Stalingrad Patch 1.1
Select messages from
# through # Forum FAQ
[/[Print]\]

Close Combat Series -> CC5 Stalingrad

#1: Stalingrad Patch 1.1 Author: Dima PostPosted: Thu Oct 20, 2005 7:38 pm
    —
Hey,

this is small data/btd patch that fixes issues reported in BUGs thread:

Dissapearing BGs fixed.
1 way connection from Tsaritsa Woods to Stalingradskii fixed.
1 way connection from Crossing62 to RB East fixed.
German BGs become out of supply on 2nd turn on some maps. Fixed.

New single battles added.
New GC added.

Installation:
Unzip content to your Stalingrad folder.

http://www.closecombatseries.net/downloads/CC5/stalingrad/Patch_1.1.zip

#2:  Author: MarcinTLocation: Poland PostPosted: Thu Oct 20, 2005 8:27 pm
    —
Where is the patch ? Rolling Eyes

#3:  Author: mooxe PostPosted: Thu Oct 20, 2005 8:59 pm
    —
coming...

#4:  Author: hauptsturmfuhrer PostPosted: Thu Oct 20, 2005 9:35 pm
    —
hi,

why there is another grand campaign - is the new GC more historical correct or designed specially for h2h play?

#5:  Author: jayb PostPosted: Thu Oct 20, 2005 10:22 pm
    —
do you both need patch when playing m/p?

#6:  Author: platoon_michaelLocation: Right behind you PostPosted: Thu Oct 20, 2005 10:39 pm
    —
good question on the 2nd G.C.

I installed the patch and have been able to continue my current G.C.

#7:  Author: Pzt_WruffLocation: Pzt Befehl Hauptsitz PostPosted: Thu Oct 20, 2005 10:45 pm
    —
Yaaaaaar

Time for war


Last edited by Pzt_Wruff on Thu Oct 20, 2005 11:06 pm; edited 1 time in total

#8: Re: Stalingrad Patch 1.1 Author: ZAPPI4Location: Belgium Liege PostPosted: Thu Oct 20, 2005 10:59 pm
    —
Dima wrote:
Hey,

this is small data/btd patch that fixes issues reported in BUGs thread:

Dissapearing BGs fixed.
1 way connection from Tsaritsa Woods to Stalingradskii fixed.
1 way connection from Crossing62 to RB East fixed.
German BGs become out of supply on 2nd turn on some maps. Fixed.

New single battles added.
New GC added.

Installation:
unload stalingrad lod
Unzip content of MAP to your CCV/map folder( but maybe it can work in the same as bellow)
Unzip content of the 3 folder in DATA to your Cfg manager/system/package/Stalingrad folder.
Reload stalingrad mod

#9: [b]patch 1.1[/b] Author: vkole PostPosted: Thu Oct 20, 2005 11:20 pm
    —
Can I continue campaign started in version 1.0 after installing patch 1.1?
When can we expect patch to be downloadable?
Confused


Last edited by vkole on Thu Oct 20, 2005 11:24 pm; edited 1 time in total

#10:  Author: vkole PostPosted: Thu Oct 20, 2005 11:22 pm
    —
Is there any bigger change in AI?

#11:  Author: Pzt_MacLocation: Oregon PostPosted: Thu Oct 20, 2005 11:39 pm
    —
This is great, thx guys!

#12:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 12:16 am
    —
does this patch over write any of the data all ready there? do we answer YES if asked to over write?

[for use real stupid pc guys this needs farther explaination.....thanks Very Happy ]

#13:  Author: mooxe PostPosted: Fri Oct 21, 2005 12:32 am
    —
Yes it will overwrite existing data, but its supposed to. You will still be able to play all your saved games. However, since supply and 2 movement routes have been changed it may mess up your strategy, or your opponents.

