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Message |
Topic: World War 2 Battles at a Glance |
wallach79
Replies: 9
Views: 5114
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Forum: The Mess Posted: Wed Sep 21, 2016 11:43 pm Subject: Re: World War 2 Battles at a Glance |
ke_mechial wrote (View Post):
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Nice Site, thanks.
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I'm glad that you like it, readers opinion matters most for me. |
Topic: World War 2 Battles at a Glance |
wallach79
Replies: 9
Views: 5114
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Forum: The Mess Posted: Wed Sep 21, 2016 11:28 pm Subject: Re: World War 2 Battles at a Glance |
pvt_Grunt wrote (View Post):
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Not spam
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Not spam, in any sense you mean. |
Topic: World War 2 Battles at a Glance |
wallach79
Replies: 9
Views: 5114
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Forum: The Mess Posted: Wed Sep 21, 2016 11:23 pm Subject: Re: World War 2 Battles at a Glance |
Pete wrote (View Post):
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Thanks Wallach for sharing. This is a good looking website with an easily navigable structure.
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Thank you Pete, for your appreciations. I should drink something as this is the first feedback ever, since I've launched my website. |
Topic: World War 2 Battles at a Glance |
wallach79
Replies: 9
Views: 5114
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Forum: The Mess Posted: Tue Sep 20, 2016 1:00 am Subject: Re: World War 2 Battles at a Glance |
mooxe wrote (View Post):
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You are very welcome to promote your website here wallach.
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Thank you, mooxe |
Topic: World War 2 Battles at a Glance |
wallach79
Replies: 9
Views: 5114
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Forum: The Mess Posted: Mon Sep 19, 2016 7:15 am Subject: World War 2 Battles at a Glance |
By the early 2000s I discovered a game called Close Combat IV, then CC5, re-releases...I had no idea then that 15 years later I will still play Close Combat. Since in real life I'm not an Army officer (in fact I'm not a soldier at all) I realized that this game offered me a way to satisfy my passion for military and history. A kind of intellectual masturbation, if you want no, I'm kidding. I joined this website in 2005 and, although I had few posts on the forum, I downloaded GREAT mods and I thank their creators and Mooxe for making it possible.
This year I took my interest in military history to a new level by creating a site - www.worldwar2-battles.com - that I wanted to present in brief the battles in each theater of operations of WW2. My site offers just a big picture of the battles, it's not intended for detailed descriptions. I would like to hear your opinions to know if my work has reached its goal and, of course, I hope you will enjoy it. Since it's new I had no feedback so far but you can break the ice by commenting on my site or here.
PS. Mooxe, I feel embarrassed advertising it as the author (I don't know - should I?) but the community on this forum deserves to know and appreciate it or not. If there is a problem , let me know. |
Topic: TLD Meuse Crossing 1940 3.5.0 Download Link |
wallach79
Replies: 104
Views: 126786
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Forum: Close Combat The Longest Day Posted: Mon Jul 21, 2014 8:21 pm Subject: Re: TLD Meuse Crossing 1940 3.5.0 Download Link |
I wanted to say that the Germans crossed at Dinant, not on main bridge but on a pontoon bridge. In current version there is only the main bridge with explosives, so on this map I saw no action in my campaign after I hit the bridge by chance (I even didn't know about explosives) with a few mortar rounds.
From what a saw in your future map it's good that in the new version will be an improvised bridge in north but I think for the game would be better a pontoon bridge with possibility for vehicle to cross. Otherwise, will be hard for AI and even for human player to cross on this map without bringing armour on the other shore. |
Topic: TLD Meuse Crossing 1940 3.5.0 Download Link |
wallach79
Replies: 104
Views: 126786
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Forum: Close Combat The Longest Day Posted: Mon Jul 21, 2014 1:02 am Subject: Re: TLD Meuse Crossing 1940 3.5.0 Download Link |
Tejszd wrote (View Post):
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wallach79 wrote:
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This mean Allied infanttry is in fact German infantry?
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Yes, in campaign.txt when it states Allied it is actually Axis/German.
