someuser
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Posted: Mon Mar 02, 2009 9:23 am Post subject: Great Mod! |
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I just want to thank Aetius for making this Kreta mod for play, as this is one of the fun mod that I have played. I have to admit that it's up to the level of GJS and BoB level. The AI was nuts on the vet mod, just like in CC4.
One thing I would like to mention is that the Mannlicher-Schönauer inside the game sounds a little quiet. Just more quiet comparing to the other rifles and pistols. I don't know if I should put it under bug or somewhere else, so I put it here.
Any thoughts of expanding the Kreta mod? cause it's so fun on CC4 it's just a shame if it ends here.
Another thing to other people who wish to learn more about Operation Mercury, check this out "The 11th Day - Battle of Crete". It's a documentary about the battle on Crete. |
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Aetius
Rep: 89.2 votes: 4
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Posted: Mon Mar 02, 2009 5:22 pm Post subject: |
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Thanks for the kind words Someuser, i'm glad you like it.
I'll add the quiet Mannlicher sound to the bug list.
No real plans of expanding the mod, although the desperate fights in the Rhetymnon and Heraklion sectors would make great mods.
The time required to make new maps and/or stratmap is a too big project for me to take on.
Another great documentary on the battle of Crete is the BBC Timewatch episode "Hitler, Churchill and the paratroopers" with a lot of veterans from all sides being interviewed.
I hope the BBC will re-run this episode someday.
Aetius |
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7A_Woulf
Rep: 22.1 votes: 2
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Posted: Wed Mar 04, 2009 12:30 am Post subject: |
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Can only agree with Someuser! Great mod, excellent AI!!! :ok2
Been playing all day now (one of the few good things of being unemployed: -Lots of gaming time...) never had such a hard, bloody and fun time. Me and my brave Fallschirmsjäger even got our nuts kicked a few times and I enjoyed every second of it!
Only thing I've noticed is troubles scavenging. Parked a two-man Jäger team with pistols on a dead Recce squad for about four-five minutes, just to check after reading about it on this forum, and they didn't even attempt to arm themselves...
(But that is a prob I can live with as long as the rest is so bloody good!) |
"When the tough gets going, I run to live to run another day..."
"Is this trip really necessary?" |
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Wed Mar 04, 2009 12:39 am Post subject: |
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^^^
CC Soldiers need to be "out of ammo" before they start scavenging weapons.
Even if they're only armed with lowly pistols...as long as the pistols have ammo...they won't pick up nearby MG34s
Soldiers armed with only melee weapons will scavenge at the first opportunity. |
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southern_land
Rep: 155.2 votes: 14
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Posted: Wed Mar 04, 2009 3:25 am Post subject: |
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yeah i'm enjoying it too anbut i have to disagree with you there Squadie, saw a guy with a loaded MP40 pick up a luger during a battle last night had one of those WTF? moments before he put it down again. |
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Wed Mar 04, 2009 4:07 am Post subject: |
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SL...you sure that the guy wasn't carrying that pistol as his secondary weapon?
From a quick scan of the adb files...there's one German soldier type that carries an MP40 as primary weapon and a Walther P38 as his secondary weapons.
If not...then it must have been one of those rare moments. Our beloved CC soldiers behave strangely sometimes |
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7A_Woulf
Rep: 22.1 votes: 2
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Posted: Wed Mar 04, 2009 7:08 pm Post subject: |
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Aha... Thx again Squadleader.
Guess that my brave Fallschirmsjägers have to fire at nothing to get better weapons then...
While I'm writing... Best settings for a vs. AI game in the vetmod? Just veteran/veteran, or should I check some of the boxes as well? (allways obey order, never act on initiative, full info?) |
"When the tough gets going, I run to live to run another day..."
"Is this trip really necessary?" |
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squadleader_id
Rep: 53.2 votes: 7
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Posted: Thu Mar 05, 2009 12:02 am Post subject: |
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For CC4 Kreta...the only playable setting is vet/vet (as noted in the interface screens).
For best settings vs AI enable "always obey orders" and "full info" for AI.
When enabled "never act on initiative" tend to make the AI more passive...good for AI on defense scenarios...otherwise don't enable it if you want a more active/aggressive AI. |
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southern_land
Rep: 155.2 votes: 14
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Posted: Thu Mar 05, 2009 1:59 am Post subject: |
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squadleader_id wrote:
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SL...you sure that the guy wasn't carrying that pistol as his secondary weapon?
From a quick scan of the adb files...there's one German soldier type that carries an MP40 as primary weapon and a Walther P38 as his secondary weapons.
If not...then it must have been one of those rare moments. Our beloved CC soldiers behave strangely sometimes
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he may have been but he was one half (the living half ) of a two man team who dtarted into a building where one of the guys with a lugar had just been killed. Because i was micromanaging his single man attack i was watching pretty carefully. Another thing that may have screwed things up was my inherant inability to read instructions (playing recruit AI vs veteren in the vet mod for germans)
Doesn't matter anyway, he got over his brain freeze and commenced firing on the shell shock creforce troops with his MP40 |
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Aetius
Rep: 89.2 votes: 4
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Posted: Thu Mar 05, 2009 5:46 pm Post subject: |
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I'll check out the teams that should scavenge, a solution would be to give them only the "melee" weapon.
Thanks for the comments
Aetius |
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7A_Woulf
Rep: 22.1 votes: 2
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Posted: Fri Mar 06, 2009 3:26 pm Post subject: |
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With the risk of writing something really stupid (I'm an old player, but a total newbi on modding...)
- Can't the pistols be coded as secondary weapons, or don't they scavenge if they have secondary weapons? |
"When the tough gets going, I run to live to run another day..."
"Is this trip really necessary?" |
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Len
Rep: 10.7
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Posted: Fri Feb 24, 2012 3:49 pm Post subject: Re: Great Mod! |
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Yes this one of my Top 5.
I finally got CC4 to run on Vista. |
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