Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1241
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search


 Author
Message
 
mooxe

Rep: 221.7
votes: 25


PostPosted: Tue Mar 31, 2009 5:16 pm Post subject: Night Moves - Atomic's Way Reply with quote

Will night moves ever be incorperated into CC? Possibly. Hopefully
its done right. Darker maps and decreased LOS are simply the basics.
Sky conditions should be taken into account towards LOS distances by
day and night. Support, fatigue, disruption (cohesion) have
all been covered by Atomic Games in V For Victory. We dont really have to
learn how to implement them, they have already been done. Can some of
these be implemented into future CC games?

Extracts from V For Victory Reference Manual

To reflect the increased difficulties of moving at night, the
movement point costs of all non–road terrain types are doubled
on night turns, except when there is a full moon and clear, light or
moderate overcast sky conditions. (See "Weather.") In this case,
the movement point costs of all non–road terrain types are
increased by 50 percent.

The movement costs of all non–road terrain types are also
increased by 50 percent on daylight turns when the sky condition
is storm. There is no additional movement effect due to storm
sky conditions on night turns.

Road movement on night turns costs 50 percent more movement
points than in daylight, except when there is a full moon and
clear, light or moderate overcast sky conditions. In this case,
road movement costs are not affected by night.
Road movement costs on daylight turns are not affected by the
sky condition.

Bridges may also be repaired on night turns, but each night turn
only counts as one–half of a game–turn towards the two–turn requirement.
Note that engineer and bridge units engaged in repairing bridges
accumulate fatigue normally (i.e., repairing a bridge is considered
an activity – see "Fatigue").

There are several factors (such as night, or the enemy unit moving
away) that cause you to lose information about an enemy unit.
When this happens, the above–mentioned sequence is reversed.

Night and sky conditions also play a major role; the
darker the night and/or the worse the sky conditions, the less the
information that is obtained. And finally, the Air Superiority
option selected at the beginning of the scenario is also a factor;
the greater the degree of air superiority your side possesses, the
more you learn about all the enemy's units, and the less the
enemy learns about your units.

The disruption experienced by attacking units is
especially pronounced at night.
Conducting any activity on a night turn (including any
movement at all, digging in, constructing a fortification,
repairing a bridge, or participating in combat in any way,
as either an attacker or a defender). This increases a unit's
fatigue by 2.

Complete inactivity on a night turn while in an enemy
zone of control. This decreases a unit's fatigue by 2.

Complete inactivity on a night turn while not in an enemy
zone of control. This decreases a unit's fatigue by 6.

A unit may recover from disruption and fatigue simultaneously,
although inactivity on a night turn is better for recovering from
fatigue. A unit may receive replacements during game–turns
when it is recovering from fatigue and/or disruption.

Barrage and support strengths are halved on night turns.

Destroyers may not conduct fire missions on night turns. They
were fully occupied with more important duties at night –
namely, anti–torpedo boat and anti–submarine patrols.

Also, heavy overcast and storm conditions negate the
beneficial effects of a full moon on movement and zones of
control at night.


Join Discord for technical support and online games.


Last edited by mooxe on Wed Apr 01, 2009 5:48 am; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
 
Therion

Rep: 27.4
votes: 4


PostPosted: Tue Mar 31, 2009 6:49 pm Post subject: Reply with quote

CCMAT had night combat.


Wonderland - my mod for Armored Brigade

Killing for peace is like fucking for orgasm.
Back to top
View user's profile Send private message
 
squadleader_id

Rep: 53.2
votes: 7


PostPosted: Wed Apr 01, 2009 1:46 am Post subject: Reply with quote

Therion wrote:
CCMAT had night combat.

With "night graphics" or just "night elements"?
Back to top
View user's profile Send private message Visit poster's website
 
squadleader_id

Rep: 53.2
votes: 7


PostPosted: Wed Apr 01, 2009 2:54 am Post subject: Reply with quote

schrecken wrote:
I had to play it with a torch on.

Ah...you did remember to turn on your Monitor/LCD when playing the thing right? Smile
BTW, here's a tip for CC night battles:
- use night elements data.
- turn down your monitor/LCD brightness settings...way down.
- use a torch (optional).
Back to top
View user's profile Send private message Visit poster's website
 
sample

Rep: 59.6
votes: 4


PostPosted: Wed Apr 01, 2009 7:56 am Post subject: Re: Night Moves - Atomic's Way Reply with quote

mooxe wrote:
Will night moves ever be incorperated into CC? Possibly. Hopefully
its done right. Darker maps and decreased LOS are simply the basics.
Sky conditions should be taken into account towards LOS distances by
day and night. Support, fatigue, disruption (cohesion) have
all been covered by Atomic Games in V For Victory. We dont really have to
learn how to implement them, they have already been done. Can some of
these be implemented into future CC games?

Extracts from V For Victory Reference Manual

To reflect the increased difficulties of moving at night, the
movement point costs of all non–road terrain types are doubled
on night turns, except when there is a full moon and clear, light or
moderate overcast sky conditions. (See "Weather.") In this case,
the movement point costs of all non–road terrain types are
increased by 50 percent.

