Bloody Omaha v1.4 Available!
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#1: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Wed Sep 03, 2014 1:13 am
    —
Bloody Omaha v1.4 is now available!

A BIG THANK YOU to Mooxe for the download sections and forums of CCS!

Here is the change list for v1.4;
- Added text to debriefscreen for morale & vl ownership
- Added the ability to rest BG's and cohesion/fatigue
- Added M4 Dozer new hull and wreck (thanks Dima!)
- Added SDKfz 232 wreck
- Added Night turns to GC
- Changed Artillery support icon to Naval support icon
- Changed date/turn on the scenario editor and strat map
- Changed Off Map Artillery icon to Off Map Naval Support icon
- Changed support quantities to be based on difficulty level
- Changed the 7.5cm IG18 to fit in more/smaller buildings (changed type from med gun to light gun)
- Changed bunker floor to allow large guns (ex. 8.8cm Pak43) to be deployed (changed interior to False)
- Created a separate mod icon file to use for the shortcut for starting the mod
- Fixed debrief Battle, Operation and campaign buttons/tabs background
- Fixed operation and campaign screen cohesion bars showing black only
- Fixed the 37mm AT gun that didn't want to fire (in vehicles.txt mounted number of weapons was wrongly set at 2 instead of 1)
- Fixed Pak43 fire angle from fixed front to front only
- Re-sized all the commander pics to the TLD standard size
- Removed unsused BG icon for 2 / 352 from scenario editor as it not used (KG LEHR is used in the What If GC)
- Removed Wacht Am Rhein text from splash screen
- Updated the mod to work with the last TLD patch 5.50.14b (Note: it will also work with WAR patch 4.50.15b)



You can find it here: http://www.closecombatseries.net/CCS/modules.php?name=Downloads&cid=299

#2: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Fri Sep 05, 2014 6:45 pm
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Quote:
Changed bunker floor to allow large guns (ex. 8.8cm Pak43) to be deployed (changed interior to False)


I took this that all the medium to light AT guns (Pak 40 and smaller) could fit into bunkers, but found out the Pak43 is able to fit into small bunkers on at least 1 map that have tried it on. Took a screenshot, but forgot to save it, was going to post here, though will again if wish next time am on the map. It was on "Dog Green" and up on the upper northern part, between the 2 large bunkers, further back, next to the 2 story building. Has a nice LOS on the beach also.

#3: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Fri Sep 05, 2014 9:19 pm
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[img][/img]

#4: Re: Bloody Omaha v1.4 Available! Author: mooxe PostPosted: Sat Sep 06, 2014 12:56 am
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Tejszd thanks for keeping this mod updated.

#5: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sat Sep 06, 2014 1:15 am
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mooxe wrote (View Post):
Tejszd thanks for keeping this mod updated.


With you Mooxe. There was no intention of mine to offend Tejszd with my question of mine, however probably should have started the post out with a congratulations/Thanks for the update and for that? O offer him my sincere apologies now.

Have played the Mod multiple turns through. It has given no hints of a crash yet and the weapons available are a welcome refresh for those who have not played it for quite awhile.

As for AI play? Once again, not wanting to offend Tejszd.. It could use some kind of Vetmod. Maybe Salhexe could put one together if he has any interest sometime and Tejszd does not mind perhaps?

Werf

#6: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sat Sep 06, 2014 2:58 am
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Quote:
Fixed the 37mm AT gun that didn't want to fire (in vehicles.txt mounted number of weapons was wrongly set at 2 instead of 1)


Works well. The Pak35/36 actually takes side shots when they present themselves vs Medium tanks. Somewhat of a rarity in many mods.

Quote:
Changed Artillery support icon to Naval support icon


Have noticed that the AI (allies) don't seem to be using off board Naval Support.



Quote:
Changed the 7.5cm IG18 to fit in more/smaller buildings (changed type from med gun to light gun)


LiG seems to be able to fit into most any small bunker, even buildings. Refreshing to see.