Edit: after looking at these they should be edited as the TLD game designer had the Axis side being very aggressive which in Meuse is the French due to side change made in CC5
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Ok. Indeed I edited my campaign file for playing as French vs German AI even before reading your answer because I thought so but I wanted to be sure.
One bug if you want that I noticed was that Dinant map where Rommel 7th Pz Div attacked has a single bridge with explosives at the middle. With a few mortar shots the French player can end any possibility for Germans to cross. I know that the Germans crossed at Dinant and also for playing the game would be good to remove the explosives from that bridge in your next version.
Otherwise, very well done mod. Congrats! |
Topic: Okinawav102 for TLD |
wallach79
Replies: 61
Views: 106089
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Forum: Close Combat The Longest Day Posted: Fri Jul 11, 2014 12:19 pm Subject: Re: Okinawav102 for TLD |
DAK_Legion wrote (View Post):
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I don't know..
Sorry
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I will have to see if it is compatible. Thank you anyway. |
Topic: TLD Meuse Crossing 1940 3.5.0 Download Link |
wallach79
Replies: 104
Views: 126786
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Forum: Close Combat The Longest Day Posted: Fri Jul 11, 2014 12:17 pm Subject: Re: TLD Meuse Crossing 1940 3.5.0 Download Link |
Tejszd wrote (View Post):
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Hi Wallach79,
The sides are reversed from the file names as that was required in CC5 to reverse the direction the sides attack/defend on the strat layer and was not changed back when I moved it to TLD.
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Hi Tejszd,
I understand that but my question was about campaign file which is specifically to TLD. In this file I see the line, for instance Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG 0,1,1,1,0,0.
This mean Allied infanttry is in fact German infantry? |
Topic: Okinawav102 for TLD |
wallach79
Replies: 61
Views: 106089
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Forum: Close Combat The Longest Day Posted: Thu Jul 10, 2014 10:57 pm Subject: Re: Okinawav102 for TLD |
Okinawa was one of my favorite mods in CC5. Is this conversion compatible with the latest 5.50.14b TLD patch ? |
Topic: TLD Meuse Crossing 1940 3.5.0 Download Link |
wallach79
Replies: 104
Views: 126786
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Forum: Close Combat The Longest Day Posted: Thu Jul 10, 2014 10:51 pm Subject: Re: TLD Meuse Crossing 1940 3.5.0 Download Link |
I just installed this mod and it looks great. I want to edit the campaign file in Battle group 'base' battle plans and I don't know who are the ALLIES and who is the AXIS in campaign file because in alsteam and axsteams they are reversed from normal TLD. Tejszd, could you help me? |
Topic: help required with cross of iron mods!!!! |
wallach79
Replies: 3
Views: 4243
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Forum: Close Combat Cross of Iron Posted: Fri Nov 11, 2011 8:36 pm Subject: Re: help required with cross of iron mods!!!! |
@sammaartens I know you posted this question a few months ago but if can be of any help I give you this answer: I had the same problem with some mods and I solved this by downloading the maps not from CoI section (where some maps seems missing) but from CC3 section where you have all the maps. Download even individual maps because some aren't included in main package. For me this worked, I hope will work for you too. |
Topic: Do mods have the latest patch included ? |
wallach79
Replies: 2
Views: 3216
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Forum: Close Combat Cross of Iron Posted: Fri Nov 11, 2011 11:17 am Subject: Re: Do mods have the latest patch included ? |
I guess basically an exe file is not too heavily modified, I expect just a few lines, the rest is unknown for non-matrix people like me and you. I tried to play a converted CC3 mod to CoI with the new 3.60 exe and it works ! Basically I replaced the mod's exe file with Coi exe file. You can do the same and benefit of the latest patch in your old cc3 converted mods.
