WARHAMMER 40k mod ready.
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Close Combat Series -> Close Combat 5: Invasion Normandy

#1: WARHAMMER 40k mod ready. Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Sun Dec 09, 2007 9:45 am
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Warammer 40.000 is ready for blood. The boss is now testing it, and if it's all ok, he'll put it ont the site. 4 years of hard work. 40.000 years of war.
Enjoy, hope yuo'll like it.

#2: ? Author: ANZAC_TackLocation: Australia PostPosted: Sun Dec 09, 2007 10:06 am
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what sorry?
is this the right forum, right site?

little more info for those not familuar please!

im confused as all shit, i been doin this series since 97',tried just about every mod for the whole series,and i have no idea!

#3:  Author: ZAPPI4Location: Belgium Liege PostPosted: Sun Dec 09, 2007 1:11 pm
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Hehe ...

It's a mod made for CC on Warhammer style ...

Futurist, spatial, with Ork, elf troll and heroic fantasy soldier equiped with lazer gun...

Warhammer 40000K is a board war game originally. Then he jump in Role playing board game .

#4:  Author: Pzt_dragoon47Location: Hayward, CA, USA PostPosted: Wed Dec 12, 2007 4:15 am
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I LOVE WARHAMMER!

Used to play that a lot a few years ago. wonder how it's made and how the melee unit will survive lol.

GO IMPERIAL GUARD!

#5:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Wed Dec 12, 2007 11:52 am
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MAlee units are very cool!
They work well only if not PINNED, but if they strike, they kill everyone in 2 seconds. Vehicles too, with power fists and energy swords.
you can download the beta at:
www.dio.altervista.org
but i suggest to wait some days for the complete mod with maps in this site.
HI!

#6:  Author: mooxe PostPosted: Thu Dec 13, 2007 2:01 am
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zCharles,

I have to ask you to please fix the map situation. I cannot adds this mod to the site untill these bugs are worked out by you. You have included files for 45 maps, which one should not be there? The maps from other mods you included, what has changed?

It would be wise to rename all your maps, possibly leaving them the same but with "wh" preceding each file name. As it stands now, there are too many modified maps that have kept thier original names. This will corrupt other mods and only lead to problems.

If possible, please include a readme.txt with the plugin.

#7:  Author: DarkScipio PostPosted: Thu Dec 13, 2007 3:18 pm
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Great news, this is what I am have been waiting for a long time.

Can you give us an overview of the features (races, weapons, vehicles ...)?

I will try it out today.

If you are interested, I am building an 40k-Module for Vassal, wich is also a top view, and we have a good amount of sprites.

Perhaps you want to take a look:

http://www.advancedtautactica.com/viewtopic.php?t=6360

or the main topic but server down:
http://www.librarium-online.com/forums/showthread.php?t=91765&page=29&highlight=Vassal

Glad if we can help you.

#8:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Fri Dec 14, 2007 5:41 pm
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hi darkshipio.
I've some problem with maps; mooxe wants me to change some name, but actually i don't remember how to do it and i really don't have time to work again on it. I'm asking him to put my mod even with this little problem. The solution is to keem a directoty /maps only for my wh mod. we well see... i hope...
features?
there is a word doc too, but shortly:
all infantry has strong body armor (for space marines it saver 2 times on 3!!, medium infantry 2 on 4, normal 1 on 3. but there are armors of 1 on 6 too... like Space marines terminators)
lot of weapons, improver sounds with in-game musics, effects, exiting screaming, true sound of future-war and so on. A very cool sound.
NEw grafics for a lot of vehicles, walkers too.
Malee fight with powerful malee weapons.
Devastating supports.
Some new map (few of them...)
A COMPLETLY NEW WAY TO PLAY CC, thanks to body armors and malee fight. Completly different, 10 times more fast. And I think, some more tactical.
Armies?
for Imperium:
Imperial guard (infantry div, mechanized div, armored div, airborne div, rebels div)
Space marines

USCM marines (those of the film ALIEN 2, or thoseof the game Alien vs Predator 2)
for Opfor:
eldar (ground div, air div, rec div, ritual div)
dark ekdar
tau
Weiland yutani (the enemies of the USCM in AVP2 game; humen mercenaries)
ENJOY!
Hope they'll put the mod on the site... lets' prey the emperor together...
...OMMMMMM
...OMMMMM
...HOLY EMPERORR...
:::OMMMMMMMM
....HOLY MOOXE... PUT THE MOD ONTHE SITE...
.....OMMMMMM...


....AAAAAAAAAAAAAAA---AAAAA---AAAMEEEEEEEEEENNNNN!!!!