#14:  Author: Pzt_MacLocation: Oregon PostPosted: Fri Oct 21, 2005 2:45 am
    —
I unzipped the files both ways, to the maps and into the stalingrad folder, but it still doesn't seem to have fixed the problem. I still cannot move from Tsarsita Woods to Stlanigraskii. No arrow is produced and no cancel move button comes up. I put a faster Russian BG in as well, but still nothing. Any thoughts?

#15:  Author: mooxe PostPosted: Fri Oct 21, 2005 2:57 am
    —
Working for me. You may of installed it wrong.

#16:  Author: Antifa PostPosted: Fri Oct 21, 2005 4:11 am
    —
mooxe wrote:
Working for me. You may of installed it wrong.



If you are continuing an existing battle/campaign it may take one turn to catch up with changes.


Couldn't someone post the german voice changes by themselves as a Zip file? (It would help those with a slower connection -- because the new full zip has the patch plus the voice changes -- I would like the voice changes but don't want to dl the whole thing again just for that.)

Thanks!

#17:  Author: Dima PostPosted: Fri Oct 21, 2005 6:49 am
    —
U don't need to restrat any Ops/GCs to c chnges.

Actually both GCs r pretty hstorical. Due to limitation of CC engine we can't represent what was really happening that time.As both sides attacked and defended same time on different approaches.

@vkole,

no plans for adjusting AI as it's fine imo.

@mac,

if u install it rite, chnges should be intact at once.

@antifa,

yes, we'll do that. Will be available on site soon.

#18:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 7:02 am
    —
i just loaded it in and it didnt work for me either............i still have only 3 battles and 1 GC. Crying or Very sad

i copied the maps into the ccv maps folder and then copied the 3 folders in the data folder [ 1 by 1] [ base, battles and campaigns ] into the cfg man/system/packages/stalingrad folder.....i overwrote everything when it asked me [ yes to all ] and no joy Confused

did i do it right? it seemed pretty easy?

help please

#19:  Author: Dima PostPosted: Fri Oct 21, 2005 7:13 am
    —
stiener wrote:
i just loaded it in and it didnt work for me either............i still have only 3 battles and 1 GC. Crying or Very sad

i copied the maps into the ccv maps folder and then copied the 3 folders in the data folder [ 1 by 1] [ base, battles and campaigns ] into the cfg man/system/packages/stalingrad folder.....i overwrote everything when it asked me [ yes to all ] and no joy Confused

did i do it right? it seemed pretty easy?

help please


try to dld ZIP from this topic and unzip content to yer Stalingrad folder after u install main pln.

#20:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 7:21 am
    —
Dima
i did DL it from this topic..........
i uninstalled the stalingrad plugin from the config manager 1st before i copied the data to the stalingrad folder.

are you saying to leave the stalingrad plugin installed in the config man and put the data in?

would the maps in your new maps folder not go into the ccv maps folder?

#21:  Author: Dima PostPosted: Fri Oct 21, 2005 7:34 am
    —
yes, first u need to install main pln, then just unzip content of Patch_1.1.zip to the folder where u installed Stalingrad. And click yes to overwrite all.

should work.

when u uninstall Stalingrad (f.e.to play another mod) and then install it back u will have to unzip patch again.

#22:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 7:44 am
    —
Dima
thats where the confusion lies i think.......someone posted to unload the stalingrad plugin and then put the zip in.

but would it not be easier now to just get the PLUGIN VER 1.1 from the main CCS site and plug it in instead?? then there would be no problems i think?
i didnt know there was a full v 1.1 plugin till a few mins ago......a bud e mailed me. but we still need to put the repaired maps from the zip in the base ccv maps folder......right?

there needs to be an upgraded maps DL at the main DL site too.