But there is something annoying me...how can I change AI player name in mods cuz I don't know a Manstein general in Japanese army if I play Pacific war e.g. Thanks |
Topic: Do mods have the latest patch included ? |
wallach79
Replies: 2
Views: 3216
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Forum: Close Combat Cross of Iron Posted: Thu Nov 10, 2011 11:13 pm Subject: Do mods have the latest patch included ? |
I have CoI with the latest patch - 3.60. I installed many mods with swap utility but I don't know if these conversions of CC3 mods to CoI have latest patch (3.60) also included. Most of the mods have their own exe. and ccr. files so if they don't have latest patch (which includes serious improuvements like vehicle pathing) then I can't play mods with the latest patch. So I ask you guys who make conversions what do you know about this matter ? |
Topic: Air strikes... |
wallach79
Replies: 12
Views: 10964
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Forum: Close Combat Wacht am Rhein Posted: Sun Oct 25, 2009 10:30 pm Subject: Re: Air strikes... |
I use the latest patche and about AI who uses all Air strikes available to it: well, I had a different experience. But I will say more after finishing the current campaign. |
Topic: Air strikes... |
wallach79
Replies: 12
Views: 10964
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Forum: Close Combat Wacht am Rhein Posted: Sun Oct 25, 2009 6:26 pm Subject: Re: Air strikes... |
Frankly speaking, I do not play other games outside of Close Combat. I do not have enough time and Close Combat pretty much meet my expectations. With increasing number of air strikes in Campaign.txt file I believe that the game is pretty accurate historically. But my question was related to AI, about how AI could be determined to use all allocated air strikes. I have a hard time understanding why it not use air raids as effective as artillery, for example (I think AI is using very effective artillery in Wacht am Rhein). Maybe a programmer who worked on the project could give more information |
Topic: Air strikes... |
wallach79
Replies: 12
Views: 10964
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Forum: Close Combat Wacht am Rhein Posted: Sat Oct 24, 2009 2:48 am Subject: Air strikes... |
This is an old problem of CC. Historically, air strikes were a decisive factor in Allied victory. This is not well represented in the game. I'm not a follower of the solution with foward observers like in some mods. An improvement in W.a.R. is editing campaign.txt. I increased the number of air strikes at 10 per day (more seems impossible). The problem is that in games of 15 minutes AI use only occasionally air strikes. And it's not all related to weather. If you create a battle by putting the options clear weather and air support, you will be surprised to see that air support is not used by AI despite possible targets as tanks or infantry shooting in his troops. Do you have any IDEA how could be AI determined to use all allocated air strikes ? |
Topic: Working with TXT files... |
wallach79
Replies: 11
Views: 7101
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Forum: Modding Workshop Posted: Mon Oct 19, 2009 12:30 am Subject: Re: Working with TXT files... |
Thanks to all who responded to me. When so many people answered the same thing I think must have understood something. I never used txt files with excel but it is very simple indeed. I did not click to the left on the bottom so I missed some pages from the Workbook but I've found them finally. I downloaded platoon_michael's workbook and it's very good. Platoon_michael, you have my respect for that. I wish you all a good day (or night...) ! |
Topic: Working with TXT files... |
wallach79
Replies: 11
Views: 7101
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Forum: Modding Workshop Posted: Fri Oct 16, 2009 8:53 pm Subject: Working with TXT files... |
Hi everyone ! Here is my latest trouble. It was easy to modify older versions such as CC 4 or 5 but the new Wacht am Rhein is more difficult to change as the TXT files can not be modified with QClone. Thus it is more difficult to trace information on page and errors may occur more easily. Another problem: W.a.R. Data Workbook has not Teams.txt and Vehicles.txt files. I miss the old adb files from CC 5 ! Do you have ideas how it could be easier ? |
Topic: Modding a map in Wacht am Rhein |
wallach79
Replies: 9
Views: 6965
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Forum: Modding Workshop Posted: Sun Sep 20, 2009 8:13 pm Subject: Re: Modding a map in Wacht am Rhein |
platoon_michael wrote (View Post):
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You may come across this problem a few more times. I suggest having 2 map folders. One for the AI with little or no Deep Water and One for H2H with originally codded maps. A Steep Slope can also sometimes cause problems for the AI. Always back up your originals before editing.
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Yeah, that's a good idea. The Ardennes terain was historically difficult but we could do the maps a little bit easier to cross given the "smart" CC AI. |
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