#9:  Author: squadleader_idLocation: Soerabaja PostPosted: Fri Dec 14, 2007 7:05 pm
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zcharles, just curious...have you played the Dawn of War series?
I know the gameplay is standard childish RTS...but it can be fun to play around with if you're a WH40K fan...and the graphics are awesome.

Looking forward to try the CC5 version though...

#10:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Sun Dec 16, 2007 5:20 pm
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i'd like to play with you suqdleader but... i don't have an internet connnection at home!
I used some DOW buldings in my few new maps.

#11:  Author: DarkScipio PostPosted: Tue Dec 18, 2007 8:36 am
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Unforunally I had no time to try it yet. The download link does not work (over quota I think).

Do you have some screenshots?

#12:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Tue Dec 18, 2007 8:06 pm
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some very old screenshots in this site; look at "Combat camera".

#13:  Author: DarkScipio PostPosted: Tue Dec 25, 2007 5:21 pm
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Have you considered asking the people form the Stalingrad mod to use their map or campain? It would fit very good (better than Normandy).

#14:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Tue Dec 25, 2007 5:45 pm
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Already used.
Many stalingrad maps

#15:  Author: DarkScipio PostPosted: Wed Dec 26, 2007 12:17 pm
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Cant wait to have the time to try it out.

Can I install it and still use the Stalingrad mod, or are there any conflicts?
Can I use the Config Manager?

#16:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Thu Dec 27, 2007 12:55 pm
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you can use the mod installer, of course. But for the maps there is a problem; some maps have the stalingrad and cc5 normandy name, so to play wh40k you should have a original cc5 normandy map folder and unpack inside my maps.zip. This means that to play stalingrad ypu should move away the \maps of stalingrad elsewere, and in it's place put my \map folder.
I'm sorry.... i'm not a god programmer.

#17:  Author: DarkScipio PostPosted: Thu Dec 27, 2007 2:22 pm
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From what I see, you have done an amazing work.
Is there anything I can help you?

I dont think you can need graphics like that, otherwise let me know.


#18:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Fri Dec 28, 2007 6:09 pm
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WOW!
HEI!
........
think i'll have a look to your game...

#19:  Author: DarkScipio PostPosted: Fri Dec 28, 2007 7:59 pm
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I would be glad to be a help.

Its a module for the Java engine Vassal to play Warhammer 40k online on a virtual table. We have some more sprites (other chapters also).

Am I asuming right, that you can simulate Antigrav vehicles or Jumptroops or squads of a size of 10+ people with Close Combat 5?

#20:  Author: Wanlorn PostPosted: Fri Jan 04, 2008 5:44 am
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How close is this to being posted for a download?
Also, is the version on your website a newer version?

#21:  Author: flick PostPosted: Mon Jan 14, 2008 12:45 pm
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I can't express how interested I am in how this will turn out.

I was saying to my brother the other day,I wish someone would try this.

But I have some questions..

1. How are you handling the pychic powers?

2. The weapons are so much better in 40k, will they just knock down walls or will the walls be made of a tougher material? i.e rockcrete, plasteel.

3. The eldar are beyond fast, will you represent the speed of a screaming banshee realistically?

#22:  Author: Wanlorn PostPosted: Thu Jan 17, 2008 4:01 am
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I can answer these, having played the beta:
1. As far as I can tell, the only psychic units are the eldar farseer and seer council, and the IG "mindpriests" (probably sanctioned psykers). They all have a "weapon" with unlimited ammo that works invisibly and incredibly well at mid-close range.
2. The weapons act more or less like their CC5 equivalents. If anything, they are weaker due to the personal armor system that reduces actual deadliness.
3. Having only played the IG in the game, I can't say, but from what I have seen, they are pretty fast and can tear you right up in close combat.
Edit: Also, is this ever going to be released, or what? It's been weeks.

#23:  Author: flick PostPosted: Fri Jan 18, 2008 7:04 pm
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Thanks for answering.

Did you get to use any space marines? How big did they look?

#24:  Author: Wanlorn PostPosted: Mon Jan 21, 2008 8:37 pm
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Yes, I did. The beta (available from a website on one of the other posts, i think) is more or less the full-featured mod, except it uses the default Normandy campaign. As such, it includes Eldar, Dark Eldar, Tau, Imperial Guard (Cadians, Stormtroopers and Catachans), Space Marines, Civilians/PDF, and the marines from the Aliens movie. The Space Marines look about normal size, but they have a really high armor save, so it takes a lot of bullets to down them. They also have the best weaponry.