#23:  Author: Dima PostPosted: Fri Oct 21, 2005 8:00 am
    —
yeah, rite Smile

but for 56k users patch is more preferable i believe Wink

#24:  Author: BlackstumpLocation: Hunter Valley Australia PostPosted: Fri Oct 21, 2005 8:40 am
    —
on behalf of 56k users, thank you dima Very Happy

#25:  Author: ronsonLocation: England PostPosted: Fri Oct 21, 2005 10:04 am
    —
When the zip file is opened it contains 2 folders Maps and Data, this maybe where the confusion is coming from. What I did was this:-

Open the map folder and you will find the updated files for each map, these files must then be transfered into your main map folder individually, if you simply unzip the folder you will end up with that in your main map folder, which will not work.

The same goes for the Data folder which is subdivided into 3 folders, each of these folders contain files which must be put into your Config Manager/ system/packages/Stalingrad individually.

Before you do this UNinstall stalingrad plug in.

If you simply unzip you will again end up with folders in your plug in which will have no effect.

The new files are meant to overwrite the existing so that is ok.

I'm no great shakes on this computer business maybe someone with a bit more savvy can clean this up and make it somewhat simpler.

Hope it at least points you in the right direction

Cheers
Ronson[/i]

#26:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 10:27 am
    —
i dont want to be a nuisance here but.......i see the main DL site on CCS is updated to include both the ver 1.1 zip and plugin, but what do we do about the maps? are the new changes to the maps now included in the big map pack?

just want to get all my ducks in a row and organize my patches etc
thanks
great mod!

#27:  Author: Dima PostPosted: Fri Oct 21, 2005 10:29 am
    —
u don't need to dld new maps for 1.1

#28:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 10:39 am
    —
in the downloadable patch zip 1.1 theres a maps folder full of maps that have to go in the ccv maps folder.
theres 2 folders when you open the zip.....data and maps

#29:  Author: Dima PostPosted: Fri Oct 21, 2005 10:50 am
    —
steiner,

these r not maps but files for maps. so just copy them to maps folder

#30:  Author: GS_SchimpfLocation: Germany PostPosted: Fri Oct 21, 2005 10:52 am
    —
These files for maps are included in the 1.1 plugin, aren't they?

I hope so at least!

#31:  Author: BlackstumpLocation: Hunter Valley Australia PostPosted: Fri Oct 21, 2005 12:25 pm
    —
i was having same trouble as steiner, maps in ok then base ,battle and campaign info into cfg/packages/stalingrad, no go with mod installed or uninstalled it wouldnt show new battles or campaign, to get it to show i had to install base/battles/campaign into ssi/data/base/battles/campaign individually with mod installed, now they are showing, when i uninstall mod i lose the battle/campaign info only, need to replace these two after reinstalling mod. Which for me is still better than having to d/l the whole plugin again. hope this helps sombody....

#32: wheew Author: Kutsteel PostPosted: Fri Oct 21, 2005 7:11 pm
    —
ok got it all in by reading the forums.
I simply read that certain folders need to be in certain spots.
rather then unzip em all again I did the old click and drag which put them all in right spot.
I like Stalingrad but can it be programmed to be a 'sticky' patch rather then a reinstalled each time you unload ?
Btw Blackstump has shortest reasonable answer

#33:  Author: GS_SchimpfLocation: Germany PostPosted: Fri Oct 21, 2005 7:21 pm
    —
If you don't want to patch manually each time, just use the 1.1 plugin. It's just the whole mod version 1.1 completely. It can be found on the main page.

#34:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 8:53 pm
    —
Dima
sorry for being a pain....but.......is the big map pack upgraded with the new map files for ver 1.1?
it doesnt say it is on the DL site

and the plugin ver 1.1 doesnt tell you you need some new map files......im assuming that these files cannot be included in the plugin ver 1.1 as they need to be put in the base version of ccv.

#35:  Author: Dima PostPosted: Fri Oct 21, 2005 9:01 pm
    —
no,

just leave the maps(mappack) untouched.