Generic complaints:
Lack of Eastern units spread about. Additional light machine gun troops (mg42)


Edit:

Allies called in Naval barrage (1st time) on Collevile-sur-Mer map. Nasty also, took out a Stug, damaged another.


Last edited by johnsilver on Sat Sep 06, 2014 11:36 am; edited 1 time in total

#7: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Sat Sep 06, 2014 4:27 am
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Thanks for all the feedback johnsilver!

For the Pak43 I believe your saying it shouldn't fit in the small bunkers?

I can check its size/type to see if that will prevent it from fitting in the small bunkers.

#8: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sat Sep 06, 2014 4:42 am
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Quote:
For the Pak43 I believe your saying it shouldn't fit in the small bunkers?


Not sure remember the PaK43 fitting into those small bunkers in any other mod Tejszd. The large,weapons bunkers they generally do on like that same Dog Green map in the above picture, though some of the "Beach modders" have coded that ability out. Wish could remember which ones off hand, but cannot.

Honestly? Playing vs the AI? Prefer having it the way it is, though for the crowd you more than likely updated the mod (H2H), am thinking having the Pak43 able to just fit in the heavy weapons bunkers?

Just a thought, maybe get more feedback from the H2H crowd.

Werf

#9: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sun Sep 07, 2014 8:34 pm
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Balance is a beast. Support units have almost no support troops. The Stug battalion has less than 10 total troops as i recall. More Opal 3.7cm Trucks (Cool than Infantry.

The Artillery Battalion was nice. They can sit on a nice map and shell the opposition to pieces (which I did), but are short on troops. Very nice, no complaints, though halving the Opal 3.7cm trucks and giving 4 more Infantry would have been a world of difference, even 3 man Spahtrup. That unit is not of any use in reality, except as tracked AT guns with no support (my 2c and no offense)

Allies push hard once they finally get off the beach, which takes a LONG time, not very many places, but they have.

Great mod.

#10: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Mon Sep 08, 2014 12:45 pm
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Had this aggravating no forcepool bug well through the mod. Have had this issue multiple times on WAR with a couple of mods, but NEVER with the latest patch on TLD.

Can anyone give me some kind of definitive answer as to why am getting this aggravating bug every once in awhile? Have been advised to go back a day on saves and start, which I appreciate, but would like to know what is the cause of this and why this was never fixed. It bothers me much more than the 0:00 timer ever did.

Thanks for anyone who has any idea.

(3/16
29ID has no forcepool)



[img][/img]

This is interesting and don't recall seeing this before.

Thought would attempt to reload the backup save for the turn ( I make 2 for when I stop after playing several turns) and the backup has the unit removed from the map. Can only hope the unit is now gone.

#11: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Mon Sep 08, 2014 5:01 pm
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Can you post the save game which shows 3/116 29ID with no troops on the Matrix TLD forum please....

Interesting that going back to your save game that the BG gets removed, which is probably the proper handling....

Edit: thanks for all the feedback johnsilver!

#12: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Tue Sep 09, 2014 3:57 am
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Attached is an updated Vehicles.txt that changes the 8.8cm Pak43 to 2 elements in size to prevent it from being deployed in small bunkers.


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#13: Re: Bloody Omaha v1.4 Available! Author: platoon_michaelLocation: Right behind you PostPosted: Tue Sep 09, 2014 5:02 am
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johnsilver wrote (View Post):
Had this aggravating no forcepool bug well through the mod. Have had this issue multiple times on WAR with a couple of mods, but NEVER with the latest patch on TLD.

Can anyone give me some kind of definitive answer as to why am getting this aggravating bug every once in awhile? Have been advised to go back a day on saves and start, which I appreciate, but would like to know what is the cause of this and why this was never fixed. It bothers me much more than the 0:00 timer ever did.

Thanks for anyone who has any idea.

(3/16
29ID has no forcepool)



[img][/img]

This is interesting and don't recall seeing this before.

Thought would attempt to reload the backup save for the turn ( I make 2 for when I stop after playing several turns) and the backup has the unit removed from the map. Can only hope the unit is now gone.


