mooxe wrote: |
M1A1 and a UHaul truck? |
mooxe wrote: |
Also noticed some roads exit are labelled "from" instead of "to", does this change thier function at all? |
squadleader wrote: |
I can't access the CCS forums using my regular account
So here's a quickie using a new temporary account. Anyway...congrats on S3T and Matrix! I'm impressed with WAR...sure traces of the girlie soldiers AI is still bothering me...but they're not nearly as annoying as "the girls" in CCMT and CoI. The opponent AI for single player games is also surprisingly good...the AI still sux at attacking (aggressive though)...but at least he puts up a good fight on defense...and I like the aggressive counter-attacks to retake VLs while the AI is defending. More about WAR later...found this "bug" though...I don't how this one slipped past you guys: SS Panzer crews with Heer ranks (BTW, great job on fixing the rank display bug on the Tactical Map! Now the Tactical Map displays Heer, SS and FJ ranks correctly...awesome!): A quick look at the adb...oops...txt files...shows that German tank crews (both SS and Heer) are coded wearing German Crew uniforms. BTW, don't forget a tutorial of how the new Uniforms/soldier color codes works...it's been changed from the original format right? |
schrecken wrote: |
2) Make SS and FJ vehicle crews have the SS or FJ style setting instead of generic 'vehicle crew'. The dismounted crews will be wearing infantry uniforms instead of panzer black, in this case. |
Quote: |
I noticed that enemy infantry assult tanks, over grate distance... Brave, but they just get killed and in realety we dont do that... |
CSO_Linebacker wrote: |
There can now be up to 8 nations represented at once, and each nation can have 4 rank gadgets each |
WaR_AI_0001ccs.jpg | ||
Description: |
|
|
Filesize: | 363.79 KB | |
Viewed: | 9708 Time(s) | |
inf assult tanks.jpg | ||
Description: |
|
|
Filesize: | 346.62 KB | |
Viewed: | 9708 Time(s) | |
ccsWaR_AI_0005ccs.jpg | ||
Description: |
|
|
Filesize: | 475.33 KB | |
Viewed: | 9707 Time(s) | |
Quote: |
Suggestion cant that "new dug trensh" be made almoost totaly invisble/well camoflaged??? |
schrecken wrote: | ||
That suggestion has merit, whether it's doable with this code is doubtful. |
WAR_Oct08_0003b.jpg | ||
Description: |
|
|
Filesize: | 140.79 KB | |
Viewed: | 9679 Time(s) | |
Quote: |
http://www.matrixgames.com/forums/tm.asp?m=1945059 |
schrecken wrote: | ||
the engine will see them no matter what you do with them even 100% transparent... as it doesn't really "See" |
Quote: |
To be honest I forgot how CC4-CC5 handled newly dug trench within LOS. |
AT_Stalky wrote: |
Hope that explain it, and give my regards to SL he made really grate maps |
Beho1.jpg | ||
Description: |
|
|
Filesize: | 145.53 KB | |
Viewed: | 10217 Time(s) | |
Beho2.jpg | ||
Description: |
|
|
Filesize: | 136.43 KB | |
Viewed: | 10217 Time(s) | |
Beho3.jpg | ||
Description: |
|
|
Filesize: | 142.87 KB | |
Viewed: | 10217 Time(s) | |
squadleader wrote: | ||||
I don't think you need to fiddle with the code. CMIIW...but aren't "newly dug trench" graphics just TGAs in the Terrain file...same with "weapons pit" and stuff. So it's just a matter of changing those TGA graphics to be less visible (camouflaged) or make them totally invisible (transparent). |
ndtrench.jpg | ||
Description: |
|
|
Filesize: | 148.54 KB | |
Viewed: | 10092 Time(s) | |
notsocleverai.jpg | ||
Description: |
|
|
Filesize: | 84.75 KB | |
Viewed: | 10070 Time(s) | |
WAR_Oct08_0005.jpg | ||
Description: |
|
|
Filesize: | 137.6 KB | |
Viewed: | 10039 Time(s) | |
WAR_Oct08_0004.jpg | ||
Description: |
|
|
Filesize: | 141.8 KB | |
Viewed: | 10039 Time(s) | |
The Grand Campaign.zip | |||
Description: |
|
Download |
|
Filename: | The Grand Campaign.zip | ||
Filesize: | 167.04 KB | ||
Downloaded: | 365 Time(s) |
Quote: |
I have extra ports set up for other versions of Close Combat and MMCCIII |
mooxe wrote: |
Manual page 24, 11.1, a tank that has blown a tread can not Move... |
schrecken wrote: |
Close Combat Wacht am Rhein uses the following PORTS UDP 6073 and the range UDP 2302 - 2400 So I think we have a match. |
Maddog81 wrote: |
I need help. I cant play the next battle on the grand campaign while playing as the Germans. I had defeated CCB/9th Armored on the Beho map on the previous turn and they disbanded so I thought. I try to view CCB/ 9th Armored but all I get is the ammo and fuel icons. When I hit "next", I still cannot see CCB/ 9th Armored and the "next" icon for battle is not clickable. How can I fix it? |
schrecken wrote: |
there have been two reports as yousay.
