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TRIVIA: Are soldiers credited for killing surrendered troops?

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Author Message
  Topic: Too long
mick_xe5

Replies: 9
Views: 3303

PostForum: The Mess   Posted: Tue May 22, 2018 8:48 am   Subject: Re: Too long
1. Space Cadet Pinball, left flipper & bump only
2. Eager, will buy if necessary
3. The Royal Wedding
4. God Save The Queen! to be
  Topic: Dozens of Russians Are Believed Killed in U.S.-Backed Syria
mick_xe5

Replies: 30
Views: 8882

PostForum: The Mess   Posted: Mon Apr 16, 2018 6:32 pm   Subject: Re: Dozens of Russians Are Believed Killed in U.S.-Backed Sy
Looks like the Russian journalist who recently reported on the Wagner Group, even attending some of their funerals, tripped and fell to his death from his 5th floor balcony in Yekaterinburg.

Doubtless he was pondering the worth of his words on the way down.
  Topic: Dozens of Russians Are Believed Killed in U.S.-Backed Syria
mick_xe5

Replies: 30
Views: 8882

PostForum: The Mess   Posted: Sat Apr 14, 2018 3:28 pm   Subject: Re: Dozens of Russians Are Believed Killed in U.S.-Backed Sy
Link to interview w/ Gen Braga.
  Topic: Dozens of Russians Are Believed Killed in U.S.-Backed Syria
mick_xe5

Replies: 30
Views: 8882

PostForum: The Mess   Posted: Sat Apr 14, 2018 11:09 am   Subject: Re: Dozens of Russians Are Believed Killed in U.S.-Backed Sy
In addition to the story being recently confirmed under oath by the CIA director, it had previously been substantiated in an interview with the US JSOC commander at the site of the battle. Little need at this point to go counting empty graves.

The ulterior question is why this topic was spun the way it was, quite fitting a biased pattern, on preliminary information in the first place?
  Topic: Dozens of Russians Are Believed Killed in U.S.-Backed Syria
mick_xe5

Replies: 30
Views: 8882

PostForum: The Mess   Posted: Fri Apr 13, 2018 6:00 pm   Subject: Re: Dozens of Russians Are Believed Killed in U.S.-Backed Sy
Couple of hundred KIA scattered among several RU federations isnt going to be traceable to mass interment at a single cemetery or two. Particularly if those casualties were obliterated by kilotons of US airstrikes at night  on the defacto eastern border between Syrian and anti-Assad forces, neither side being noted for humanitarian truces to gather wounded and dead.
  Topic: Dozens of Russians Are Believed Killed in U.S.-Backed Syria
mick_xe5

Replies: 30
Views: 8882

PostForum: The Mess   Posted: Fri Apr 13, 2018 10:19 am   Subject: Re: Dozens of Russians Are Believed Killed in U.S.-Backed Sy
Jeez, even the CIA Director believes this fake news.
  Topic: CC3 original artwork
mick_xe5

Replies: 4
Views: 2573

PostForum: Modding Workshop   Posted: Sun Apr 08, 2018 8:47 pm   Subject: Re: CC3 original artwork
Lotta 3D work just to use a slight oblique (85° ?) of the roof and a ray tracing for the bldg shadow.
  Topic: Can I?
mick_xe5

Replies: 7
Views: 5422

PostForum: Close Combat 1   Posted: Sat Apr 07, 2018 10:35 am   Subject: Re: Can I?
My original CC1 setup.exe wont install on Win10 64  even with compatibility set to Win95. Maybe DOSBox or a VM might work.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Tue Apr 03, 2018 9:27 pm   Subject: Re: Anything At All New On The Bloody First?
You inadvertently left out "There will be new features that we totally love"  Smile  Im just grateful that my wargame of choice, a very niche product, is still alive and kicking going into its third decade.