That looks just like to old WAR bug when WAR first came out.
I haven't seen it since the game was patched.
I wonder if it didn't get corrected in tLD?

#14: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Tue Sep 09, 2014 5:21 am
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johnsilver check the date of your TLD CCE.exe it should be March 8/2012.

And if you right click on the file, select properties, details, the version shown should be 5.50.14b

#15: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Tue Sep 09, 2014 5:22 pm
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Quote:
johnsilver check the date of your TLD CCE.exe it should be March 8/2012.


Yeah, 3/8/2012. Just checked.



Quote:
That looks just like to old WAR bug when WAR first came out.
I haven't seen it since the game was patched.


It was on your outstanding Vetbob where had the issues crop up mostly. Never could nail it down and was with the last patch (not.15) on WAR. Both WAR and TLD are 100% legal copies, even Hard copy purchases.

Not dicing on anyone, anybody, anything here. Have heard from others that they never saw this after original, or *maybe* 2nd WAR Patch, though this bug (to me) have seen on Vetbob, Nomada's Ardenne campaign (War) and now, on TLD this one.

P/M. I wasn't going to name you earlier, but it was your idea to go back to *1* day earlier and try again on WAR as recall. THAT sometimes works, though of course can encompass a lot of battles.

Another thing that sometimes bypasses this is to exit, then load it in again and it is gone. That one is rare to fix. That worked this time as I just now did that and not only is it changed, but the allies have a different unit there.. OOF and OOS. Axis units seem to be same.. I took a screen after glimpsing quickly over it just a moment ago. Maybe something else is different another can see other than the 316/29ID being gone and an armored unit there. Made a larger image this time.

Will upload save also as Tejszd requested. Would love to know what causes this once and for all. It is a campaign crusher to me, tho hasn't stopped me from restart over many-a-time before.

Werf

[img][/img]

[img][/img]


Edit:

No way here to attach the save that see Tejszd. I could email it if you want. Using photobucket for the pics.

#16: Re: Bloody Omaha v1.4 Available! Author: mooxe PostPosted: Tue Sep 09, 2014 9:04 pm
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Jon, if you save your GC file with a ".gc" on the end you can attach it to a forum post. Another option would be to zip.

#17: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Tue Sep 09, 2014 10:27 pm
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mooxe wrote (View Post):
Jon, if you save your GC file with a ".gc" on the end you can attach it to a forum post. Another option would be to zip.



Never noticed that add attachment below before Mooxe. Many thanks and also for the ".GC".



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#18: Re: Bloody Omaha v1.4 Available! Author: platoon_michaelLocation: Right behind you PostPosted: Wed Sep 10, 2014 4:50 am
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I remember you've said before that you have experienced this bug before with VETBoB.

I have played a TON of Ops and GC's with WAR,Stock Mod,VETBoB and have never experienced that bug ever since it was patched.
And in some cases I've made it a point to deplete the AI's BG.
And they've always been removed from the game.Never anything like what your seeing.



I'm at a loss as to what to say or advise other than see what Steve at Matrix thinks.



Unless just maybe its a FP issue that someone is missing? And I'm just guessing on that.

#19: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sun Sep 14, 2014 10:08 am
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Something else anyone playing this mod should possibly take into consideration and take to into heart:

If you are playing as the Axis? Protect those 15cm, 28cm and 10.5cm spotters VERY well and give them a direct LOS from a considerable distance toward armor. They WILL take the initiative to fire at them in barrages at armor, destroy it often times, even Shermans, where in my testing have NEVER been able to get them to do this while ordering them to even with a direct LOS.

Several of the Axis BG's have 2 15cm spotters. When they both begin firing at once.. It is like an off map artillery barrage and they are able to do this several times. The 8.8cm spotter that the FlakBG has is a bit different. it requires a direct LOS to fire and never seems to fire on it's own anyway that have noticed. The 28cm Werfer (2 in BG) also is nasty.

