Working on version 1.1
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Close Combat Series -> CC5 Kharkov

#1: Working on version 1.1 Author: Drizzt PostPosted: Sat Dec 08, 2007 11:34 am
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Hi to all, I'm working to update the mod, from time to time I find something to correct and something to update. For now I have done this things:

- 1 operation added.
- 2 campaigns lightly reworked.
- 2 operations lightly reworked.
- 1 battle reworked.
- 1 map preview and 1 map image in stratmap corrected.
- 2 btd map files reworked.
- 6 tga graphic files reworked.
- 8 tga units images corrected.
- 9 weapons reworked.
- 10 teams reworwed.
- 7 BGs lightly reworked.
- number of crews of some vehicles corrected.

I will take another week to try to find something more to update and correct, after these I think to release v. 1.1 of the mod.

Regards, Drizzt

#2:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Dec 08, 2007 12:03 pm
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Thanks for the update...and keep up the great work!

#3:  Author: Drizzt PostPosted: Sat Dec 15, 2007 2:28 pm
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Hi to all (Hi Squadleader!), This is the completed list of changements for v.1.1 of the mod:

- 1 operation added.
- New color interface when you play in the maps (game.gadg file reworked).
- 2 campaigns reworked.
- 2 operations lightly reworked.
- 7 battles lightly reworked.
- 5 Bgs names reworked/corrected.
- 1 tank and 1 vehicle in tank.azp lightly reworked.
- 1 map preview and 1 map image in stratmap corrected.
- 5 btd map files lightly reworked.
- 12 tga graphics files in scrn.gadg file reworked/corrected.
- 18 tga units images changed/corrected.
- 2 weapons added.
- 19 weapons reworked.
- 1 Team added.
- 14 teams reworked.
- 11 BGs lightly reworked.
- Number of crews of some vehicles corrected.
- Various minor corrections in adb files.

It's only a "touching up work", but I am enough satisfied about it: I think that this version will be definitive for many time. I will upload it soon.

Regards, Drizzt

#4:  Author: TejszdLocation: Canada PostPosted: Sat Dec 15, 2007 10:27 pm
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Sounds good Drizzt

#5:  Author: caribaceyLocation: St Martin, Caribbean PostPosted: Sat Dec 15, 2007 11:52 pm
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Good work, mate!

#6:  Author: Berserk_095 PostPosted: Tue Dec 18, 2007 7:47 pm
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Hi I'm from Russia)
Please correct Russian tank KV-1. In game some german tank's can hit him on a distance under 400 metres. It's really 3 inch front and side armor? or you made a KV-1s with 60mm front and 50mm side armor? or heavy armorred KV-1(e) with 4 inch front and side armor.

Also some questions about russian's 3 inch gun F-32 and L-11. It's really soy bad guns? In fact this guns can hit all germans tank under 1943. Please correct this gun.

But german's gun can hit russian's KV-1 on all distanses. It's about 50 mm guns.

I'm sorry for my English.

#7:  Author: mochohoLocation: Croatia PostPosted: Wed Dec 19, 2007 12:34 pm
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Multo bene, Grazie!!!

:ok2

#8:  Author: Drizzt PostPosted: Wed Dec 19, 2007 1:58 pm
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Hi to all! Your support is always really appreciated by me.

Hi Berserk! Don't worry for your english mate, I have understood, and also my english is not perfect (hehe!).
I agree with you that KV tanks must be strong, and that F-32 and L-11 are not weak guns: but.. seems to me that in the mod this thing is enough good (not perfect, enough good): if I remember well, every russian AT gun can destroy german tanks but not the opposite: 3.7 and 4.7 cm guns can't destroy KV tanks; 5cm guns sometime can do it, with yellow target (if I remember well, never green target), and only rear and at the side of the tank: anyway probably you have reason about 5cm guns, probably they are too strong.
Often, I have used/checked the color of targets to compensate my weak knowledge about weapons, re-working data with them as example.
I will try to follow your suggestions re-working the range of some weapons you have mentioned: I'm sorry if the final result will not be perfect, but I will try to correct them.

