Give me 5 reasons to buy WaR?
Select messages from
# through # Forum FAQ
[/[Print]\]

Close Combat Series -> Close Combat Wacht am Rhein

#1: Give me 5 reasons to buy WaR? Author: Sapa PostPosted: Thu Oct 30, 2008 5:49 pm
    —
Payment for me in Sweden to buy Close Combat Wacht am Rhein by digital download:

29.99 Euros will be 38 Us Dollars, 23,84 Brittish pounds, 295 Swedish Kr + 25 %.

Is this worth it? For about 350 Swedish Kr i could to Germany and by 7 X 30 = 210 cans of 33 cl of Carlsberg beers but of course they will be gone and the game will stay.

I hope that Shane who made the 64 maps and the unknown person who made the vehicles will get their share of the money??

I am sure of that this is a great game for me but the cost Sad well i am not sure about it...

Mats

#2: Re: Give me 5 reasons to buy WaR? Author: Flamethrower PostPosted: Thu Oct 30, 2008 6:42 pm
    —
Sapa wrote:
Payment for me in Sweden to buy Close Combat Wacht am Rhein by digital download:

29.99 Euros will be 38 Us Dollars, 23,84 Brittish pounds, 295 Swedish Kr + 25 %.

Is this worth it? For about 350 Swedish Kr i could to Germany and by 7 X 30 = 210 cans of 33 cl of Carlsberg beers but of course they will be gone and the game will stay.

I hope that Shane who made the 64 maps and the unknown person who made the vehicles will get their share of the money??

I am sure of that this is a great game for me but the cost Sad well i am not sure about it...

Mats


1. Amazing maps - Shane at his best (JimRM2 did some gems too)
2. You are a great modder and it is a modder's dream by comparison to previous versions - looking forward to what you can do with it - Italy?
3. A conservative estimate of playing the GC (against what is reported to be a "better" AI) could be 40+ hours of gametime so that works out to less than a dollar an hour - great entertainment value for wargamers
4. I've played it at length and it is way fun
5. Definitely more fun than a snootful of beer

#3:  Author: yuma PostPosted: Thu Oct 30, 2008 6:44 pm
    —
I hate to hear about it coming down to the cost of the game, but in todays economy its understandable. For me it is a MUST have and even though the money could probably be spent better elsewhere...my order is in and its now a daily wait for the mail to arrive! Plus that trois ponts map is a thing of beauty and worth the price of admission by itself! As are all of shanes and jims maps for WAR......

#4:  Author: CSO_Linebacker PostPosted: Thu Oct 30, 2008 7:16 pm
    —
yuma wrote:
I hate to hear about it coming down to the cost of the game, but in todays economy its understandable. For me it is a MUST have and even though the money could probably be spent better elsewhere...my order is in and its now a daily wait for the mail to arrive! Plus that trois ponts map is a thing of beauty and worth the price of admission by itself! As are all of shanes and jims maps for WAR......


Good call yuma, The new Trois Ponts is gorgeous. If you think that is a beauty, take a look at Troisvierges...another all new beauty. Jim and Shane did a magnificent job with new maps and re-inventing the old ones.

#5:  Author: mooxe PostPosted: Thu Oct 30, 2008 7:29 pm
    —
Its hard to give five reasons.

When you are actually playing the game, in a battle, theres not that much difference. I will agree with those who says its the best retail version of Close Combat to date, but still using the same "technology" from the year 2000.

Playing H2H you wont even experience whatever the AI has to offer. The AI can still be massivley trounced, the only way it can beat you is with hordes of tanks.

I know alot of work was put into some changes to make it more modding friendly. Those changes are all under the hood and only for the people able to mod. A very niche crowd in an already niche crowd.

There are sound and graphic changes that are nice, but the same is said for mods.

The 64 maps is nice. Four turns per day is nice. Was it neccasery? I don't think so because very few people complete a 25 day, 44 map GC with two turns per day.

I bought WaR to keep CCS as up to date as possible on whats going on and to promote the CC Series.

Now I do thank S3t and Matrix for releasing this game. I know a ton of work was put in by many people around here and that is also commendable. It carries on the series, this site, and everyones interests.