Due to the obvious difficulties in scheduling matches, you need a large, engaged beta group to thoroughly test MP, particularly for a one-off game engine.
  Topic: German Defense Tactics Against Russian Breakthroughs
mick_xe5

Replies: 8
Views: 3067

PostForum: The Mess   Posted: Tue Apr 03, 2018 9:04 pm   Subject: Re: German Defense Tactics Against Russian Breakthroughs
Small Unit Actions During the German Campaign in Russia is a worthy companion to this. You can stock a military history library with the online publications available from CMH.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Tue Apr 03, 2018 1:21 pm   Subject: Re: Anything At All New On The Bloody First?
Steve, TBFs lead dev, and Shaun, AoCs project cmdr, worked together on the COI-LSA re-releases so they had  a good grasp of each others capabilities. Unfortunately AoC has been stalled for over a year. Any competitive pressure between the two CC redesigns is gone. However, in this recent interview Steve admits to a different source of pressure - from all the old CC vets! As an old CC fan, modman and toolmaker himself, and since,  a long time official CC dev, 'The Blood!' McClaire has more than just a professional interest in making TBF the best new CC it can be. After ~20 years of investing himself in the game, more so than any 6 of us put together, its surely become a deeply personal commitment as well.

Having seen the wonders he was able to wring out of the creaky CC code to create CCM AT/JTAC, I have faith he'll deliver a solid TBF. Will it please all and be perfect right from the start? Of course not. But it will be mod-friendly and those so inclined can please themselves in changing it to taste. As for the inevitable baked-in bugs...its his code for a game that could just as well be titled "The Bloods!: The Bloody First" so I'd expect he'll expend every effort to correct any errors.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Tue Apr 03, 2018 3:59 am   Subject: Re: Anything At All New On The Bloody First?
IMO it was high time that CC moved on from the clunky 10x10 or 16x16 pixel grids underneath the map grfx. Coding these for terrain type and elevation was a thankless task. The results were riddled with errors and omissions. And god help the mapmaker trying to code anything not perpendicular to a map edge. That gave us soldiers who looked like they were outside a bldg on the map graphic that were actually in it according to the map.txt. 3D means true slopes and contours rather than a layer cake in 1/2 meter increments. TBF's new viewshed tool, which wasnt feasible in 2D, ought to make us realize how little team-level situational awareness was available doing 'radar sweeps' with the LOS line.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Mon Apr 02, 2018 11:22 pm   Subject: Re: Anything At All New On The Bloody First?
The transition to 3D alone is probably enough "drag the game kicking and screaming into the present day" for the devs I'd imagine. Plus, from the features section of the TBF product page - "For the first time the armed forces of Italy appear in an official release". Dollars to donuts we'll be able to swap the Eyties with 1ID and have an Italian GC.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Mon Apr 02, 2018 12:10 pm   Subject: Re: Anything At All New On The Bloody First?
Hicks wrote (View Post):

I'm just hoping that the forcepools can be easily modified. I think it's a frustration with the connection and history that is made with your troops and then the requisition system negates that, how the player as commander is unable to build and deploy forces that they think will best operate in a situation - particularly when CC3 and CC5 were so brilliantly accomodating.

To be fair, the PITF/GTC req system tracks every soldier in the entire BG, some of which were brigades. Req in CC3 & 5 spawned entire new teams of soldiers and voided the combat histories of every team sent to the rear. Ideally we'd have both - CC2 & 3's what-if/points req for online play/single battles, and PITF?GTCs  req by platoon for campaigning, with full tracking for both. But if only one system can be had I'd prefer the realism of platoon req.  But then Ive always leaned toward CC as simulation rather than wargame.

All the better for 'connection' and immersion that, much like CC3, TBF has a narrow focus on one company. .Looking forward to a GC with a real Band of Brothers feel to it. Cant say I'll miss the strat layer much as it never seemed more than a game of checkers on top of CC's tactical game of chess. Im sure, given Steve's track record for opening up the CC file structures, that my taste for an occasional fantasy scenario like bazookas vs panzers or a lone sniper vs a US BG will be easily modded.
  Topic: Free (as in freedom) graphic resources for cartography
mick_xe5