Attempting to mention all of this as many of the front (beach) German units are very weak otherwise, except for these and last a very short time. The units behind have Infantry and *some* guns, but have issues also. The sole Stug BG has almost nil infantry support. Protect those support units.. They are the best units on the map.. By far..

#20: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Sun Sep 14, 2014 4:16 pm
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I believe those heavier guns are setup as area/infantry fire weapons because of their large caliber HE shells thus you can not target a tank directly.

#21: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Sun Sep 14, 2014 5:03 pm
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Tejszd wrote (View Post):
I believe those heavier guns are setup as area/infantry fire weapons because of their large caliber HE shells thus you can not target a tank directly.


You can, that is.. With the 15cm they will area fire still if you have a direct LOS and you order them to fire on armor, just haven't had any even had the same luck with hitting, or what should have said last post close "spread" that they have when they target on their own. Those 15cm will have some really tight groups often when they pick up anything (guns, armor, infantry) and begin a barrage quite often. the target circle for armor (M4's) is Green for the 15cm.

Forgot to mention this last post also.. The 10.5cm spotters also require a direct LOS, just like the 8.8cm. Both of those are more limited as far as use goes.

Have found out the 2 artillery BG's, the ones loaded with 10.5 and 15cm field guns and have nothing but HE ammunition that you mention, they are capable of maximum damage to the heaviest of damage to any Allied BG. Some of the BG's enter maps with 6-8 armored units. The 10.5 and 15cm may cycle slow, tho they will take out any, just hard to find places to hide.

#22: Re: Bloody Omaha v1.4 Available! Author: johnsilverLocation: Florida PostPosted: Mon Sep 15, 2014 7:41 pm
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Tejszd wrote (View Post):
I believe those heavier guns are setup as area/infantry fire weapons because of their large caliber HE shells thus you can not target a tank directly.


OK, Thanks for the info.

#23: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Sun Oct 26, 2014 7:09 pm
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I've been playing the GC of BO v1.4 on WAR as Americans.
Until now i didn't have any problems.

Now the 3/16RCT reached Formigny wich is held by the 439 Ost.
As soon as i hit the next button i get this weird error, see screenshot.

Debugging steps taken:
-I've tried creating my own scenario on Formigny with the same BG's to verify it wasn't a problem with the map itself, map loads without a problem so Formigny map itself is OK.
-To verify it isn't a problem with the teams used by the BG's i removed all teams that i haven't used yet (American) or have played against yet (German), error remains.

Has anybody ever seen this error, i haven't got a clue where to look.

Thanks in advance

Aetius



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#24: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Mon Oct 27, 2014 1:12 am
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Created a single battle on the map with the BG's you have facing each other; German OST439 vs 3/16 1st Div. and it works fine.

What version of the TLD are using? v5.50.14b is the latest.

One thing I do notice in your picture is that the US Commander's picture is not in the right spot.

It could be a corrupt save game, if you are using the latest version can you upload it. If then crashes my install, we could post on the Matrix forum for Steve to see possibly what is wrong....


Last edited by Tejszd on Mon Oct 27, 2014 5:14 pm; edited 1 time in total

#25: Re: Bloody Omaha v1.4 Available! Author: platoon_michaelLocation: Right behind you PostPosted: Mon Oct 27, 2014 3:50 am
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I'm curious as to if Aetius is using Modswap for any Mods for WAR as well?

I'd be wiling to try the save game file as well.

#26: Re: Bloody Omaha v1.4 Available! Author: UberdaveLocation: Kansas, USA PostPosted: Mon Oct 27, 2014 3:58 am
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I'm also currently playing the GC as the Americans vs AI.  I've had two CTDs, but they were of the 00:00 timer variety.

#27: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Mon Oct 27, 2014 8:50 am
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Hi,

"Created a single battle on the map with the BG's you have facing each; German OST439 vs 3/16 1st Div. and it works fine." -> correct, to verify the Formigny map is OK.

