TLD Battle for Tunisia Mod v.1.0
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#21: Re: TLD Battle for Tunisia Mod v.1.0 Author: Pzt_KanovLocation: México PostPosted: Tue May 31, 2016 10:01 pm
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I like it very much, the issue with the impassable walls and working doors and windows has been challenging to take into account when deploying and re-deploying say, a machinegun. I love the unit art! and the coloring of uniforms etc. Very good Dfox. I got used to the no-shadows after a couple of battles.

I do find odd the time gaps in the strat map, it is another take on the issue of time in this game I guess.

#22: Re: TLD Battle for Tunisia Mod v.1.0 Author: dj PostPosted: Tue May 31, 2016 11:33 pm
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Yes it seems that lines of sight or fire in buildings are obstructed.  But open terrain is fine.  

Wondering about the campaigns vs operations.  Is it best to play "Grand Campaign" or break-up into separate timeframes?  When I started Grand Campaign, I only saw 3 units on strat map and looked like the Germans were already cut-off by Allied positions.

#23: Re: TLD Battle for Tunisia Mod v.1.0 Author: vobbnobb PostPosted: Wed Jun 01, 2016 4:14 am
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The arab unit fighting for the French  are fighting better than the French themselves. LOL!

#24: Re: TLD Battle for Tunisia Mod v.1.0 Author: Dfox PostPosted: Wed Jun 01, 2016 12:59 pm
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dj wrote (View Post):
When I started Grand Campaign, I only saw 3 units on strat map and looked like the Germans were already cut-off by Allied positions.

It's normal and Axis are not cut-off.  The main idea of the mod is strategic meeting engagement. Allies control only one map - Beja - and fight Axis in Medjez el Bab and Djebel Abiod. Axis control roads to these areas from their supply bases - Tunis and Bizerte. All other maps are not occupated. So it's a race for Tunisia!  Twisted Evil

#25: Re: TLD Battle for Tunisia Mod v.1.0 Author: dj PostPosted: Wed Jun 01, 2016 9:35 pm
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Thanks...yes I got confused on the strategic map.  When I started to move Italians, it appeared that the other maps were vacant as opposed to occupied by the Allies.

#26: Re: TLD Battle for Tunisia Mod v.1.0 Author: Cobalth-77 PostPosted: Thu Jun 02, 2016 10:39 pm
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I finished the GC with the Germans.
It seemed that none of my teams ever got winded or fatigued (bad install?)

I didn't find it easy to get LOS on the maps I played on.
One of the last battles I had to almost run over the allied troops with my tanks to kill them.
When I started I expected to have easy LOS on the open maps.

Otherwise interesting mod, with a lot of stuff I'm not used to.
Like the totally different use of walls and doors of the buildings.
Sometimes it was very difficult to see that there was a dent in the map or that it was a hight.
I once had that one of my tanks seemed to be upside down against a ceiling.

And one time a French (all rifled) BG knocked out my 88-gun from more than 300m ?

But I had a lot of fun.
Nice job guys !

#27: Re: TLD Battle for Tunisia Mod v.1.0 Author: Dfox PostPosted: Fri Jun 03, 2016 4:43 am
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Cobalth-77 wrote (View Post):
I didn't find it easy to get LOS on the maps I played on.
One of the last battles I had to almost run over the allied troops with my tanks to kill them.
When I started I expected to have easy LOS on the open maps.


Well, some open maps have a lot of bush and it's not very easy to find there lying infantry teams...

#28: Re: TLD Battle for Tunisia Mod v.1.0 Author: SheytanArba PostPosted: Tue Jun 07, 2016 7:35 am
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Dfox wrote (View Post):
Cobalth-77 wrote (View Post):
I didn't find it easy to get LOS on the maps I played on.
One of the last battles I had to almost run over the allied troops with my tanks to kill them.
When I started I expected to have easy LOS on the open maps.


Well, some open maps have a lot of bush and it's not very easy to find there lying infantry teams...

Welcome to desert warfare. I have friend from Tunisia with whom i served, i told him to try this mod as i cant play CC5 now, he gave it best praises and said and i quote: "This brought me back to Latakiya, dude, this is closesest to real thing i saw in games ever, tnx for telling me for this game. Shukran akhi, qad tuetik allah almawt jayidom"

Basiclly he is giving mod 10/10 but he dosnt use www.closecombatseries.net
Keep good work guys, mods like this can revive older CC games.

#29: Re: TLD Battle for Tunisia Mod v.1.0 Author: vobbnobb PostPosted: Sat Jun 11, 2016 10:17 am
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Just a note to all

There is a cool video after the matrix logo video about Tunisia if you wait, you have to have show videos ticked of course.

#30: Re: TLD Battle for Tunisia Mod v.1.0 Author: dj PostPosted: Sat Jun 11, 2016 9:51 pm
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You're from Syria?  Close Combat after all these years is still the most realistic game on the market.

SheytanArba wrote (View Post):
Dfox wrote (View Post):
Cobalth-77 wrote (View Post):
I didn't find it easy to get LOS on the maps I played on.
One of the last battles I had to almost run over the allied troops with my tanks to kill them.
When I started I expected to have easy LOS on the open maps.