The root of my pessimism, or optimism, whatever the best word is, is that I have waiting for eight years now for the next greatest Close Combat, and what is being released is mostly the same thing from eight years ago. Although thier hands are tied, and although this is our only chance, the blame IMO must go to whoever is holding the torch, deserving or not!


Last edited by mooxe on Thu Oct 30, 2008 7:41 pm; edited 1 time in total

#6:  Author: Sapa PostPosted: Thu Oct 30, 2008 7:40 pm
    —
Thankyou for the answers! I must confess..it is my wife who arguments about buying the game.

Now i could say if i buy it i will not drink the beers who i would buy for the cost of it! :ok2

Mats

#7:  Author: schreckenLocation: Sydney, Australia PostPosted: Thu Oct 30, 2008 7:41 pm
    —
Quote:
I don't think so because very few people complete a 25 day, 44 map GC with two turns per day.


You could play the 15 day or 12 day campaigns, even more fun with the compressed time element.

1. 64 maps - always wanted to succeed with a pincer movement
2. Improved AI
3. Balanced and working Battlegroup and Forcepool system
4. Bug fixes

and as mooxe said

5.
Quote:
I will agree with those who says its the best retail version of Close Combat to date
It's great to play the best version of my favourite game.

Sapa, I hear a chant for the Azzuri Italy, Italy, Italy.........

#8:  Author: ZAPPI4Location: Belgium Liege PostPosted: Thu Oct 30, 2008 7:47 pm
    —
What about a multiplayer dedicated space to play?

#9:  Author: Sapa PostPosted: Thu Oct 30, 2008 7:51 pm
    —
He He i was thinking about Typhoon...battle of Moscow Smile

First half of the campaign with German advantage and then releasing the Sibirian wolfes in the counterattack..

must get the game first Crying or Very sad

Mats

#10:  Author: Flamethrower PostPosted: Thu Oct 30, 2008 7:53 pm
    —
mooxe wrote:
I will agree with those who says its the best retail version of Close Combat to date


that kernel is a bit buried in the rest of your post which tailored to the (our) quest for the CC "Holy Grail"....but as a hardcore CCer and leader of the CC community that statement comes as high praise indeed

#11:  Author: Flamethrower PostPosted: Thu Oct 30, 2008 8:02 pm
    —
schrecken wrote:
Sapa, I hear a chant for the Azzuri Italy, Italy, Italy.........


Italy Italy Italy!

#12:  Author: southern_land PostPosted: Fri Oct 31, 2008 4:59 am
    —
Hey mats, if you get the game let me know, i've got a few ideas too

#13:  Author: Sapa PostPosted: Fri Oct 31, 2008 5:22 am
    —
southern_land wrote:
Hey mats, if you get the game let me know, i've got a few ideas too


Thankyou Shane!! Razz I can feel the power from the south of the globe reaching the cold north Wink

Mats

#14:  Author: squadleader_idLocation: Soerabaja PostPosted: Fri Oct 31, 2008 10:58 am
    —
Great news, Sapa and SL! Looking forward to a new mod from you guys.
One thing though...looking at the stratmap text files...working out those X,Y coordinates for a new stratmap is going to be a bitch! Sad
As for graphics...unless Stratedit is updated...it will be a lot of work to create new Stratmap graphics with more than 44 maps.

#15:  Author: Vman PostPosted: Fri Oct 31, 2008 4:47 pm
    —
I guess I should probably whip out the old credit card and give my support to the developers - mostly in hopes of one day seeing a CC6.

#16:  Author: AT_Stalky PostPosted: Fri Oct 31, 2008 6:36 pm
    —
First impression is v positive

#17:  Author: flick PostPosted: Fri Oct 31, 2008 8:51 pm
    —
Will it run on 128 RAM?

Stop laughing!

#18:  Author: CSO_Linebacker PostPosted: Fri Oct 31, 2008 9:28 pm
    —
squadleader wrote:
Great news, Sapa and SL! Looking forward to a new mod from you guys.
One thing though...looking at the stratmap text files...working out those X,Y coordinates for a new stratmap is going to be a bitch! Sad
As for graphics...unless Stratedit is updated...it will be a lot of work to create new Stratmap graphics with more than 44 maps.


once you get the hang of it, it really isn't too bad. Jim and I had the WaR stratmap up and running in about a week. Unless the word 'center' is involved in the coordinate description (ie, Map Center), then the x,y coordinate is referring to the top left pixel of an image box.