Regards, Drizzt

#9:  Author: Berserk_095 PostPosted: Wed Dec 19, 2007 3:00 pm
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Hi!
www.armor.kiev.ua - here you can find all about sovet and german tank's/ But this site on russian.

About 50mm german gun - only last model "long gun"can hit KV-1 from side. And only a distance not more than 300 meteres. T-34 - ~ 400 meteres(from fron and side because all was 45 mm).

About 75mm german gun pak-40. This gun can destroy KV-1 on a distance ~800 meteres. T-34 - ~1200 meteres.

About F-32 plese give it green target on a distance less than 300 meters.
L-11 less than 240 meteres.

About PZ-III. F-32 and L-11 can hit this tank from front ~1000 meters. From side ~1500 because side armor was too bad.

#10:  Author: Drizzt PostPosted: Sat Dec 22, 2007 11:51 am
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Hi Berserk! With your informations I think I can do a good work to correct the weapons: thanks! The corrections sure will be in v. 1.1.
More in general, about v.1.1, I'm working to improve a little bit more the data of the mod: I think (and I hope) to finish the work for the first week of juanuary.

Regards, Drizzt

#11:  Author: Berserk_095 PostPosted: Sun Dec 23, 2007 8:25 pm
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Hi Drizzt!

If you want I can find more information about this Battle: about divisions, tehniks, guns etc.

#12: armour penetration data Author: zaspa1978 PostPosted: Sat Dec 29, 2007 8:43 pm
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Hello,

Drizzt - thank you for your excellent mod!
I was following the discussion regarding the new version of this mod and possible changes to the weapons data.

I've come across very interesting webpage about WWII guns and armour:

http://www.freeweb.hu/gva/weapons/germany.html

It covers probably all tank&ATG guns used during war, providing detailed info about its performance at different ranges and hitting angles.

I decided to post this link after my PzKpfw IVF2's were trying to scratch T34'41 at resonable ranges (~400m), not to mention the KV.

Maybe it is worth to re-calculate the 7,5cm KwK 40 L/43 performace to give germans some badly needed AT capability?

I agree that KV needs some more "attention"Smile, but T34 in the mid'42 may be countered by german tanks on at least equal conditions.

Anyway, I enjoy this mod very much (some days still to go and KV's to destroy too)Wink)

Drizzt - keep the mod going - reagrdelss too long and annoying posts;))))

best regards,
Daniel

#13:  Author: Berserk_095 PostPosted: Sun Dec 30, 2007 7:23 am
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Hi zaspa1978!

I saw this site and thound some mistakes about tanks:

1. KV-1(1941 and (e)) face armor was 95 mm.
2. T-34 in fackt had only 45 mm front and side armor until 1942 and 20 mm top. In 1942 the "tower" was made with 52mm side and front armor and 25 mm top.
3. "Tiger's hunter" IS-2 had 120 mm front armor.

For german. Yes you are right, Pz-IVF2 was main tank of german army and he can hit T-34 ~400 meters. In fackt he can hit T-34 ~1000 meters. And T-24 can also hit him ~1000meters. Pac-40 was best gun and also can hit T-24 at the distances until 1000 meters wish 90%.

#14:  Author: Pzt_KanovLocation: México PostPosted: Wed Jan 02, 2008 9:48 pm
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Hi Drizzt,

I like your mod very much very good map selection you made.

Just a couple of things that probably you know but just checking:

-Some teams start the battle with 'low ammo' status even though they are not. This is fixed by changing the last column on the **teams.adb. This last column means the remaining bursts a team needs to have to be on 'low ammo', I think its an average. check original cc5, stalingrad or gjs for reference.

-the 20mm anti infantry gun fires its rifles when targeting but fires the main gun when using area fire.

looking forward to version 1.1!

#15:  Author: kwenistonLocation: Netherlands PostPosted: Fri Mar 21, 2008 3:30 pm
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Hi, thanks for updating the mod.

I don't know if you can fix this, but in the map "Outskirts of Kharkov" i keep getting crashes. It depends on the units I select whether it crashes or not. I 'think', maybe too much armor in the battle group causes this. Default selected units work ok.