Well, some open maps have a lot of bush and it's not very easy to find there lying infantry teams...

Welcome to desert warfare. I have friend from Tunisia with whom i served, i told him to try this mod as i cant play CC5 now, he gave it best praises and said and i quote: "This brought me back to Latakiya, dude, this is closesest to real thing i saw in games ever, tnx for telling me for this game. Shukran akhi, qad tuetik allah almawt jayidom"

Basiclly he is giving mod 10/10 but he dosnt use www.closecombatseries.net
Keep good work guys, mods like this can revive older CC games.

#31: Re: TLD Battle for Tunisia Mod v.1.0 Author: dj PostPosted: Sat Jun 11, 2016 9:53 pm
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Thanks for the heads-up on that video.  Very good original film.   I have to say the AI is surprisingly tough on this mod like someone else said.  Did get a crash in one of the eastern maps when British commandos roamed south to meet a Panzer brigade.  Forgot the name of map but it keeps crashing and caused CC to abort.


vobbnobb wrote (View Post):
Just a note to all

There is a cool video after the matrix logo video about Tunisia if you wait, you have to have show videos ticked of course.

#32: Re: TLD Battle for Tunisia Mod v.1.0 Author: Dfox PostPosted: Sun Jun 12, 2016 4:35 pm
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dj wrote (View Post):
Did get a crash in one of the eastern maps when British commandos roamed south to meet a Panzer brigade.  Forgot the name of map but it keeps crashing and caused CC to abort.


Hi, can you place printscreen of error here http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=11297

#33: Re: TLD Battle for Tunisia Mod v.1.0 Author: dj PostPosted: Sun Jun 12, 2016 10:55 pm
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strange...it kept crashing.  now it works fine after I had to re-boot and start game over.  looks good now

#34: Re: TLD Battle for Tunisia Mod v.1.0 Author: vobbnobb PostPosted: Sun Jun 12, 2016 11:03 pm
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For me the game crashes when viewing enemy squads before a battle sometimes (cheating), but it ALWAYS saves progress automatically before the crash.

#35: Re: TLD Battle for Tunisia Mod v.1.0 Author: ke_mechial PostPosted: Mon Jun 13, 2016 12:23 am
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vobbnobb wrote (View Post):
For me the game crashes when viewing enemy squads before a battle sometimes (cheating), but it ALWAYS saves progress automatically before the crash.


Yes, that happened to me, too. But just for a particular BG (French mixed with British Paras) during GC as playing germans.

#36: Re: TLD Battle for Tunisia Mod v.1.0 Author: vobbnobb PostPosted: Wed Jun 15, 2016 4:28 am
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I finished the GC with a win
D fox
The mod makes me interested in reading up on Tunisia and ww2 more.
A very good mod!

I liked the maps and it was cool to see some of the leaders from the Normandy battles stomping around down there.

What I liked.
-Looks like you put some research into the units generals etc.
-Maps were beautiful especially near the sea.
-Vehicles and units were nice!
-Cool intro video
-Sound

I didn't like the buildings, the view was just too narrow at windows and maybe like 2 men out of a full squad the squads could see out of them
Minor crashes
Troops get caught in some walled buildings resulting in fatigue.

#37: Re: TLD Battle for Tunisia Mod v.1.0 Author: Schmal_Turm PostPosted: Sun Jun 19, 2016 7:10 am
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I have played as the Germans with the different GCs to see how they operate. I am enjoying it more now that I have a sense on how the Allies conduct their units. At first it was like trying to corral a bunch of cats. Since I had so few units it came down to where do I best deploy them to keep the Allies from breaking out and surrounding my few units. I think the German armored unit needs a few more infantry as it doesn't take very long for them to get all shot up if I use them as my forward units so as to not use the tanks.

Very well done though with beautiful maps.

#38: Re: TLD Battle for Tunisia Mod v.1.0 Author: Stwa PostPosted: Tue Jun 21, 2016 2:48 am
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mooxe wrote (View Post):
Vehicles are isometric, nice touch, not done in any other mod as far as I remember.


WW2 tactics uses isometric vehicles. But, WW2 Tactics is not a mod.

#39: Re: TLD Battle for Tunisia Mod v.1.0 Author: wi0001 PostPosted: Sat Jul 02, 2016 9:10 pm
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When I click "play the game", the system tells me“No Scenario found  You need to reinstall Close Combat”.
how can I solve this problem?

#40: Re: TLD Battle for Tunisia Mod v.1.0 Author: Dfox PostPosted: Fri Aug 05, 2016 12:27 am
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Schmal_Turm wrote (View Post):
I think the German armored unit needs a few more infantry as it doesn't take very long for them to get all shot up if I use them as my forward units so as to not use the tanks.


Hi,

Agree with you that German armored units need more infantry, but I tried to configure all battle groups based on available documents. For example, Gruppe Lueder at the beginning of the operation "Ochsenkopf" had a lot of tanks and only one platoon of pioneers !



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