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Do incapacitations count as a soldier's kills?

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Dima

Rep: 87.3
votes: 16


PostPosted: Tue Apr 01, 2008 9:34 pm Post subject: WH40K mod on CC engine Reply with quote

Hi all,

check this vid:
http://www.closecombatseries.net/CCS/modules.php?name=Downloads&d_op=getit&lid=4008

especially be carefull at 1:34 and 1:37 mins. that rox!!!
at last someone made good WH40K mod on CC engine!

THANX CCMT CREW Exclamation Very Happy
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Vman




PostPosted: Sat Apr 05, 2008 4:10 pm Post subject: Reply with quote

Is that actually a WH40k mod? I can't really tell what makes it that.

What has been altered? There is also a CCV 40k mod by zcharles.

If this CCMT mod is any good, I just might have to buy the game...
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schrecken

Rep: 195
votes: 15


PostPosted: Sat Apr 05, 2008 9:29 pm Post subject: Reply with quote

I think that is a vid of one of the 2 "instant action" scenarios included with CCMT.


The other 29 scenarios are varied and give you time to deploy your teams.


That scenario is a great way to jump straight into the action for a new player.


Would make a great Warhammer base too.
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sat Apr 05, 2008 10:13 pm Post subject: Reply with quote

It comes like WH40K out of the box...

huuu, who knows maybe the Mk 19 AGL (automatic grenade Launcher) will in realety be able to do what it does in CCMT by the year.... 40 000 AD? hehe
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 4:26 am Post subject: Reply with quote

Serious fun

http://www.youtube.com/watch?v=U9PkYIhjduM


http://www.fas.org/man/dod-101/sys/land/mk19.htm

The system was deployed in Southwest Asia during Operation Desert Storm and devastated enemy infantry.
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 8:41 am Post subject: LOL Reply with quote

Hmm

mmm



AGL_CCMT style_WH40K_LOL.jpg
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AGL_CCMT style_WH40K_LOL.jpg


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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 9:52 am Post subject: Reply with quote

I don't understand what you are implying, if anything.

Indirect fire over 2 buildings , just like a mortar

Maximum range: 2200 meters
Maximum effective range: 1600 meters
Rates of fire:
Cyclic: 325-375 rounds per minute
Rapid: 60 rounds per minute
Sustained: 40 rounds per minute
Unit Replacement Cost: $13,758
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 10:56 am Post subject: Reply with quote

Indirect at 100m??
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 10:59 am Post subject: Reply with quote

The CC engine can't model it any other way, but it is feasable if difficult to accomplish.
Although we modelled the UGL by assigning 2 weapons to the soldier.

This might be a solution but the soldier will need to carry 2 AGL's......

Got me thinking now, .. could probably creat a zero weight AGL as the 2nd weapon.
1st AGL has direct fire capability only and carries the usual data.

the 2nd AGL is indirect fire only and carries the zero weight data.

will look into that


Thanks for the helpful feedback.

The CCMT team :0)


Last edited by schrecken on Sun Apr 06, 2008 11:05 am; edited 1 time in total
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 11:03 am Post subject: Reply with quote

Is it.... Really....
Not... How about its used only as Direct fire, as most battles is WITH IN 800m in CCMT.
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 11:07 am Post subject: Reply with quote

Nah

I like my idea better.

thanks again

EDIT:
some maps are 4000 metres wide.
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 11:11 am Post subject: Reply with quote

Nice u edited your post...
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 11:18 am Post subject: Reply with quote

That's what the edit button is for... haven't you ever used it?... it's at the top right of each of your posts....
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 11:19 am Post subject: Reply with quote

Why am I not suprized... You edit 72% of that post, not a word is the same, but I like the idea AFTER you edited it..
See what some reserch will do to CCMT... Continue it, and who knows what CCMT will be..

Another thing, as im at it, does this image give you any ideas of the effectiveness of the 40mm AGL grenade?
Or have I missed something, is it a 40mm WH40k nuclear greande?



CCMT_nuclear 40mm AGL.jpg
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 11:40 am Post subject: Reply with quote

Effective radius is 15 metres

We have it 10-15 HE blast radius

60mm mortar 12 m HE blast radius, which the Mk40 replaces in combat units
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AT_Stalky

Rep: 27.4
votes: 10


PostPosted: Sun Apr 06, 2008 11:48 am Post subject: Reply with quote

hhmmm
mmm

Laughing
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schrecken

Rep: 195
votes: 15


PostPosted: Sun Apr 06, 2008 7:29 pm Post subject: Reply with quote

yes
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Dima

Rep: 87.3
votes: 16


PostPosted: Mon Apr 07, 2008 12:57 pm Post subject: Reply with quote

Quote:
Or have I missed something, is it a 40mm WH40k nuclear greande?

of coz u did miss. The 81mm mine u've shown has charachters on it, so not US made. How can it be compared with US 40mm?!

as for WH40K,
we got some exclusive information from the Top Secret WH40K training center. we can't reveal our sources but basically it was told that CCMT that was tested out as possible training simulator for Space Marines was rejected as "too bloody and unrealistic....even for Bloody Sadistic Ravens Space Marines".

Quote:
Thanks for the helpful feedback.

more tip for u:
that's not the AGL that kills the infantry behind the walls in that video Smile.
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Senior_Drill

Rep: 9.7
votes: 2


PostPosted: Mon Apr 07, 2008 7:18 pm Post subject: Reply with quote

The basic programming for indirect fire weapons in the CC series has never modelled the geometry very realistically. Since CC2, I try to place my mortar teams as close to the back side of a building as possible to gain the extra protection, yet they can fire right over a 3 or 4 story building and land a round right on the edge of the opposite side of another building. It just can't be done that way in real life.

That's one of the reasons that an entirely new engine is being written for CC6. The game codes for the CC series were not created from scratch for each new game. The previous code was used and new parts were added and new parts added to fix things that didn't work right in the newer parts.

By the time of CCM and then the commercial version CCMT, some things within the code are so strung out with exceptions, revisions and re-directs that what would seem like an easy, logical change is not easy at all and leads to many unintended consequenses. Simple A + B = C calculations become A + B = C if D is used but not E, then F - G, but if F >H, then I - J, but only if K < A, then use new table W and then subtract L from B, but only if D is in table W and if not then use table Y and add the cosign of M, then take that to table Z and add that line to A before you do anything else.

I was on the test team for the bug fixes of CCM v3 to get it ready for the Gazette version 3.1. The changes were being done by programmers at Atomic and they even had a lot of problems with it. One "fix" caused Night of the Living Dead like zombies walking around the battle field that could not be ordered or killed. Funny to see, but a waste of testing time. TheBlood! has said that the codes are so full of stuff that is no longer used that they could be one third the size if all the band aids could be pulled out without breaking something.


C'est magnifique, mais ce n'est pas la guerre.
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Dima

Rep: 87.3
votes: 16


PostPosted: Mon Apr 07, 2008 8:20 pm Post subject: Reply with quote

Drill,

what is yer post about?
anything to tell on the issue in the video i pointed?
if not, why bother to make such big posts about nothing - hobby?
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