If I get the time, I will work on putting together a guide of the steps that Jim and I went through

#19:  Author: RD_Oddball PostPosted: Fri Oct 31, 2008 10:38 pm
    —
CSO_Linebacker wrote:
squadleader wrote:
Great news, Sapa and SL! Looking forward to a new mod from you guys.
One thing though...looking at the stratmap text files...working out those X,Y coordinates for a new stratmap is going to be a bitch! Sad
As for graphics...unless Stratedit is updated...it will be a lot of work to create new Stratmap graphics with more than 44 maps.


once you get the hang of it, it really isn't too bad. Jim and I had the WaR stratmap up and running in about a week. Unless the word 'center' is involved in the coordinate description (ie, Map Center), then the x,y coordinate is referring to the top left pixel of an image box.

If I get the time, I will work on putting together a guide of the steps that Jim and I went through


I have to agree with Neil that it's not that big a deal. As a matter of fact we did it twice! LOL Not with in that week tho. The first time was a week at 133% larger than what it is now then again at it's current size. The second time I used a spreadsheet to shrink the co-ordinates and it came out pretty close. Only minor tweaking.

Neil if you get the time to do that tut, let me know if you want my two cents. Will be glad to throw in what I can recall about it.

#20:  Author: squadleader_idLocation: Soerabaja PostPosted: Fri Oct 31, 2008 10:41 pm
    —
Thanks guys! Looking forward to studying the Stratmap making guide.

#21:  Author: TejszdLocation: Canada PostPosted: Sat Nov 01, 2008 2:32 am
    —
CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....

#22:  Author: Nomada_Firefox PostPosted: Sat Nov 01, 2008 2:56 pm
    —
Tejszd wrote:
CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....

Yes.

About 5 reasons for buy this game.

-IA is a 200% better than on previous CC games.

-Vehicle movement is perfect.

-Game has 64 maps, 21 are new and bigger.

-Strategy map is realistic with WAR operation.

-All the game can be modded easiest.

And probably I can add more but I think that they are the most important.

#23:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Nov 01, 2008 5:43 pm
    —
Nomada_Firefox wrote:


About 5 reasons for buy this game.

-IA is a 200% better than on previous CC games.


I wouldn't say 200%...but it is better than previous CC...but only on defense. On attack...maybe we need to experiment on some vetmods Smile

Quote:

-Vehicle movement is perfect.

Better...but still not perfect.
Tanks and SP Guns still turn or rotate to the wrong direction without good reason.

Quote:

-Game has 64 maps, 21 are new and bigger.

-Strategy map is realistic with WAR operation.

Agree with ya there! The game can also now accomodate 8 Nations at once (with individual rank gadgets, soldier uniforms and voices)...that's a huge improvement!

Quote:

-All the game can be modded easiest.

And probably I can add more but I think that they are the most important.


But we'll have to wait for the tools to be upgraded to support WAR.
Stratedit don't work...even the trusty BTD Edit won't work anymore (WAR's BTD file format is text now).
Also tools and converters for soldier uniforms editing.

#24:  Author: AT_Stalky PostPosted: Sat Nov 01, 2008 6:01 pm
    —
Why shange the Btd to txt??? We had EXCELENT WYSIWYG tools for Btd, hmm, have the development team a new VL tool for this new format... Or one in pipline?? And if not, why is something that works (Btd edit) changed? Or maybe the btd edit is really simple to convert to read-wright txt?? Any ideas or info on this from the dev-team??

The 64 maps is an strong improvement, but, we need the strat tool to work for WaR if it WaR shall be seen as "mod friendly". I really hope we see a fix for this, lets give it some time.

#25:  Author: squadleader_idLocation: Soerabaja PostPosted: Sat Nov 01, 2008 6:06 pm
    —
BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad

#26:  Author: AT_Stalky PostPosted: Sat Nov 01, 2008 6:15 pm
    —
Yah, I agree, and the Btd tool worked soooooo good, and one saw exact where one placed the VL and what value it had, and also to wich map the VL connects to (green number)...

A print screen from using the tool:

#27:  Author: CSO_Talorgan PostPosted: Sun Nov 02, 2008 11:05 pm
    —
Sapa wrote:
it is my wife who arguments about buying the game


If you sold her would you have enough to buy the game?!