I don't have TLD, i'm playing BO v1.4 on WAR upgraded to patch 4.50.15b, that's probably why the commanders pictures are offset.

I don't know if the save game files of WAR and TLD are compatibel but save game file in attach, platoon_michael can try it on WAR to verify if it's corrupt (had to zip it to attach).

Didn't use modswap but used the installer provided by Tejszd.

Thanks for the replies,

Aetius



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#28: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Tue Nov 04, 2014 8:38 pm
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I had some more time to investigate the error.

It appaers all german teams beginning with "Ost" in the OST439 BG have an issue.
When i remove the team (example: "Ost grenadiere") from the roster and try to add the same team to the roster again, the game crashes.

Can someone check this in the TLD version (make a single battle with Ost439 BG and try to add "Ost grenadiere" to the roster)

Thanks

#29: Re: Bloody Omaha v1.4 Available! Author: UberdaveLocation: Kansas, USA PostPosted: Tue Nov 04, 2014 11:54 pm
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I didn't experience the same error. However, the history of the Ost Batallion is quite interesting:

Ost-Btl. 439
Formed 13 January 1943 in the Rzhev area by XXXIX. Panzerkorps/9. Armee with a Stab and 1.-4. Kp.
History
26 May 43: Nevel – Orsha area under XXXIX. Panzerkorps/4. Armee.
25 Jul 43: transferred to an area 30 km SE of Roslavl’.
21 Aug 43: 2. Kp. ordered disbanded and its personnel sent to Dulag 130 in Roslavl’ due to attempted mutiny.
27 Aug 43: according to a report this date, 41 desertions and arrests within the Battalion in just two days.

Oct 43: ordered transferred to Bayeux/27 km WNW of Caen in Normandy for reassignment to 7. Armee with arrival planned for 28 October.
11 Feb 44: deployed in coastal defense positions under 716. Infanterie-Div./7. Armee.
19 Apr 44: re-designated IV.(Ost-)/Grenadier-Rgt. 726/716. Infanterie-Div.
6-11 Jun 44: credited with “fighting hard” in the Carentan area opposite Utah Beach during the Normandy landings.
Aug 44: retreated to Alsace and reassigned to 19. Armee.

Oct 44: disbanded (Feldpost number deleted 8 Nov 44) and its personnel reassigned to General Vlasov’s ROA at Münsingen.
FpNs: 57723
Kommandeur:
Oblt. Jakob ( ? - ? ) 5/43
Maj. Becker ( ? - ? ) 10/43, 6/44
[Sources: Tessin – X:176; Kannapin; Buss dissertation, p.411, citing Berliner Börsen Zeitung, 15.6.1944 and OKH/Genst.d.H./Org.Abt.(I) Nr.19938/44, 14.10.1944; NARA WashDC: RG 242 (T-312 roll 1356/105); (T-501 roll 90/014, 036 and 041].

(axishistory.com)

#30: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Wed Nov 05, 2014 4:32 am
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Aetius wrote (View Post):
I had some more time to investigate the error.

It appaers all german teams beginning with "Ost" in the OST439 BG have an issue.
When i remove the team (example: "Ost grenadiere") from the roster and try to add the same team to the roster again, the game crashes.

Can someone check this in the TLD version (make a single battle with Ost439 BG and try to add "Ost grenadiere" to the roster)

Thanks


I created a single battle in TLD with the Ost439 BG and played as the Germans using both Ost Grenadiere units shown in the force pool. The battle started fine.

Sounds like a save game corruption possible related to the Ost Grenadiere squad you had already used??? Supposedly the corruption was fixed???

#31: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Wed Nov 05, 2014 7:57 pm
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This is a weird thing.

When i create a single battle with Ost439, the battle starts but when i remove any unit beginning with Ost from the force pool and add the same unit from the force pool to the active roster the game crashes.
So it's definately not a corrupt save game (crash also happens in single battle).
Maybe some data got corrupted or parts of the data don't agree with WAR?
I'll try to replace the data files and see what happens.