#16:  Author: VonVolks PostPosted: Sat Feb 21, 2009 10:23 am
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is the 1.1 pln out?

#17:  Author: Drizzt PostPosted: Wed Mar 18, 2009 3:09 am
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Hi to all,

More than one year has passed from my last post. Personal duties have brought me far from close combat (few free time, also now).
First of all I want thank you all for the suggestions about the mod. Actually I can't use some of the key tools for modding close combat, tools like qclone or bgedit: these is due to microsoft virtual machine problem in relation to (for example) data sponge built in java (using it in recent windows versions). A problem that maybe one day I will resolve buying a second computer and installing into it an old windows version, but for now unfortunately I can't modding.

Version 1.1 basically is the same with the changements that you can find in the third post of this topic. Soon I will release version 1.1 as it is.

About your suggestions I need help: if in future one skilled modder want help modding weapons with the suggestions that are in this topic I'm glad (I can't modding, as I have said): these kind of changements will be in a future (hypothetic) 1.2 version.

Regards, Drizzt

#18:  Author: Drizzt PostPosted: Fri Apr 03, 2009 2:50 pm
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Hi to all,

thanks to my friend's computer I have done a little work on v.1.1.

About the suggestions:
- Ammo count now should be ok for all weapons.
- Crash problem in kharkov suburbs: I have checked the map in various situations, also with many tanks in BGs, but it's never happened to me.
- 20mm gun now should be fixed (even if it's a flack gun not an inf gun, and the use of rifles againt infantry at certain distance remain as for AT guns).
- Power of guns: I had already a little bit reworked some of them in past. Maybe in future I will do a better deep work on them.
Others changements:
- some BGs lightly reworked (forcepools and starting teams).
- reinforcement button restored.
- number of clips of some lmg corrected.

Regards, Drizzt

#19:  Author: kwenistonLocation: Netherlands PostPosted: Fri Apr 03, 2009 11:34 pm
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Great to see the mod is worked on.

#20:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Apr 04, 2009 1:50 am
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Thanks for the update, effort and hardwork, Drizzt!!!

#21:  Author: WilliamTheSilent PostPosted: Fri Apr 10, 2009 8:08 pm
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I just started my first campaign with this mod (so maybe I should not reply yet Laughing .
Since you are working on new version, I wil give my opinion as a CC lover.

It seems sometimes that it is not possible to hide in a building. The enemy can see and shoot right through the building. Even when you're totally on the other side of the building you're not hidden. This is necasary to ambush tanks.

I also don't know how to stop the never ending stream of KV-1's, because there's hardly any unit with AT capability. It takes a flamethrower 5 bursts to destroy KV-1. The time it needs to turn it's turret towards you. PAC-40 cannot even destroy them from the side (close range).
Also T34 seems to be at the advantage. With the enemy russians on Elite the still see 14 KV-1's in a unit (what can you do?). Cut off their supply?

I like the agressiveness, but I need something to work with. Out in the flat you have no chance of survival.

One time I lost almost all my men and the russians a vew. Didn't even scratch a tank with two PAc-40's, one 12.5 cm IG and one flamethrower attack of three bursts.

On the other hand, if you can stop a breakthrough (normally only the ones without tanks) you can easily take the whole battle map in the end.

Maybe it will get better later. I do not have Panzer yet Razz . Sturmgeschutz cannot do much.

#22:  Author: Drizzt PostPosted: Sat Apr 11, 2009 8:45 am
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Hi William,

Thanks for your suggestions. The mod is not perfect, I know these. Anyway I hope that sometime you enjoy with it.

Speaking in general, the mod need a better "historical" work on the power of the guns in relation to their various range, and some rework on armour of the tanks. So many of your considerations are true.

KV tanks: I had already reworked KV armour for v.1.1. (but I can assure you that playing in past I have destroyed many of them. Even 3.7cm from time to time can do it at close range: black target means from 0 to 9% chance to hit).
7.5cm pak40 is one of the new weapons of v1.1, in v.1.0 there isn't. 7.62cm have the problem that can't destroy KV from the side (I think you refer to it): I have already a little bit reworked it.
More in general, I have already reworked few others guns, KV armour, T-34 armour, PZIV armour for v.1.1 some months ago.