#36:  Author: slems PostPosted: Fri Oct 21, 2005 10:22 pm
    —
Sorry for alll, mainly updaters team, but i understand the update like that :

1. load the pack1.1 for getting the new files and extracting them in the right place (cfg/system/packages/stalingrad)

2. load the plugin 1.1 which take place for the 1.0

i think everybody has to choose his own way to do it but it will be clear to say it clearly (the one or the other !!!)... may be i'm wrong

#37:  Author: slems PostPosted: Fri Oct 21, 2005 10:23 pm
    —
Sorry for alll, mainly updaters team, but i understand the update like that :

1. load the pack1.1 for getting the new files and extracting them in the right place (cfg/system/packages/stalingrad)

2. load the plugin 1.1 which take place for the 1.0

i think everybody has to choose his own way to do it but it will be clear to say it clearly (the one or the other !!!)... may be i'm wrong

#38:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 10:30 pm
    —
then why is there new map files in the zip?

#39:  Author: TejszdLocation: Canada PostPosted: Sat Oct 22, 2005 1:39 am
    —
The .btd files fix connections between some maps in the mod. They are oinly useable with this mod so you can update them seperately from the rest of the map files.

I did this for the Meuse mod when I got rid of the map renaming so that everyone wouldn't have to download the maps again.

#40:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Sat Oct 22, 2005 2:04 am
    —
i must be a total idiot or something.......dont answer that............what i was trying to do with these posts is make sure that all the right things were availible to everyone when they went to get the ver 1.1 plugin.
it seems to me that with the 1.1 plugin that people would be missing the map files that must fix something???
as i understand this, the new map files that come with the 1.1 ZIP, do not come with the 1.1 plugin? am i right or wrong.
if im right, no newbies know that you have to get updated map files and the only place i can see so far to get them is in the zip not the plugin and not the big map DL.

i asked if the big map DL had been updated with the new map files that are availible only with the zip as far as i can see.......dima said to leave the big map DL alone???

do you see what im saying or am i totally wrong here........im just trying to figure it all out and get the right info out here.......reading this whole post about the ver 1.1 is a bit mixed up and some gamers seem to be having some problems putting it all together.

i got it to work only by gettting the 1.1 plugin [ which i didnt no there was 1 at first cause it wasnt posted here that i could see ] and then by putting the new zip map files in the base game.
sorry for my long winded ness........im just trying to help....... Laughing

#41:  Author: mooxe PostPosted: Sat Oct 22, 2005 2:38 am
    —
Quote:
i must be a total idiot or something.......dont answer that............what i was trying to do with these posts is make sure that all the right things were availible to everyone when they went to get the ver 1.1 plugin.
it seems to me that with the 1.1 plugin that people would be missing the map files that must fix something???
as i understand this, the new map files that come with the 1.1 ZIP, do not come with the 1.1 plugin? am i right or wrong.
if im right, no newbies know that you have to get updated map files and the only place i can see so far to get them is in the zip not the plugin and not the big map DL.

i asked if the big map DL had been updated with the new map files that are availible only with the zip as far as i can see.......dima said to leave the big map DL alone???

do you see what im saying or am i totally wrong here........im just trying to figure it all out and get the right info out here.......reading this whole post about the ver 1.1 is a bit mixed up and some gamers seem to be having some problems putting it all together.

i got it to work only by gettting the 1.1 plugin [ which i didnt no there was 1 at first cause it wasnt posted here that i could see ] and then by putting the new zip map files in the base game.
sorry for my long winded ness........im just trying to help.......


The answer all your questions...

- The 1.1 full plugin contains all files that have been patched.
- The 1.1 patch file contains only the files that have been patched
- There is no need to re-download the mappack or the individual maps

The confusion is totally our fault, sorry!

Install instructions...

- When you open the patch file unzip those files into your C:/Program Files/SSI/Invasion Normandy/ folder into the files respective folders.

OR

- Uninstall the stalingrad v1.0 plugin
- Unzip the files of the patch file to C:/Cfgv13/System/Packages/STALINGRADv1.1/ or your equivalent. Make sure you dump all files into 1 folder, not the base/data/localfx folders.