#25:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Thu Jan 24, 2008 7:21 am
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AAAH! Nice to see you, brothers!
It seems to me you like my mod, i'm very happy!
Sorry, but i dont0e have time to make the marines bigger...
This game is based on IV WH40k edition, weapons have the same AP of the game, but different data (ex: the boltgun in no longer a rifle, but a Small MG, but has AP 5+); armors are the same. To know more, there should be a .wrd in the plugin. To assault enemy units in close combat (i mean with swords), you shoul run over tham witn non-pinned troops, or they won't fight. If your banshee are over the enemy non-pinned, they use the sword for the first strike, and it shots 50 times with high AP. Deadly, and more deadly the mec. fists. As you see, there is negative AP too, super AP. But CC troops don't work well if pinned, so you must support them with a lot of covering fire.
Good luck, and may the Emperor, or something similar, be with you...

#26:  Author: flick PostPosted: Tue Jan 29, 2008 6:04 pm
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What do I do different when downloading this mod..make a new mapfolder, download a new plugin folder?

#27:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Wed Jan 30, 2008 7:40 pm
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INSTALLING WARHAMMER MOD:
you should have you cc5 installed and patched, then download the maps and unzip tha maps.zip in the \maps folder, and overwrite. Then install the last plugin. There will be a lot of bugs certanly, but the game runs well.

#28:  Author: TacitusLocation: US PostPosted: Fri Feb 29, 2008 8:40 pm
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My friends and I thank you Zcharles for this mod as it is what we have been imagining for years playing CC.

I have a couple of questions.
1. Can new maps be made or added for the mod? I have been thinking of using some maps from DOW and its sequels for map graphics. Is it very difficult to add new maps to the mod?

2. Do jumppack/jumpjet, and hover vehicle units actually ignore terrain, can they go over buildings?

3. Were you able to implement deepstrike, paratroopers or the like?

4. Are orbital strikes included, the original CC game does have artillery strike capability in the game.

5. Would it be possible for someone/us to make a campaign using the mod?

6. Is it possible to add new weapons, and/or modify their new effects?

7. Is it possible to add new units or armies to the mod?

A lot of questions, but the possibilities are endless!

Anyways thanks again for actually making this mod!

#29:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Sun Mar 02, 2008 10:21 am
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Well:
1: New maps can be added, but it's a very long work. Too long...
2: Vehicles can move over buildings, but in that case all vehicles can. It's impossible to set some vehicle as a skimmer, othern not. I try a lot of times... and no jetpacks... sigh....
3: PAratropers? Impossible. Remember that the game is a IIWW mod...
4: orbital attack.. what? there is something like that when you use space marines; the tech priest has an orbital attack (in effects it's a huge mortar... )
5: Campaigns? Go on, brothers! Enjoy! Use the edit in the main menu.
6: modding weapons-vehicles data is the most simple mod. There are some easy programs, but you should spen some time to undestand how files works. As you see, there are a lot of III edition data, some IV edition.
7: New units and armies? No, it isn't... i used all the game resources. You shoul replace resources with news.

For now, take the mod as it is, if you have time to spend, begin with modding the weapons, then the vehicles, and at last make new maps.
See you!

#30:  Author: TacitusLocation: US PostPosted: Mon Mar 03, 2008 9:41 pm
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Thanks for the info Zcharles. So it seems all vehicles will go "over/through" buildings right.

There is multiplayer option for the mod right?

One other question, are there any troop transports? Are you able to put infantry inside vehicles, and have them disembark at different locations?
If not, then I was looking at the new Close COmbat Modern tactics where they have Bradley infantry fighting vehicles that transport troops, as well as helicopters. I wonder it would be a huge amunt of work to translate the mod to CC modern tactics to be able to use transports and helicopter rules for skimmers....Hmmm


It might be a good idea to start a whole folder for the Warhammer mod where many people can discuss, share ideas, and continue to help develop the mod (if you wish), and make new maps!

#31:  Author: flick PostPosted: Tue Mar 04, 2008 2:07 pm
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DarkScipio wrote:
From what I see, you have done an amazing work.
Is there anything I can help you?

I dont think you can need graphics like that, otherwise let me know.



I suppose it's a fantasy to ever see these used? Shocked

#32:  Author: TacitusLocation: US PostPosted: Tue Mar 04, 2008 3:56 pm
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Having trouble installing the mod with config manager. The files should be extracted to config manager plugins correct? Should they be extracted to the root directory, or into a folder?

They extracted into a folder called CC5_Warhammer_pln on my PC and there was no install.txt file for config manager to use. I had to manually place instal.txt into the root directory of plugins so config manager would start the install. Now I am getting an error saying
"WH40Khelp.doc" cannot be copied from System\... to ... because WH40Khelp.doc does not exist. I have looked for this file in the extraxcted files folder and cannot find it. I have downloaded the zip file like 3 times as well.