Heavy inf guns are strong but have few precision (and for me is good in this way): a veteran heavy gun has better precision and can be a hell against all type of russian tanks.

About flamethrower for me is good that rarely destroy KV at first shot. About Stugs: the stugIII can't do much against KV and for me is good in this way. Stug40 worked enough well against them (and in v.1.1 works better).

Regards, Drizzt

#23:  Author: WilliamTheSilent PostPosted: Sun Apr 12, 2009 4:45 am
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Drizzt,
Thanks for your reply. I really apreciate any modder and also your work. I didn't want to be harsh.

As I read about the KV's a little bit and they were kind of indestructable in the beginning. So it might be realistic. I didn't go up against them with heavy AT guns (88mm) yet.
I actually destroyed some and you'll have to use buildings to ambush them with flamethrower. T34's are easier to destroy. Also some maps have area's were they cannot come, so that helps.
Two russian tank units on the East ran out of supply after the first turn. That also helped. Who knows they might be stoppable through maneuvering them out of supply on the strategic map.

I read that the germans were able to destroy them with air-attack, Flack 88 and 120mm howitzers (is that the Hvy Inf Gun in the mod?).

My AT guns were indeed PAK 38's, not PAK 40's (wished I had them).

I don't know why it seems that there is less protection in/behind buildings then in other mods or CC games.

Good work. Your mod is a great challenge.

#24:  Author: Drizzt PostPosted: Sun Apr 12, 2009 2:18 pm
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Hi William (and hi to all),

Don't worry, I have take your post in the right way: suggestions are welcomed.

About KV tanks, the general feeling (I mean too many black target) that there is in v.1.0, in v.1.1 there will be only against KV1(e). Standard KV tank, in v1.1, has a little bit less armour: they remain strong, but some more yellow target you will have against them.

Also I have reworked 5cm german guns (tanks guns and AT guns) because sometime they were really too strong at medium-long range.
And there are some others changements in AT guns, and armours of some tanks (I have recently reworked also PZIII armours).

In the mod, the german heavy and medium infantry guns are captured russian guns (they are arty guns). I have used them to represent the big losses of material suffered by russians in summer-fall 1941. German infantry divisions, in the mod, always have one type of them.

About the cover in buildings in some maps, it's possible that can be some errors: for now I don't have planned to work on maps.

Thanks again for the feedback, and have fun!

Regards, Drizzt

#25:  Author: WilliamTheSilent PostPosted: Mon Apr 27, 2009 1:58 am
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It's me again Razz .

I've come much further in the historical campaign now. It's quiet a challenge against these russians (that is good, since AI seems to be always in disadvantage in CC). I have both of us play at elite, but there seems to be no difference between elite or recruit for the AI russian player. They have endless amounts of KV-1's (I hoped by letting the russians play on elite they would have less KV-1's to destroy Laughing , T-34's are hard enough).

At the moment my first tanks brigades are coming in play and I will have to see how they will do against russians tanks. The captured russian T34's seem to do better then PzIV's. That's just from one battle.

What I noticed is that the StuG40's have a hard time destroying BA-10's even tho they have only 15mm armour (I believe) and StuG40's have 7.5cm guns. BA-10's can destroy StuG40's from the extra armoured front side with there 45mm guns in a few shots it seems and I cannot destroy a single one in 10 shots. I thought StuG's should be superior. Overall BA-10 performs really (too) good against any german AT gun or armour. The weakness seems to be against infantry. If they come close to german infantry they are destroyed or abandoning their vehicle after a volley of hand grenades.

I think there seems to be a good balance between both sides overall. You can hold bridges against superior power and I have held the train station on Belgorod since the beginning againt superior oponent.

I also have isolated some russian tank brigades and they have to fight me out of supply. That means I cannot destroy them and they cannot destroy me and I have to wait till they totally run out of infantry and ammunition (hehe).

Your maps are great and full of adventure.

I'll let you know how I fare with my tank brigades against the russian ones :tank :tank2 .