OR

- Uninstall Stalingrad 1.0 and delete it from config manager
- Download the 1.1 full plugin and install it


What I reccomend to newbies who are having alot of difficulty....

- Uninstall Stalingrad and delete your config manager folder
- Uninstall CC5 and delete the SSI folder
- Re-install CC5, add the 5.01 patch
- Download config manager, the stalingrad plugin and maps and install

Basically start from scratch again, the fool proof way to be patched without any question.

#42:  Author: Sapa PostPosted: Sat Oct 22, 2005 11:35 am
    —
Downloaded manuell install Patch 1.1, installed it,started GC 2, choosed my units and clicked begin, crash to desktop twice.....Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one.... Wink

Mats

#43:  Author: Dima PostPosted: Sat Oct 22, 2005 11:53 am
    —
mats,

congratulations u r The Chosen One! Very Happy

works fine here Wink .

Quote:
Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one


didn't get it really.. Confused

#44: Historical Notes Author: Pzt_Megadeth PostPosted: Sat Oct 22, 2005 4:01 pm
    —
Dima,

I am interested in your design notes on the historical setup of the BGs. You mentioned in a previous post that both GCs are historical, I would be interested in your assumptions and reasonings, if you care to post them here.

I notice that the Russian Tank Brigades tend to be on the front in the 2nd GC, it makes sense considering Russian tactics and the terrain, the deployment of tanks inside the city for defense does not really reflect the advantage of these types of units and Russian tactical doctrine.

Anyways if you have the time, It would be interesting to see the team's thoughts.

#45:  Author: GS_SchimpfLocation: Germany PostPosted: Sat Oct 22, 2005 9:08 pm
    —
i'm also interested in that notes

#46:  Author: Sapa PostPosted: Sun Oct 23, 2005 1:22 am
    —
Dima wrote:
mats,

congratulations u r The Chosen One! Very Happy

works fine here Wink .

Quote:
Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one


didn't get it really.. Confused



wrong forum but....

MP40 uses 28rds clip. Should have 32.
DP uses 20rds clip. Should have 47.
Nagant M95 uses 8rds clip. Should have 5.
SVT38 uses 15rds clip. Should have 10.
PTRD-41 uses 5rds clip. Should have 1.
SVT38(sniper) uses 5rds clip. Should have 10.
TT uses 7rds clip. Should have 8.
DShK uses 350rds clip. Should have 50.
SG-43 uses 300rds clip. Should have 250.
7.62mm MG uses 350rds clip. Should have 250.
Assault Mg uses 100rds clip. Should have either 50 or 75.
Karabiner 98k uses 8rds clip. Should have 5.
Mas 36 uses 4rds clip. Should have 5.
50cal MG uses 250rds clip. Should have 110

Mats Rolling Eyes

#47:  Author: MarcinTLocation: Poland PostPosted: Sun Oct 23, 2005 10:41 am
    —
Sapa wrote:



wrong forum but....



Yes... wrong forum or post, because in Stalingrad this ammounts looking correctly !

#48:  Author: MörserCarlLocation: Tokyo PostPosted: Mon Oct 24, 2005 3:12 pm
    —
Sapa, Dima,

Both of you have earned a great deal of respect for your efforts to keep CCV alive and well. May I suggest the mud throwing contest ends? Sapa's Karelia and BoB mods are both fantastic (looking forward to BoB v.2!) and so is the Stalingrad mod. You guys have more in common than you might think!

I have no problem getting Stalingrad version 1.1 to work. I just uninstalled version 1.0, downloaded version 1.1 plugin and installed it using the plugin manager... voila, and now I am happily continuing my quest to eradicate the remaining soviet resistance on the west bank of the Volga.

#49: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Oct 24, 2005 4:20 pm
    —
To Sapa...there is no manual install patch as far as i know..
it is a patch to work in the cfgv13 plugin manager.