The movement costs of all non–road terrain types are also
increased by 50 percent on daylight turns when the sky condition
is storm. There is no additional movement effect due to storm
sky conditions on night turns.

Road movement on night turns costs 50 percent more movement
points than in daylight, except when there is a full moon and
clear, light or moderate overcast sky conditions. In this case,
road movement costs are not affected by night.
Road movement costs on daylight turns are not affected by the
sky condition.

Bridges may also be repaired on night turns, but each night turn
only counts as one–half of a game–turn towards the two–turn requirement.
Note that engineer and bridge units engaged in repairing bridges
accumulate fatigue normally (i.e., repairing a bridge is considered
an activity – see "Fatigue").

There are several factors (such as night, or the enemy unit moving
away) that cause you to lose information about an enemy unit.
When this happens, the above–mentioned sequence is reversed.

Night and sky conditions also play a major role; the
darker the night and/or the worse the sky conditions, the less the
information that is obtained. And finally, the Air Superiority
option selected at the beginning of the scenario is also a factor;
the greater the degree of air superiority your side possesses, the
more you learn about all the enemy's units, and the less the
enemy learns about your units.

The disruption experienced by attacking units is
especially pronounced at night.
Conducting any activity on a night turn (including any
movement at all, digging in, constructing a fortification,
repairing a bridge, or participating in combat in any way,
as either an attacker or a defender). This increases a unit's
fatigue by 2.

Complete inactivity on a night turn while in an enemy
zone of control. This decreases a unit's fatigue by 2.

Complete inactivity on a night turn while not in an enemy
zone of control. This decreases a unit's fatigue by 6.

A unit may recover from disruption and fatigue simultaneously,
although inactivity on a night turn is better for recovering from
fatigue. A unit may receive replacements during game–turns
when it is recovering from fatigue and/or disruption.

Barrage and support strengths are halved on night turns.

Destroyers may not conduct fire missions on night turns. They
were fully occupied with more important duties at night –
namely, anti–torpedo boat and anti–submarine patrols.

Also, heavy overcast and storm conditions negate the
beneficial effects of a full moon on movement and zones of
control at night.


going a bit further with night battles;

it will increase de importance of the recce teams at tactical level; an attack with proper reconnaissance should have increased chances of success than an attack launched without proper reconnaissance; same could be applied to the defender, with forward observers placed advanced position;

mortars both light and medium, and perhaps artillery support to fire illuminating rounds, burning buildings and vehicles could also help/jeopardize an attack or defense

Rolling Eyes


www.mihaisurdea.com
Back to top
View user's profile Send private message Visit poster's website
 
Therion

Rep: 27.4
votes: 4


PostPosted: Wed Apr 01, 2009 8:59 am Post subject: Reply with quote

squadleader_id wrote:
Therion wrote:
CCMAT had night combat.

With "night graphics" or just "night elements"?

What do you mean by "night elements"?


Wonderland - my mod for Armored Brigade

Killing for peace is like fucking for orgasm.
Back to top
View user's profile Send private message
 
mooxe

Rep: 221.7
votes: 25


PostPosted: Wed Apr 01, 2009 7:08 pm Post subject: Reply with quote

Good point on recce teams...


Join Discord for technical support and online games.
Back to top
View user's profile Send private message Visit poster's website
 
CSO_Talorgan

Rep: 72.5
votes: 1


PostPosted: Wed Apr 01, 2009 9:26 pm Post subject: Reply with quote

squadleader_id wrote:
With "night graphics" or just "night elements"?


This triggers a distant memory. Wasn't there once a French website with night maps and elements for the original CC III Western Front mod? Pegasus Bridge was one of the maps.
Back to top
View user's profile Send private message
 
schrecken

Rep: 195
votes: 15


PostPosted: Wed Apr 01, 2009 10:23 pm Post subject: Reply with quote

I've got Pegasus with the darkened bgm and "night" elements.

If I remember correctly the Overlord mod for CCIII opens with this map in the grand campaign
Back to top
View user's profile Send private message Visit poster's website GameRanger Account
 
CSO_Talorgan

Rep: 72.5
votes: 1


PostPosted: Thu Apr 02, 2009 11:14 pm Post subject: Reply with quote

schrecken wrote:
I've got Pegasus with the darkened bgm and "night" elements.


That sounds about right.
Back to top
View user's profile Send private message
 
mooxe

Rep: 221.7
votes: 25


PostPosted: Fri Apr 17, 2009 7:53 pm Post subject: Reply with quote

My stats indicate that this thread is linked into the Matrix Private Forums @ http://www.matrixgames.com/forums/tm.asp?m=2088390

Atleast they are listening...


Join Discord for technical support and online games.
Back to top
View user's profile Send private message Visit poster's website
 
 
Post new topicReply to topic printer-friendly view Close Combat Series Forum Index -> Close Combat The Longest Day


 
   
 


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum




Forums ©





In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!