We have narrowed it down to two likely reasons and are working on addressing the issues. In the mean time... save your game under a different name and play on. See if you can disband the BG or battle against it. |
sargexmy wrote: | ||
Hi, thanks for the reply. I will run my saved game and see if I can engage that "empty" BG. and report back. |
campaign error.zip | |||
Description: |
|
Download |
|
Filename: | campaign error.zip | ||
Filesize: | 130.72 KB | ||
Downloaded: | 330 Time(s) |
Sfox28 wrote: |
"Unable to read one or more registry entries please re-install Close Combat".
So, if anyone has any information on this I would really like to hear it! Mahalo gang, Sfox28 |
schrecken wrote: |
No windows updates or other automated stuff trying to run?
No error messages at all? |
robert_pl wrote: |
Turret bug:
|
Quote: |
. Infantry and tanks can shoot infantry on the opposite sides of buildings. This seems to be all buildings, not just buildings with a window. Has anyone else seen this LOS bug? I haven't seen it mentioned but I may have missed a post if it was. |
Quote: |
2. Arty barrage is very strong against infantry. I have seen one barrage that killed 100% of the men (about 20 men with mostly "green" cover (and this doesn't seem an anomaly, most barrages kill almost all men). Statistically this probably shouldn't happen since even the most powerful arty barrage won't kill every men (unless they had no cover). This includes killing most men in buildings. Seems a lot stronger than on CC5 and CC5 mods and CC4 regular. |
Sapa wrote: |
ok mentioned before... but number 81 in GEVox says " the enemy offers truce" in German, but it seems that the game reads the USVox??
Mats |
Quote: |
ok mentioned before... but number 81 in GEVox says " the enemy offers truce" in German, but it seems that the game reads the USVox?? Confused
|
schrecken wrote: | ||
Just checked H@H and germans get a German Language vox cue when offered a cease fire. |
Sapa wrote: |
ok mentioned before... but number 81 in GEVox says " the enemy offers truce" in German, but it seems that the game reads the USVox??
Mats |
Tejszd wrote: | ||
What version of WAR are you using Mats? What is the exe date? Also was it H2H or single player? |
Sapa wrote: |
Noticed that in WaR you can actually move bailled out vehicle crews?
They has saved me a couple of times taking VL-flags in the heat of battle Mats |
Kojusoki wrote: |
Rather a suggetsion then a bug:
IMHO when morale is on, and during batlle got broken, the unit should be either retreated or be disbanded (when there is no space for retreat) instead of giving only some land away... |
rillepille wrote: |
everyone in team is shooting, EXCEPT the MG42 gunner, and usually its because of the "cant see" in his status bar.
You move the team, and after the team gets in place and the MG42gunner is "setting up", you dont hear the ratatatata, just sporadic rifle shoots. When you check them out, everyone is in the action, except the MGgunner hwo "cant see" |
Quote: |
The thing that ceratinly should be avaible, is looking at YOUR OWN BG - what does it have, not only active roster. This is especially important when making startegic movement...
|
splash.jpg | ||
Description: |
|
|
Filesize: | 245 KB | |
Viewed: | 8381 Time(s) | |
platoon_michael wrote: |
I think not.
|
Quote: |
There are "slush" near those Panthers.
"Slush" element Explode Effect is coded = 2 (splash). |
Quote: |
On the strategic map when grabbing a unit or support, the scroll speed slows down to almost nothing.
|
schrecken wrote: |
re: reply to Sapa.
It's called narrowing down the field of investigation. It wasn't the anti-tank shell hitting the panther that made a splash sound... I asked what was the Mortar firing at... it looks like it was firing at SLUSH!!!!! |
schrecken wrote: |
The Germans have already attacked to the north where the river is. |
UO0023.jpg | ||
Description: |
|
|
Filesize: | 611.02 KB | |
Viewed: | 12631 Time(s) | |
UO0001.jpg | ||
Description: |
|