WaR is out!!!
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Close Combat Series -> Close Combat Wacht am Rhein

#1: WaR is out!!! Author: Pzt_Serk PostPosted: Tue Oct 28, 2008 6:59 pm
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Last edited by Pzt_Serk on Tue Oct 28, 2008 8:00 pm; edited 1 time in total

#2: Kudos Author: Flamethrower PostPosted: Tue Oct 28, 2008 7:18 pm
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Does anyone here know how much work was involved to get this out the door?

Kudos to the CC enthusiasts working on it and cheers for the patient enthusiasts waiting for it..

have fun!

#3:  Author: ZAPPI4Location: Belgium Liege PostPosted: Tue Oct 28, 2008 8:14 pm
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We are all exicting i guess. Thank Matrix and staff to keep CC alive and give us those
redone game past and feature.
But we all waiting our beloved next opus.
More excited...
Please speed up guy, toward to the 6

#4:  Author: IronStringbean PostPosted: Tue Oct 28, 2008 8:15 pm
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Downloading...

*crosses fingers*

Please be awesome, please be awesome, please be....

#5:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Oct 28, 2008 8:33 pm
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Quote:
Please be awesome, please be awesome, please be..



LOL

#6:  Author: platoon_michaelLocation: Right behind you PostPosted: Tue Oct 28, 2008 8:55 pm
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DAMM IT !
(no money)

I have to wait for Santa to bring it.

AHHHHHH

#7:  Author: Nomada_Firefox PostPosted: Tue Oct 28, 2008 10:21 pm
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Yes it is out but on two years I will download it, digital download from matrix is slow, very slow. They should to make it better. Sad

#8:  Author: GS_SchimpfLocation: Germany PostPosted: Tue Oct 28, 2008 10:30 pm
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Also bought it right away.
I can confirm that download is snail-like but at least it's a bit faster than physical shipping Wink

What changes does the patch contain?

#9:  Author: Roel PostPosted: Tue Oct 28, 2008 11:15 pm
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A small step for mankind, a giant leap for myself (and all other CC addicts of course) Smile
Congrats to the CSO team for making it happen!

Cheers,

Roel

P.S. downloading at 345KB/sec and counting...

#10:  Author: CSO_SbufkleLocation: Canada PostPosted: Tue Oct 28, 2008 11:32 pm
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ZAPPI4 wrote:

Please speed up guy, toward to the 6


CC5 has to be rereleased first, then the legal commitment to Destineer will be done, and the royalties they are due will be paid and new CC can finally be made.

#11:  Author: squadleader_idLocation: Soerabaja PostPosted: Wed Oct 29, 2008 12:14 am
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Congrats on finally getting WAR released!
Next CC5 D-Day...then CC6...woohoo!

#12:  Author: Nomada_Firefox PostPosted: Wed Oct 29, 2008 2:37 am
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This is my first opinion from new cc4 game.

-Scroll on strategy map could be better. It is too fast.

-We can not select more of one air attack by map as on CCMT. I understand because it happens but I would like see it.

And some very good things.

-IA is 200% better, it is not as one human player but I must not be waiting years for one attack. And if IA has better units than you........you are bad, very bad.

-Weapons are different, indirect fire is better, more realistic.

-Vehicles movement, it is better, I had not problems moving them on the small towns from game, they do not make strange things.

-I like the weapon sounds and new weapon icons. As the vehicle graphics.

Good I have played only two battles and I did not win one, yes I have not played CC in months and I´m older. But I like this new version and I see many mod possibilities if we can change the maps without problems.

#13:  Author: IronStringbean PostPosted: Wed Oct 29, 2008 6:32 am
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Played through the first day as Elite Allies Vs. Recruit Axis AI. Pretty impressed so far. I haven't actually lost any maps yet, but I did get smacked around a bit in most of the battles.

One glaring thing I noticed is that the Axis AI didn't use any of its artillary or mortor assets. I was expecting to get hammered, but no off map fire was used in any battle I played the first round. I quickly started a campaign as the Axis just to be sure that they actually had mortor and artillary to assign, and they have 7 of each.

Otherwise, I'm really impressed Very Happy

#14:  Author: BordicLocation: Gothic Line, Italy PostPosted: Wed Oct 29, 2008 9:02 am
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CSO_Sbufkle wrote:
ZAPPI4 wrote:

Please speed up guy, toward to the 6


CC5 has to be rereleased first, then the legal commitment to Destineer will be done, and the royalties they are due will be paid and new CC can finally be made.

And cc2 ? Shocked

#15:  Author: Therion PostPosted: Wed Oct 29, 2008 10:46 am
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Nomada_Firefox wrote:
-IA is 200% better, it is not as one human player but I must not be waiting years for one attack. And if IA has better units than you........you are bad, very bad.

It's "I don't have to be waiting years for one attack", yes?
"must not" means that you are forbidden from waiting years for enemy attack Razz .

Cool. I guess I'll have to play it when the box arrives.
Anyway, any chances for a similar fix for CCMT?

#16:  Author: Nomada_Firefox PostPosted: Wed Oct 29, 2008 11:46 am
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Good now the unique thing that we need is the mod workbook. I have been taking a look on files and it is different to all CC but not more difficult, many things that we could not edit on CC5 can be edited here.
By example, it is the info on campaign.txt file.
Quote:

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
# weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
0
# Axis air resupply minimum (Clear weather only)
0
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
2
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
50
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans: Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,1,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,1,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,40,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
#########################################################################

It is like a dream. You can edit the support for all days and many more. And all these things are on txt files that you can edit with a wordpad, or better a excel.

#17:  Author: Roel PostPosted: Wed Oct 29, 2008 12:23 pm
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Stunning indeed! All this will greatly expand the lifetime of the game.

Now let's only hope there will be a Stratedit update to facilitate the stratmap making process...

#18:  Author: mooxe PostPosted: Wed Oct 29, 2008 12:39 pm
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It would be nice if there was a small program made to edit the campaign.txt file.

#19:  Author: CSO_Linebacker PostPosted: Wed Oct 29, 2008 2:05 pm
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mooxe wrote:
It would be nice if there was a small program made to edit the campaign.txt file.


Schreck and I were just talking about this on Monday. It will get looked into

#20:  Author: Therion PostPosted: Wed Oct 29, 2008 3:58 pm
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Nomada_Firefox wrote:
Good now the unique thing that we need is the mod workbook. I have been taking a look on files and it is different to all CC but not more difficult, many things that we could not edit on CC5 can be edited here.

IIRC there's one on WaR official site.



Close Combat Series -> Close Combat Wacht am Rhein


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