U can do a manual install,as u r old school,and feel more comfortable with that.
except when u do it,make sure u take the map btd files out of the plugin and place them in the map folder.

thou it is recommended u learn to use the plugin set up.

#50:  Author: Sapa PostPosted: Mon Oct 24, 2005 5:01 pm
    —
sorry for all, i just thought "the manuel install patch" was manuel... Embarassed

Mats

#51: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Tue Oct 25, 2005 1:17 am
    —
ur right i just looked it does say manual install patch,it is misleading.
what they were trying to describe,was that it is a manual update to patch1.1 from v1.0.
so if u originally d/l the v1.0 and done it as a manual install,u only have to d/l the manaul update and place them files over the old ones.
if u do it in plugin manager it is even easier as u just unzip the contents to 1 folder and that it is.
if u didnt get the the original v1.0 then just d/l the full v1.1

#52:  Author: Dima PostPosted: Tue Oct 25, 2005 8:22 am
    —
Sapa wrote:
wrong forum but....

MP40 uses 28rds clip. Should have 32.
DP uses 20rds clip. Should have 47.
Nagant M95 uses 8rds clip. Should have 5.
SVT38 uses 15rds clip. Should have 10.
PTRD-41 uses 5rds clip. Should have 1.
SVT38(sniper) uses 5rds clip. Should have 10.
TT uses 7rds clip. Should have 8.
DShK uses 350rds clip. Should have 50.
SG-43 uses 300rds clip. Should have 250.
7.62mm MG uses 350rds clip. Should have 250.
Assault Mg uses 100rds clip. Should have either 50 or 75.
Karabiner 98k uses 8rds clip. Should have 5.
Mas 36 uses 4rds clip. Should have 5.
50cal MG uses 250rds clip. Should have 110
Mats Rolling Eyes

i just wanted to help! Idea
such an ingratitude! Crying or Very sad

#53: install.txt / uninstal.txt Author: KoenuppaLocation: The Netherlands PostPosted: Tue Oct 25, 2005 10:59 am
    —
Hey guys! (yes, i'm still alive...)
Hereby also my congrats on another great CCV mod!!!

I just dlded the 1.1 patch but shortly after seeing the files realised that i need an updated install and uninstal txt file in order to be able to play the new battles and campaigns....cause without telling the install.txt file to put the new files in their respective directories in cc5...it won't have much effect in the game Wink

My apologies when this has been asked already yet...but didn't feel much like reading all 7 pages of comments & q's in this forum subject...

Thanks in advance,
Koenuppa

#54:  Author: Antifa PostPosted: Wed Oct 26, 2005 2:03 pm
    —
[quote="Dima"]
Sapa wrote:

DShK uses 350rds clip. Should have 50.

50cal MG uses 250rds clip. Should have 110


This difference is actually quiet interesting. The DShk get a 100rds more when it should actually have 60rds less. hmmm -- but if you're into things like this,

check on my EL Mod for CC3 -- it will keep you busy for years.

Especially the "Nail Gun"

Razz

#55:  Author: mooxe PostPosted: Wed Oct 26, 2005 5:43 pm
    —
I dont know why people debate how many rounds of ammo on an ammo-belt (not clip). They come issued standardized, but once in the battle they are not. A high number of a few hundred should be good enough before a reload.

#56: Re: Stalingrad Patch 1.1 Author: dj PostPosted: Wed Oct 26, 2005 5:56 pm
    —
Had some crashes consistantly with the Tsarita Woods portion of the central operation as well as the grand campaign for verison 1.0.

Not sure if that was related to the said "1 way connection" that affected the strategy map and supply? Or it was due to some other issue.

Will test it out and see if that fixed the crashes. Otherwise I had no other problems with version 1.0...

Yes I agree the A.I. performed suprisingly well under the most difficult settings. Better than any other CC5 possibly with exception of the Berlin mod.