Any help?

#33:  Author: TacitusLocation: US PostPosted: Tue Mar 04, 2008 5:40 pm
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Ok so the problem was Winrar, figures.. Every time I tried to extract the whole zip file Winrar failed to extract half of the files. The files had to be extracted one by one manually. I don't know if there is something set wrong on my PC. If it is WInrar, then Winrar has to be one of the most badly designed programs ever.


Now, about the map files. I extracted all of them individually/manually ot the CC5 maps folder. However there seems to be no index.mps file. I had to copy the index.mps file from the original CC5 maps folder to use. Also, does the mod use the pre-existing CC5 maps and mapnames? When I tried launching the game with no original CC5 maps, it wanted to use them, so I put them back. I did not see any new maps in the maps zip file for the mod that had the same name as the originals from CC5, so it looks like no original Map files are written over.


Last edited by Tacitus on Tue Mar 04, 2008 6:07 pm; edited 1 time in total

#34:  Author: Senior_DrillLocation: 22134 PostPosted: Tue Mar 04, 2008 5:45 pm
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Tacitus wrote:
Having trouble installing the mod with config manager. The files should be extracted to config manager plugins correct? Should they be extracted to the root directory, or into a folder?

They extracted into a folder called CC5_Warhammer_pln on my PC and there was no install.txt file for config manager to use. I had to manually place instal.txt into the root directory of plugins so config manager would start the install. Now I am getting an error saying
"WH40Khelp.doc" cannot be copied from System\... to ... because WH40Khelp.doc does not exist. I have looked for this file in the extraxcted files folder and cannot find it. I have downloaded the zip file like 3 times as well.

Any help?


The config manangers don't always manage to do a complete extraction of the plugin. It doesn't happen often, but can screw things up that 1 in 10 or 1 in 15 times that it does.

To manually fix the plugin, change the extention from .pln to .zip and extract it to the (what I assume would be) WH40K folder in System\Packages. That will ensure that all the files are there. It's a good idea to do this manual extraction with every new mod.

If you've tried to run an install that failed, then you have changed files in your game folders. The line that the .doc is on in the Instal.txt is where it stopped and everything above is now WH40K instead of CC5. Everything below is still stock CC5. The ones that have been changed should be backed up in the config manager's Originals folder and need to be cut and pasted back into the proper folders in your CC5 game.

If that doesn't fix it (though it should) just unintall and reinstall CC5 and the patch. The next time you run the install it should work fine.

#35:  Author: Senior_DrillLocation: 22134 PostPosted: Tue Mar 04, 2008 5:53 pm
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Tacitus wrote:
Ok so the problem was Winrar, figures.. Every time I tried to extract the whole zip file Winrar failed to extract half of the files. The files had to be extracted one by one manually. I don't know if there is something set wrong on my PC.

Now, about the map files. I extracted all of them individually/manually ot the CC5 maps folder. However there seems to be no index.mps file. I had to copy the index.mps file from the original CC5 maps folder to use. Also, does the mod use the pre-existing CC5 maps and mapnames? When I tried launching the game with no original CC5 maps, it wanted to use them, so I put them back. I did not see any new maps in the maps zip file for the mod that had the same name as the originals from CC5, so it looks like no original Map files are written over.


Hopefully the "index.mps" that I put in bold italics in the quote above is just a typo in your post. The file is supposed to be index.mpi. Double check that in the plugin and the instal.txt and uninstall.txt files.

#36:  Author: TacitusLocation: US PostPosted: Tue Mar 04, 2008 6:11 pm
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Thanks for the reply Senior.
Yes the file is index.mpi, however I am using the original file, not a new one from the mod, I don't know if that is correct or not but the mod does work at least it runs.

#37:  Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Tue Mar 04, 2008 7:26 pm
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But you should use the index.mpi of the mod, or only few maps will work... Maybe the installer dont' works because you don't have the cc5 patch? let me know if everything is ok, or do it manually. Use mod maps with mod index.mpi!!
Mplayer option? what do you mean? You MUST play CC in multiplayer, it's the only way to fight a true battle. There is a Mplayer option in the main screen, and a champaign ready to be played. You mean this, or?
Put WH40K in CC modern tactics? Possible, but in this case you won't have champaigns, that is the most beautiful option of the game. No campaign, no game...

#38:  Author: DarkScipio PostPosted: Tue Mar 18, 2008 1:11 pm
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So what is still missing in this mod?

And would anybody like to try to improve/develop/finish this mod together with me?



Close Combat Series -> Close Combat 5: Invasion Normandy


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