:dutch

#26:  Author: WilliamTheSilent PostPosted: Sun May 03, 2009 10:26 am
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I have my Panzers involved now against BA-10's.
I thought let's bring up 8 PzIV's with 7.5 cm guns against all these BA-10's and see what happens. I thought that would be easy win.
But my PzIV's had a very hard time destroying them. One BA-10 disabled the main gun of two of my Panzers and destroyed another one and I could not destroy that one BA-10 with four PzIV's.
The BA-10's seem to perform like medium tanks.

Also in another battle I could not destroy a KV-1 with a captured T34. The KV-1 had lost it's main gun and I kept pounding it with my T34. It never blew up. I gave up after 25 rounds against the front armour.

#27: Re: Working on version 1.1 Author: Ejergard PostPosted: Thu Jul 15, 2010 2:12 am
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Is Drizzt still around?
How is v1.1 coming around? Was it ever released somewhere?
I'ld love to get my hands on it, even as is!

#28: Re: Working on version 1.1 Author: Armed_Forces PostPosted: Fri Aug 20, 2010 3:17 am
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When do I complete the task?

#29: Re: Working on version 1.1 Author: Superkala PostPosted: Fri Sep 03, 2010 2:20 pm
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Fun mod, i really enjoy this eastern front style mod, and its nice to have one set in summer\spring. I thought i would leave a few comments for when you have the opportunity someday to resume modding.

My biggest issue lies with the experience\moral levels of both sides. Many of these russian troops are fresh conscipts and that goes for the tank crews as well, and many eastern mods(Battle of berlin, stalingrad, etc) have soviet infantry that will buckle pretty easily and surrenders somewhat common. However, these infantry are fighting pretty hard and no morale problems seen so far.

Various sources also mention the poor training of t-34 crews and personal accounts ive read from either side certainly support that. But it seems the t-34\kv-1 is on level ground with pzIV in this regard, meaning soviets have total tank dominance. We all know t-34 is better then pzIV however historically the germans have better tanker crews at this point and after all the attack did fail resulting in loss of tons of t-34 so its fair to say they shouldnt mop the flour with germans here.

For a mod covering a battle that the germans won(and such a decisive victory) the balance of forces are pretty clearly in favor of soviets. This means the mod is unsuitable for multiplayer which is a very unfortunate. It seems to me if the germans had more veteran troops overall, and soviets bumped down across the board, it would not only be more accurate historically but more balanced for multiplayer.

I highly advocate reducing vehicle\tank machine gun effectiveness vs infantry, also. Im no expert on the topic but reading through tanker accounts, they cannot actually rack up 100+ infantry kills like they easily can ingame. This is a common problem with all CC games\mods though...

Personally, i would remove 6-12 of the most western maps and replace those maps into the middle of the eastern edge of the map, to increase the distance between both attacking armies. Right now i feel its to easy for the soviets to link up, so when german armour attacks from the south it has little effect. Most human players would surely resign by the time kharkov falls, so these maps seem unlikely to play a part.

I have had no problems with instability on any map with any BG, so thumbs up in that regard.

#30: Re: Working on version 1.1 Author: Drizzt PostPosted: Mon Jan 21, 2013 9:58 am
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Hi to all, soon I think to release Kharkov v. 1.2. Basically this is the old work in progress version 1.1 with some more adjustements that I have done from time to time through the last years. One of my purpose was to do a new stratmap, but I haven't found the time to do it. So I would release this version that, even without a new stratmap, is a good improvement.
Here the new things:

Changements in v. 1.2 (v. 1.1 included)