Replies: 11
Views: 3903

PostForum: Modding Workshop   Posted: Fri Mar 30, 2018 9:37 pm   Subject: Re: Free (as in freedom) graphic resources for cartography
What geographic area are you looking for? I assume when you say "images" you want aerial imagery.
  Topic: Ardennes VetBoB for CC5 issues and changes.
mick_xe5

Replies: 25
Views: 9706

PostForum: Modding Workshop   Posted: Sun Mar 18, 2018 2:40 pm   Subject: Re: Ardennes VetBoB for CC5 issues and changes.
Setting the Weapons.adb - Backblast value (Col U) to 0 will allow AT teams to fire from bldgs. You wont be able to easily test this unless you also change the Valid Targets value to 6 (Vehicles and Terrain). Not sure about the Germans but US troops frequently targeted bldgs with bazookas.
  Topic: CC5 Stalingrad VL Bug
mick_xe5

Replies: 3
Views: 1636

PostForum: Modding Workshop   Posted: Fri Mar 16, 2018 6:35 pm   Subject: Re: CC5 Stalingrad VL Bug
Changing the oneway VL going from Stalingradskii to Tsarista Woods shouldnt pose an issue as long as you did it prior to starting your camp. My CC5 v1.2 Stalingrad mod already had this VL as two-way, possibly thanks to you.

The mis-coding of the To Opytnaya Stansia deploy (entry) VL as 100 points rather than 50 is causing the game to deploy arriving BGs on the To Stalingradskii VL. When a VL is mis-coded like this the game selects an alternate entry VL on, or closest to the 'home' side of the map for that force. In stock CC5, if you change the Tare Green VL to 100 points youll see US BGs arriving  on that map also use an alternate entry VL. This mechanic is similar to how the game selects an entry VL for sarriving BGs in a custom scenario.

The save file tracks VL control separately from map control. The order in which VLs are listed in the BTD is also the order in which they are tracked. Editing BTD files during an op/camp can cause a mismatch between the map control tracking and the VL tracking in the save. eg. after an edit the save file map control tracking may specify the Allies control a megatile occupied by a VL but the VL control tracking says its an Axis VL.

Although it doesnt seem to matter, stock CC5 BTDs list VLs in a particular order - starting top left on the map, down the leftmost column of megatiles, then from the topo of the column immedaitely to the right to the bottom of that megatile column, and so forth to the bottom right corner of the map. I tend to think there was a purpose for doing it this way but it may just be that Atomic's BTD tool autosorted the VL list that way. OTOH, Mafi's BTD lets you list VLs in any order.

Rather than delete the To Opytnaya Stansia VL and risk a VL track/map control mismatch, I'd suggest just changing it to a normal -52 VL. Another possible issue to deleting a VL is that the save file may track cumulative VL scores for each player. If so then deleting one would alter one player's score and/or the total VL points available in the scenario.

I have no answer as to why the game chose that turn to crash apparently due to that mis-coded VL. I'd be interested in having a look at your save file.
  Topic: Installing mods for GOG version of CC3
mick_xe5

Replies: 15
Views: 8051

PostForum: Close Combat 3: The Russian Front   Posted: Thu Mar 08, 2018 5:07 pm   Subject: Re: Installing mods for GOG version of CC3
Rename the plugin files from .pln to .zip and you can open and extract them like a normal zip file to do a manual mod installation.
  Topic: Anything At All New On The Bloody First?
mick_xe5

Replies: 215
Views: 93990

PostForum: Close Combat The Bloody First   Posted: Sun Feb 25, 2018 5:10 pm   Subject: Re: Anything At All New On The Bloody First?
According to Pip a year ago, there will be MP H2H but probably not co-op. According to the Features list, co-op but no definitive mention of H2H. Recall Steve saying we'll be able to solo play battles as the Axis. Im hazy on whether that includes playing Axis in the campaign as well.
  Topic: CC1 Campaign Flow Chart?
mick_xe5

Replies: 2
Views: 1729

PostForum: Close Combat 1   Posted: Sun Feb 25, 2018 12:37 pm   Subject: Re: CC1 Campaign Flow Chart?
The README.doc (attached) included in the game install has the the campaign flowchart youre probably looking for.
 
 
 
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