Thanks for the read Uberdave, i'm surprised they put up such a fight, shows the Germans weren't expecting an invasion in Normandy.

#32: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Tue Sep 08, 2015 1:34 am
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Aetius, did you ever get past the problem?

#33: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Wed Sep 09, 2015 12:37 pm
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No, i never could fix the problem but i could continue the campaign when i removed all teams beginning with "Ost" from the roster of that BG.
After i've finished playing the GC as the Americans, i've switched sides and continued playing the same GC as Germans, same thing here.

I did have quite a challenge to play as Germans against the Americans with very depleted BG's (the real Close Combat starts when you switch sides  Wink ).
Decisive victory on the last day of the campaign as Germans, see screenshots in attach.

I've enjoyed the mod very much, thank you for porting it to TLD/WAR.



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#34: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Mon Sep 14, 2015 12:35 am
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Good job on finishing the GC playing both sides, glad to hear you enjoyed it!

Any feedback for changes?

Here is what I have done since v1.4 came out;

- Added an RUnames.txt for Ost troops to have Russian names
- Added/Fixed 3 missing strat movement arrows (stratmap.txt and ScrnGadg.gdg)
- Added some missing commander pics; 513/30 Schnelle Hugo von Aufsess, US 26 1st ID Col Seitz, 1/175 29ID Lt. Whiteford, 3/175 29ID Lt. Gill, 121 Eng Lt. Col. Ploger, 635th TD Lt. Col. Smith, 743 Lt. Col. Upham
- Changed German 8.8cm Pak43 element size from 1 to 2 to prevent it from being deployed in small bunkers (vehicles.txt)
- Changed German panzershrek and US bazooka reducing max. range (weapons.txt)
- Changed German and US FO increasing accuracy (weapons.txt)
- Changed Night to occur before the 06:00 Turn 1 each day instead of before the 18:00 Turn 1 (campaign.txt)
- Changed mortar time to fire from 40 to 20 for all mortars but added the time to reload to not change the rate of fire (weapons.txt)

Thanks to Uberdave for his feedback on the previous release which led to many of the above changes!

Still to do or at least review;
- 105mm gun (M4s, M7) ratings
- Command Stuart unit pic
- M8A1 short-barrel 75mm unit pic

#35: Re: Bloody Omaha v1.4 Available! Author: Aetius PostPosted: Mon Sep 14, 2015 7:29 am
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To play the Americans against the Germans as single player isn't really a challenge.
Maybe a vetmod could give the Germans stronger BG's (maybe Salhexe already did one?), but that would mean making it less historically correct.

#36: Re: Bloody Omaha v1.4 Available! Author: ronsonLocation: England PostPosted: Sat Sep 19, 2015 6:54 pm
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Quote:
Any feedback for changes?


Hi, We have been playing this H2H and have so far got through 60 odd battles. Its a tough job getting off those beaches as it should be,.. almost there at the end of the first day.

I would suggest that maybe a separate H2H GC be included with the following change :-

The 3 'Ranger' beaches be made encounter battles instead of the US attack, which they are at present. We found that by having them as attacks they just weren't worth playing, as the defence is so strong in TLD that they just don't have the strength to move forwards against a human opponent. Its also not possible for the Germans to throw the rangers off for the same reason, so the 3 maps just become stalemates.
While not strictly accurate this will at least get around this problem, and maybe allow some action on those beaches.

The only other difficulties were:-
The strength of the support which appeared to be weak compared to other games, the only one to have any (limited) effect was the Naval barrage, but even that wasn't great, the airstrike and mortar barrage had little effect, this was so for both sides, in fact I actually ran a couple of squads through a German mortar barrage at one point with little problem.

The regular mortars seemed to suffer from this too, and by the time we had played a few games we had generally stopped using them. As attacker they were only useful for providing smoke.