Wink

#28:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:05 am
    —
Tejszd wrote:
CSO_Linebacker & RD_Oddball a strat map making guide for WAR would be great....


A full on guide will take more free time than I have right now, but...

Probably sometime next week I will be uploading some psd files and spreadsheets that show everything you need and how I organized it for doing a stratmap.

#29:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:09 am
    —
squadleader wrote:
BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad


It may not be fun, but it doesn't take very long, and is not very hard either.

#30:  Author: TejszdLocation: Canada PostPosted: Mon Nov 03, 2008 12:20 am
    —
For BTD's I would think between the development team and or Mafi we might be able to keep using BTDedit or have something similar....

#31:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 12:47 am
    —
Tejszd wrote:
For BTD's I would think between the development team and or Mafi we might be able to keep using BTDedit or have something similar....


I think something is in the works.

#32:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Nov 03, 2008 1:18 am
    —
CSO_Linebacker wrote:
squadleader wrote:
BTDs are now just renamed text files.
They won't load in BTDedit Tool (or am I doing something wrong?)...and entering VLs X,Y coordinates manually...I don't think that's fun Sad


It may not be fun, but it doesn't take very long, and is not very hard either.


But BTDEdit is definitely more user friendly and 100x easier Wink
Good to hear that you guys have a replacement/alternate BTD Editing tool in the works...

#33:  Author: AT_Stalky PostPosted: Mon Nov 03, 2008 10:48 am
    —
Ya simple conver the file format in btd edit would be apreciated.

#34:  Author: CSO_Linebacker PostPosted: Mon Nov 03, 2008 5:39 pm
    —
AT_Stalky wrote:
Ya simple conver the file format in btd edit would be apreciated.


There is one, but it can be a bit buggy. Schreck has never had a problem using it, and I have never got it to work.

I told Jim while we were doing the Stratmap, the people were going to hate having to do this manually...we liked it because you have free license to do whatever you want....and didn't find it terribly annoying.

One thing that breaking from Stratedit and having all of the data in the text file has done, is to remove size constraints that were previously in place. In the past, you always had to make the StratMap image 1708 X 1129 period. Now, you can make the StratMap image whatever size you want. Want to make a small campaign with 10 maps on the Stratmap? You could make the Stratmap image 800 X 600 if you want. Sky's the limit.

I'm also not sure that has been pointed out specifically either. The map limit on the stratmap is 64, but you can make a stratmap with any number of maps up to 64. Map a 2 map stratmap, make a 15 map stratmap, etc.

#35:  Author: AT_Stalky PostPosted: Mon Nov 03, 2008 6:01 pm
    —
So you also can have any number of maps up to 64 in WaR... So that "flexible number" is not really a improvment compared to CC5.. no? As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or? But WaRs 64 map MAX thats a strong improvement..
The size is WaR is flexible, thats a improvement, good info LB. Keep info flowing!

About BTD; Mafi is a software genious, maybe he has a idea, or even some BTD fix in pipline?? That bee cool...

#36:  Author: CSO_Linebacker PostPosted: Tue Nov 04, 2008 1:33 am
    —
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

#37:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue Nov 04, 2008 1:58 am
    —
CSO_Linebacker wrote:
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

You didn't know that? In CC5, 44 maps is max...but you can make a stratmap with less maps easily. You can even make stratmaps with just 1 map (like DAK_Legion's pocket mod series).
An example of a "mini CC5 Stratmap" would be CC5: Khalkin-Gol mod.

How did modders make these smaller Stratmaps? The nice WYSIWYG tool called StratEdit that we can't use anymore for WAR Wink

#38:  Author: TrogerLocation: L4W's place, Australia PostPosted: Wed Nov 05, 2008 4:32 am
    —
Well you have the improved tank pathfinding (possibly improved that is)... um, amazing new 'kewl' factor.. your infantry units will never follow your commands and shout 'enemy spotted' and duck for cover every millisecond...

#39:  Author: schreckenLocation: Sydney, Australia PostPosted: Wed Nov 05, 2008 5:39 am
    —
Hi trogs...how ya going

#40:  Author: Stwa PostPosted: Thu Nov 06, 2008 11:43 am
    —
squadleader wrote:
CSO_Linebacker wrote:
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

You didn't know that? In CC5, 44 maps is max...but you can make a stratmap with less maps easily. You can even make stratmaps with just 1 map (like DAK_Legion's pocket mod series).
An example of a "mini CC5 Stratmap" would be CC5: Khalkin-Gol mod.