Though I haven't played the full grand campaign yet for Stalingrad so too early to tell.



Dima wrote:
Hey,

this is small data/btd patch that fixes issues reported in BUGs thread:

Dissapearing BGs fixed.
1 way connection from Tsaritsa Woods to Stalingradskii fixed.
1 way connection from Crossing62 to RB East fixed.
German BGs become out of supply on 2nd turn on some maps. Fixed.

New single battles added.
New GC added.

Installation:
Unzip content to your Stalingrad folder.

http://www.closecombatseries.net/downloads/CC5/stalingrad/Patch_1.1.zip  

#57: Re: install.txt / uninstal.txt Author: dj PostPosted: Wed Oct 26, 2005 6:03 pm
    —
Koenuppa wrote:
Hey guys! (yes, i'm still alive...)
Hereby also my congrats on another great CCV mod!!!

Koenuppa


Totally off topic...but Koenuppa that is one MEAN looking German sheppard in your avatar!

Damn! Or should I say Dutch sheppard?

Wink

#58:  Author: dj PostPosted: Wed Oct 26, 2005 6:09 pm
    —
Hey I just finished playing your Eastern Legions Mod for CCIII for the first time before Stalingrad.

Kudos to you on that...good stuff. But now Stalingrad will keep me busy for many years. ha ha

[quote="Antifa"]
Dima wrote:
Sapa wrote:

DShK uses 350rds clip. Should have 50.

50cal MG uses 250rds clip. Should have 110


This difference is actually quiet interesting. The DShk get a 100rds more when it should actually have 60rds less. hmmm -- but if you're into things like this,

check on my EL Mod for CC3 -- it will keep you busy for years.

Especially the "Nail Gun"

Razz

#59: Re: Stalingrad Patch 1.1 Author: slems PostPosted: Wed Oct 26, 2005 8:14 pm
    —
dj wrote:
Yes I agree the A.I. performed suprisingly well under the most difficult settings. Better than any other CC5 possibly with exception of the Berlin mod.

Though I haven't played the full grand campaign yet for Stalingrad so too early to t...

business as usual against AI
the grand campaign is near to be completed for me in few turn (Hero setting)...
but CC5 is to be played H2H, not in solo.. that the way i see it Wink

#60:  Author: GS_SchimpfLocation: Germany PostPosted: Thu Oct 27, 2005 10:50 am
    —
That's right. AI is to weak even on hero setting. Only the Berlin mod made it a bit more interesting to fight the AI but this can also be a matter of the enemies loadout Wink

#61:  Author: Dima PostPosted: Thu Oct 27, 2005 12:21 pm
    —
Stalingrad was planned for best H2H experience. Hope we succeded in that Wink .

as IMHO it's perversion to play CC5 vs AI Twisted Evil

#62:  Author: GS_SchimpfLocation: Germany PostPosted: Thu Oct 27, 2005 9:26 pm
    —
Better to play vs AI than not to play at all Very Happy

#63:  Author: slems PostPosted: Thu Oct 27, 2005 10:40 pm
    —
GS_Schimpf wrote:
Better to play vs AI than not to play at all Very Happy

Wink
and to have a look on the mod, maps and units :eek2

#64: Re: install.txt / uninstal.txt Author: KoenuppaLocation: The Netherlands PostPosted: Fri Oct 28, 2005 9:26 am
    —
dj wrote:

Totally off topic...but Koenuppa that is one MEAN looking German sheppard in your avatar!

Damn! Or should I say Dutch sheppard?

Wink


Thanks Dj Smile We're talking of a German shephard yes, type workdog as we call it. (a.k.a. police dog). She's one hell of a fanatic, she's light and fast and this weekend my dad is going to try for her last exam/certificate. (VH 3)
At home she's my best buddy though Smile

Then on topic:
It is possible i can get a (short) answer?
Mooxe? Do you know whether the install and uninstal txt files have been updated yet for version 1.1 so the new campaigns and battles will appear?