Overall a nice mod, and one that makes you think a bit when attacking, as the MGs and snipers are a great problem, however with the big Bgs of the US providing you time your attacks these can be overcome at a cost (lots of Germans medals around !  Smile )

Cheers Ronson

#37: Re: Bloody Omaha v1.4 Available! Author: salhexe PostPosted: Mon Sep 21, 2015 7:48 pm
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Aetius wrote (View Post):
(maybe Salhexe already did one?)



Look at this page

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=78691#78691

#38: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Wed Oct 14, 2015 12:57 am
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Bloody Omaha v1.41;
- Added an RUnames.txt for Ost troops to have Russian names
- Added/Fixed 3 missing strat movement arrows (stratmap.txt and ScrnGadg.gdg)
- Added some missing commander pics; 513/30 Schnelle Hugo von Aufsess, US 26 1st ID Col Seitz, 1/175 29ID Lt. Whiteford, 3/175 29ID Lt. Gill, 121 Eng Lt. Col. Ploger, 635th TD Lt. Col. Smith, 743 Lt. Col. Upham
- Changed German 8.8cm Pak43 element size from 1 to 2 to prevent it from being deployed in small bunkers (vehicles.txt)
- Changed German panzershrek and US bazooka reducing max. range (weapons.txt)
- Changed German and US FO increasing accuracy (weapons.txt)
- Changed Night to occur before the 06:00 Turn 1 each day instead of before the 18:00 Turn 1 (campaign.txt)
- Changed mortar time to fire from 40 to 20 for all mortars but added the time to reload to not change the rate of fire (weapons.txt)
*** Fixed since the post above ***
- Changed Command Stuart unit pic from M4 Sherman to Staurt (alsteams.txt, GameGadg.gdg & ScrnGadg.gdg)
- Changed M8A1 75mm unit pic to side image to show short-barrel (GameGadg.gdg & ScrnGadg.gdg)

Still to do or at least review;
- Add some more commander pics if they can be found
- review 105mm gun (M4s, M7) gun ratings
- review naval and mortar support ratings

If you can find any of these commander pics it would be appreciated;
Flak Sturm Reg. 1 352 Werner von Kistows
726. 716ID Grenadier-Regiment: Oberst Walter Korfes
1716. 716ID Artillerie-Regiment: Oberstleutnant Helmut Knüppe
2/175 29th ID MILLARD Bowen Jr.
1/18 1st ID Col. George Smith, Jr.

#39: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Sun Jun 21, 2020 2:41 am
    —
I have been looking at my CC directories/folders again since I have found sometime for converting Winter War to TLD and found my Bloody Omaha v1.41 changes.

In addition to what is shown in the post above, the following additional changes were made in 2016 based on feedback from Drizzt;
- Added Allied and Axis specific entry VL's (*.btd)
- Renamed the 4 Operations


And this year I adjusted the following based on feedback from Ronson;
- Increased 8cm Granatwerfer kill rating slightly up
- Increased 60mm/81mm mortar (includes off board mortar support for both sides) kill rating slightly up
- Increased aircraft bomb/rocket blast radius up
- reduced 4.2" mortar kill rating and blast rating down to be just under the 12cm


I have reached out to Mooxe to reset my ftp password so that I can share this version.

#40: Re: Bloody Omaha v1.4 Available! Author: TejszdLocation: Canada PostPosted: Fri Jul 10, 2020 1:43 am
    —
Made a few more changes;

- Increased Naval support quantity on turn 1 for line from 2 to 4.  
The above support comes from the Battleships Arkansas (BB-33), Texas (BB-35) and the two French cruisers, Montcalm and Georges Leygues.

- Increased Artillery/Mortar support quantity on turn 1 for line from 2 to 8. Decreased Turn 2 on slowly from 4 to 2.
The above support comes from the Destroyers Emmons (DD-457), Carmick (DD-493), McCook (DD-496), Doyle (DD-494), Baldwin (DD-624), Harding (DD-625), Frankford (DD-497) and Thompson (DD-627).

- Decreased German beach BG commanders aggression by -3 (hope they stay in the bunkers/trenches longer)



Close Combat Series -> Close Combat The Longest Day


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