- 1 operation added.
- New color interface when you play in the maps (game.gadg file reworked).
- 2 campaigns reworked.
- 2 operations lightly reworked.
- 11 battles lightly reworked.
- reinforcement button restored and russian BGs a bit reduced about number of tanks. (Against the IA, in my opinion is better in this way because if you hide the button working on his graphic, IA use it anyway; and if you hide the button with an hex editor, again IA use it anyway. Finally, historically in this offensive the russians had the double of men towards germans, but not the double of tanks).
- 13 Bgs names reworked/corrected.
- removed german motorized division BG type because the two in my mod weren't motorised. Now many german infantry divisions have a mixed Battlegroup formed by divisional aufklarungs Abteilung plus divisional panzerjager Abteilung.
- all wrong german BGs generals photo and name have been corrected to respect mod timeline.
- 1 tank and 1 vehicle in tank.azp lightly reworked.
- 1 map preview and 1 map image in stratmap corrected.
- 5 btd map files lightly reworked.
- 36 tga graphics files in scrn.gadg file reworked/corrected.
- 18 tga units images changed/corrected.
- 2 weapons added.
- 22 weapons reworked.
- 2 team added.
- 18 teams reworked.
- 19 BGs lightly reworked.
- Number of crews of some vehicles corrected.
- various minor corrections in adb files.

Drizzt

#31: Re: Working on version 1.1 Author: tripwireLocation: Florida - USA PostPosted: Mon Jan 21, 2013 1:48 pm
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Drizzt, I'm looking forward to your v1.2 update.  Thanks for your work!

#32: Re: Working on version 1.1 Author: TejszdLocation: Canada PostPosted: Tue Jan 22, 2013 3:12 am
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Great news! Slow and steady the mod is getting better....

#33: Re: Working on version 1.1 Author: southern_land PostPosted: Tue Jan 22, 2013 4:19 am
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Cool then all we need is someone to mod it over to the rereleases hint hint, nudge, nudge, wink, wink, know what I mean...

#34: Re: Working on version 1.1 Author: Drizzt PostPosted: Thu Jan 24, 2013 12:37 pm
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to Southern land: unfortunately, as I have written, for now I don't have time for "deep modding", but of course I thought about the possibility to port the mod to TLD. When (and if) will be the time, I will do a new stratmap more historical and "professional" (hoping strat edit tool will works with TLD): this is for me a priority before porting the mod.

A quick reply to some old considerations (I don't have seen the forum for years) about maps west and south-west kharkov: for me a real total victory is not only take the city, but secure it against german counterattack reaching for example Palvograd, so, in my opinion, maps south-west and west Kharkov, in this sense, are usefull.

About all other comments, the new and the very old, thanks for the support and the suggestions.

Drizzt

#35: Re: Working on version 1.1 Author: russ109 PostPosted: Fri Jan 25, 2013 7:24 pm
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Hi Drizzt good to see youre still around. Look forward to the update!

#36: Re: Working on version 1.1 Author: Drizzt PostPosted: Fri Feb 01, 2013 1:26 pm
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Further modifications that are in version 1.2:

- further 21 Bgs names-icons-patch reworked/corrected (now all russians and germans Bgs are historical corrected)
- all wrong russian BGs generals photo and name have been corrected.
- added few Bgs of 1st Tank Army and some more of 17th Army.
- About Armies deplyement, all german and russian Bgs are now in the correct strat-map position (of course considering my stratmap limits).
- 7 maps names changed, 3 maps name have a new stratmap position (you don't need to re-download maps).
- many btd map files lightly reworked.
- morale and experience of many russian teams and of some german teams reworked.
- 1 tank in tank.azp graphically changed.
- further tga graphics files in scrn.gadg file reworked/corrected.
- All campaigns, operations and battles remaded (I need to test a little bit here)

Drizzt

#37: Re: Working on version 1.1 Author: hit951202 PostPosted: Thu Sep 05, 2013 2:24 am
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Hi Drizzt good to see you. in Kharkov 1.0 when I play round 2 , allways show 0x0050bf79 ?????0x00cf2000?????????read?why? other geys find this?
[img]http://[/img]

#38: Re: Working on version 1.1 Author: Drizzt PostPosted: Thu Sep 05, 2013 12:08 pm
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to hit951202: Hi, please be more specific in future when you report a problem/bug about mods: "second round" of which operation/campaign? Anyway, I say "in future" because for now it's useless for me reistall v 1.0 because v 1.2 will be ready for download soon.
Moreover, nobody in these years have reported the same error that you report so for sure it's not a mod problem, but a problem of your installation/configuration of CC5 and/or the mod. I try to help you: try to uninstall all (CC5 and the mod). After uninstall, check if some CC5 folders are still there and manually delete them even if empty, finally reinstall all: in this way you will try a totally clean new istallation. I hope can help.