Thnx and hope to see some more of u in GameSpy these days Wink

#65:  Author: mooxe PostPosted: Fri Oct 28, 2005 11:40 am
    —
The install.txt has been updated.

#66: Re: Tsarita Woods Author: dj PostPosted: Fri Nov 04, 2005 12:47 am
    —
Still seem to be having problems with the Tsarita Woods map in the Grand Campaign.

Everything was working fine in the new Grand Campaign for Version 1.1. up until the 15th.

On that day, about a minute into the battle at Tsarita Woods I keep getting crashes.

Might try adjusting the units from the forcepool and see if that makes a difference.

#67: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Fri Nov 04, 2005 4:52 am
    —
i use to have a bug on mederet map which use to coz crashes.
went crazy trying to figure it out.
after a long time i realised it was being caused by vehicle being selected in 1st or 3rd platoon on the german side only.
only in the 1 bg on the 1 map,and only way around it was to pick vehicle in the 2nd platoon (which is the left column of the 3)

#68: Re: mmm Author: dj PostPosted: Fri Nov 04, 2005 9:03 pm
    —
ANZAC_Lord4war wrote:
i use to have a bug on mederet map which use to coz crashes.
went crazy trying to figure it out.
after a long time i realised it was being caused by vehicle being selected in 1st or 3rd platoon on the german side only.
only in the 1 bg on the 1 map,and only way around it was to pick vehicle in the 2nd platoon (which is the left column of the 3)


Yes...this seemed to work Tsarita Woods also! Thanks a million, I also was going insane trying to figure out what teams to use.

Once I removed ALL vehicles including mortar halftracks it finally stopped crashing. Although I think some of the MG teams might have been causing crashes. But definitely that was a lot of help.

#69: ATG difficunties... Author: ANZAC_TackLocation: Australia PostPosted: Sat Nov 05, 2005 2:22 am
    —
atg's SEEM TO HAVE A ARMOUR RATING SIMILAR TO A TANK, as when i do infantry assults, they dont seem to fire rifles at them, and will only throw grenades, then once thrown, will sit in situ,like tank assult, panic or ly doggie doing nothing.

this is mostly german smaller guns i try to close assult, the most effective manner is the ATR, nothing else kills them quite as well, maybe bar 76mm from a KV, but even the KV gets nailes by the 5cm atg! inf guns also taken a few tanks, ive fired close to 15 rds at a mk4F befoing getting nailed!

#70:  Author: HistoryTeachesLocation: Germany PostPosted: Sat Nov 05, 2005 9:27 am
    —
welcome to my wonderfull world when i encounter the KV-1 battalion

they eat every shell i shoot at them and only 1 shot , BOOOOOOOOOOOOM (ATG/Tank/whatevery can kill theses beasts) is gone

Crying or Very sad

#71:  Author: slems PostPosted: Sat Nov 05, 2005 10:10 pm
    —
HistoryTeaches wrote:
welcome to my wonderfull world when i encounter the KV-1 battalion

they eat every shell i shoot at them and only 1 shot , BOOOOOOOOOOOOM (ATG/Tank/whatevery can kill theses beasts) is gone

Crying or Very sad


a single PzIIIJ is enough to kill these beasts Wink
at the range we are playing, each shot is deadly...

#72: Re: Tsarita Woods Author: Dima PostPosted: Sun Nov 06, 2005 9:41 am
    —
dj wrote:
Still seem to be having problems with the Tsarita Woods map in the Grand Campaign.

Everything was working fine in the new Grand Campaign for Version 1.1. up until the 15th.

On that day, about a minute into the battle at Tsarita Woods I keep getting crashes.

Might try adjusting the units from the forcepool and see if that makes a difference.


what BGs u have on map?



Close Combat Series -> CC5 Stalingrad


output generated using printer-friendly topic mod. All times are GMT

Page 1 of 1