: Close Combat: Last stand Arnhem Bug Report |
golani_2
Replies: 125
Views: 103232
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Forum: Close Combat Last Stand Arnhem Posted: Sun Jul 11, 2010 2:17 pm Subject: Re: Close Combat: Last stand Arnhem Bug Report |
Haven't met any of those, but here's what I've seen so far:
1. Sometimes unit won't obey move path, i.e if I give certain waypoints they'll just skip them and run all the way to the last waypoint.
2. If a unit has a waypoint near the edge of the map it'll just get stuck there for the rest of the mission. |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sun Jul 11, 2010 12:17 pm Subject: Re: Last stand Arnhem |
pvt_Grunt wrote (View Post):
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Seriously though, The AB sniper has a Garand with a scope, not as good as the Springfield. 4 points is all it's worth. The US rifle team with a 30 cal is a good idea, but the normal rifle team with a BAR is better for attacking / asault. 62 points for a 81mm mortar seems a bit rich, but then CC3/2 and points were never my favorite system - too many subjective arguments from people who dont agree with the person who's 100% correct - ME!
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The Sniper with the M1C raised my eyebrow as well, I thought they only became fully operational and widespread in Korea.
As far as MG infantry vs. Infantry, Infantry are meant to be better in assault, MG in cover fire, for some reason though the regular infantry is priced higher then the MG (about 4 points I believe).
Did I mention I don't like the points system? |
Topic: normal speed makes taking bridges immpossible! |
golani_2
Replies: 22
Views: 27864
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Forum: Close Combat Last Stand Arnhem Posted: Sun Jul 11, 2010 6:33 am Subject: Re: normal speed makes taking bridges immpossible! |
Is it timer based?
I thought it's just like a button to press.
I had bridges blown up a sec. before I take them, sometimes with the troops actually on them... |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 2:48 pm Subject: Re: Last stand Arnhem |
Stwa wrote (View Post):
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golani_2 wrote (View Post):
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schrecken wrote (View Post):
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really...why not?
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Don't know, it's less realistic and less fun (for me).
Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.
Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).
All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.
I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-
1.Point system for those who are looking for more balance.
2. Force pool for those looking for realism.
Having a force pool of pre-designated units and amounts is the best in my eyes.
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Look, all they really have to do, is create a switch where the user can determine and SET the number of points allowed to some OUTRAGEOS value. Then a user can SET the number to 999,999,999,999,999,999,999 as a example. Would that make things better
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Not sure, wouldn't you then have an endless amount of units? |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 10:19 am Subject: Re: Last stand Arnhem |
Sapa wrote (View Post):
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Playing GC Sep 18 time 0600, using 1st BN / 508 PIR on Nijmegen Bridge map. Starting battle, choosing zome out view, game crashes to desktop.
Testing the singelbattle in the game, same result...
Could please someone else test this? maybe it is my computer?? its a large map ...
/Mats
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Works fine here. |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 8:51 am Subject: Re: Last stand Arnhem |
I don't see it that way. |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 8:36 am Subject: Re: Last stand Arnhem |
In that case I vote for having giant fire spewing robots.
C'mon, the devs didn't research and worked their arses off to dismiss it with "it's just a game, it's not supposed to be accurate" |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 6:56 am Subject: Re: Last stand Arnhem |
schrecken wrote (View Post):
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really...why not?
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Don't know, it's less realistic and less fun (for me).
Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.
Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).
All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.
I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-
1.Point system for those who are looking for more balance.
2. Force pool for those looking for realism.
Having a force pool of pre-designated units and amounts is the best in my eyes. |
Topic: Last stand Arnhem |
golani_2
Replies: 199
Views: 144793
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Forum: Close Combat Last Stand Arnhem Posted: Sat Jul 10, 2010 4:14 am Subject: Re: Last stand Arnhem |
karlmortar wrote (View Post):
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I can't believe my eyes!I
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He must be driving a hummer, I had a jeep on the bridge and it was 1\3 the size of his car...
The game is awesome, I just don't like the points system... |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Sat Jun 26, 2010 5:46 pm Subject: Re: Some ideas for the modders |
Yeah I know that, but it clashes with something and still isn't enables...