Drizzt

#39: Re: Working on version 1.1 Author: Drizzt PostPosted: Sun Oct 13, 2013 8:16 pm
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Hi to all,
I have always tried to make all the possible changes in both versions (CC5 and TLD): for this reason I need more time (I hope only a week) to convert my last Data work also for the CC5 version.
For now, here the final list of the changes of CC5 v 1.2 of the mod:

- All campaigns, operations and battles remade.
- 1 operation added.
- 11 maps names changed
- 4 (old) maps names have a new stratmap position.
- 1 map preview and 1 map image in stratmap corrected.
- many btd map files lightly reworked.
- corrected multiplayer screen.
- 32 Bgs names-icons-patch reworked/corrected (now all russians and germans Bgs are historically corrected).
- 10 men squads fully supported in the battle interface.
- new Bgs icons.
- new medals for russians.
- removed german motorized division BG type because the two in the mod weren't motorized. Now many german infantry divisions have a mixed battlegroup formed by divisional aufklarungs Abteilung plus divisional panzerjager Abteilung.
- added some Bgs of 1st Tank Army and some more of 17th Army.
- About Armies deployment, all german and russian Bgs are now in the correct stratmap position (of course considering my stratmap limits).
- all wrong german and russian BGs general photos and names have been corrected.
- 2 tanks and 1 vehicle in Tanks.azp lightly reworked.
- 1 gun in Guns.azp lightly reworked, 1 gun in Guns.azp heavily reworked and 1 gun added.
- 1 tank in tank.azp graphically changed (Matilda), 1 Stug added.
- many tga graphics files in scrngadg.gdg and ccimages.pix reworked/corrected.
- New color interface when you play in the maps (gamegadg.gdg file reworked).
- 22 tga unit images changed/corrected.
- 2 weapons added.
- 23 weapons reworked.
- 5 teams added.
- 36 teams reworked.
- morale and experience of all russian teams and of some german teams reworked.
- Number of crews of some vehicles corrected.
- reinforcement button restored.
- 1 video added.
- new Music.sfx file.
- russian forcepools deeply reworked; german forcepools reworked.
- various minor corrections in adb files.

Drizzt

#40: Re: Working on version 1.1 Author: tripwireLocation: Florida - USA PostPosted: Fri Nov 01, 2013 2:35 am
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Looking forwards to it, Drizzt.  Wish I had TLD.

#41: Re: Working on version 1.1 Author: Drizzt PostPosted: Fri Nov 01, 2013 10:16 am
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Hi tripwire, I’m sorry for the delay, but the various deep works done on mod Data have obliged me to postpone CC5 version because to correct two Data (CC5 and TLD) have no sense for me (extra useless work in my opinion).  So, I await that TLD Data it’s very stable and then I will convert it for CC5 version: this will happens with TLD 2.2 version and it means that CC5 1.2 version will be ready in no more than 2-3 weeks from now.

Drizzt

#42: Re: Working on version 1.1 Author: tripwireLocation: Florida - USA PostPosted: Sun Dec 01, 2013 5:26 pm
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Drizzt, the work you are doing is well worth the wait.  I have been following the discussions of the updates you've been doing.  So much interesting infos and insight into the battles and the 'workings' of Close Combat.  Thanks, friend!

#43: Re: Working on version 1.1 Author: Drizzt PostPosted: Sun Dec 01, 2013 5:40 pm
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Thanks Tripwire and don't worry about CC5 version: I think to release it next weekend (with the TLD patch v 2.2).

Drizzt

#44: Re: Working on version 1.1 Author: johnsilverLocation: Florida PostPosted: Mon Dec 02, 2013 2:30 am
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tripwire wrote (View Post):
Looking forwards to it, Drizzt.  Wish I had TLD.


He ported it for WAR also if you have it in the mod DL. It's how I played it.



Close Combat Series -> CC5 Kharkov


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