Don't you remember the thread I opened a while ago...? http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7884&highlight= |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Sat Jun 26, 2010 4:52 pm Subject: Re: Some ideas for the modders |
Well I've been playing since '97(?? CC5...) and always fantasized about it... when I saw how TLD almost made it I felt it shouldn't be too much to ask I mean all the connections between the beachheads are already there, the maps are already made, just needs some permission from the makers and stick it in there (well, not that easy but you know what I mean...).
Now that I understand the game is limited to only 64 maps I understand it's not possible.
As far as playing on every map and how the game is always narrowed into the same maps:
1) TLD's start map is very narrow, which bottleneck's you into playing the same maps all the time, there's only 1 advance route per each allied BG, there's no room to maneuver at all.
Unlike the wider start maps of WaR and CC5 (and GJS) which actually allows maneuvering, the fact that it's so short on turns also contributes to it.
You'll usually play the paratroops' maps, the beach map and the "last" maps.
2) The retreat function which showed up on WaR and then vanished on TLD makes the game harder, funner and makes you play almost every map out there, I wish someone could figure out already how to enable it on TlD as well... |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Sat Jun 26, 2010 4:13 pm Subject: Re: Some ideas for the modders |
Sapa wrote (View Post):
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Im MIA but these kinds of threads makes me wonder...CC is a game from -97. The updated releases is better but it is NOT a new game! Im almost sure of that the new version of CC2 is based on the TlD/ WaR engine with max 64 maps!! If you want a new CC you will probably have to wait for years....
The modders CANT change the limits for the game, coded in the exe...
Welcome! this planet is called The Earth...
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That's why I repeatedly mentioned I never modded and have no clue about it and asked if these could be done at all. |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Thu Jun 24, 2010 5:17 pm Subject: Re: Some ideas for the modders |
Only 64 maps?! that sucks....isn't there any way around it..?
I checked out Ground Tactics (also mentioned it in the original post and said it was great), but what I'm suggesting is making it dependent on maps, as far as I can remember the Germans only had batteries in St. Germain, Azevile, behind Pont Du Hoc and in Merville. If the Allies take a map the Germans loose an artillery strike. |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Thu Jun 24, 2010 2:52 pm Subject: Re: Some ideas for the modders |
Nothing..? really...? |
Topic: Some ideas for the modders |
golani_2
Replies: 13
Views: 8969
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Forum: Close Combat The Longest Day Posted: Sun Jun 20, 2010 8:49 am Subject: Some ideas for the modders |
These ideas shot to my head immediately after first seeing TLD, ain't no way I'd ever be able to implement them, but (in my very unexperienced mind) they don't sound like too much for the average modder. I'd be glad if anyone's able to pick up the glove, I think the entire community could benefit from it and if not, well, I can keep on dreaming
1. The first thing I was pissed (yeah...actually got me mad) is seeing that the game has taken some from the original CC5, some from the bloody Omaha and some from GJS and of course some new stuff.
But why, why only some?!
Imagine how great it could be if all 3 where united, all the maps we have in our community storage from all 3 mods, basically the entire Normandy area to play with, from Utah to Cherbourg, from Omaha to Treviers and from GJS to beyond Caen. From the night of June 5th-6th until July 1st.
2. How about letting the Germans start out with Heavy artillery as default (heavy artillery as in the great ground combat mode) and making it dependent on which maps that have had actual Artillery batteries on they can defend?
For example only, heaving the Germans start out with 4 Artillery barrages per day as default, but if the American airborne are able to take out St. Germain they will be reduced to 3, if Azeville is taken it'll be reduced to 2, if the Marville battery is taken then 1, if the Rangers can reach the RN-13 Highway beyond Pont Du Hoc then 0.
Is it at all possible to mode?
Well, that's it so far, if this thread gains some interest by the pro's I'd probably be remembered of all my other dreams...
I wish... |
Topic: Operation Market Garden Mod for tLD |
golani_2
Replies: 188
Views: 159002
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Forum: Close Combat The Longest Day Posted: Sun May 30, 2010 8:43 pm Subject: Re: Operation Market Garden Mod for tLD |
Hoogley wrote (View Post):
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golani_2 wrote (View Post):
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You are the MAN! :)
I probably missed it, but are you doing the actual battle maps too or are you converting them from CCII?
I just didn't really like the CCII maps... *Hiding from incoming barrage due to last comment*
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I'm trying to avoid using the original maps; they're too claustrophobic for my liking. If I were to use any, they would have to be heavily expanded and modified.
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Don't know if I mentioned it already, but you're the man! |
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