How did modders make these smaller Stratmaps? The nice WYSIWYG tool called StratEdit that we can't use anymore for WAR Wink



Hi, its been a long time since I fiddled with the strat stuff. But I think You are right about including all 44 areas. You can probably re-define thier sizes and screen locations and use RTB to hide the ones you don't need.

Also, you would do the same with the extra diamonds. By putting diamonds in the same location. I believe the last one listed in the same location will be the one used of the unit icons, etc..

Also, I think index.mpi will have to be populated as well, but in the slots you are not using you can just put the bootcamp map name or something.


Anyway, hope this info is correct.

#41:  Author: squadleader_idLocation: Soerabaja PostPosted: Thu Nov 06, 2008 11:59 am
    —
Stwa wrote:
squadleader wrote:
CSO_Linebacker wrote:
AT_Stalky wrote:
As U can have 2 maps on a CC5 strat map, or 10, or 15 or 20 or.. max 44.. or?


Interesting, that one is news to me as I did not know that. I know there are a couple of mods out there with 'small' stratmaps, but they still have all 44 areas defined. So even though they only used 5 or 10, they had to make the exe think that all 44 were still there

You didn't know that? In CC5, 44 maps is max...but you can make a stratmap with less maps easily. You can even make stratmaps with just 1 map (like DAK_Legion's pocket mod series).
An example of a "mini CC5 Stratmap" would be CC5: Khalkin-Gol mod.

How did modders make these smaller Stratmaps? The nice WYSIWYG tool called StratEdit that we can't use anymore for WAR Wink



Hi, its been a long time since I fiddled with the strat stuff. But I think You are right about including all 44 areas. You can probably re-define thier sizes and screen locations and use RTB to hide the ones you don't need.

Also, you would do the same with the extra diamonds. By putting diamonds in the same location. I believe the last one listed in the same location will be the one used of the unit icons, etc..

Also, I think index.mpi will have to be populated as well, but in the slots you are not using you can just put the bootcamp map name or something.


Anyway, hope this info is correct.

Index.mpi needs to be 44 maps...but since you only access a limited number of maps for a "mini-stratmap"...you don't need to have 44 map files in the maps folder...just the ones needed.
DAK_Legion's pocketmods for example, there's only one map in the maps file.

#42:  Author: Nomada_Firefox PostPosted: Thu Nov 06, 2008 3:32 pm
    —
Quote:
Index.mpi needs to be 44 maps...but since you only access a limited number of maps for a "mini-stratmap"...you don't need to have 44 map files in the maps folder...just the ones needed.
DAK_Legion's pocketmods for example, there's only one map in the maps file.

Sorry but I think that you are explain us this a little bad, WAR is different because on DAK legion there are the other 43 map positions on strategy map but they are hidden on image files probably. And the most important from Gunho, it needs the other 43 maps from CC5 and its index.mpi, probably you have not problems if you delete them but the plugin install does not make one backup of them and you can not delete them if you want use them on a future. On WAR if you make one strategy map from only one map, you do not need more maps.

#43:  Author: Sapa PostPosted: Fri Nov 07, 2008 4:00 am
    —
CSO_Talorgan wrote:
Sapa wrote:
it is my wife who arguments about buying the game


If you sold her would you have enough to buy the game?!

Wink


Ha Ha! Razz

I think that she is afraid of that i will spend all of my spare time in front of the pc (it has happend before..) Wink

Mats

#44:  Author: squadleader_idLocation: Soerabaja PostPosted: Fri Nov 07, 2008 4:30 am
    —
Nomada_Firefox wrote:
Quote:
Index.mpi needs to be 44 maps...but since you only access a limited number of maps for a "mini-stratmap"...you don't need to have 44 map files in the maps folder...just the ones needed.
DAK_Legion's pocketmods for example, there's only one map in the maps file.

Sorry but I think that you are explain us this a little bad, WAR is different because on DAK legion there are the other 43 map positions on strategy map but they are hidden on image files probably. And the most important from Gunho, it needs the other 43 maps from CC5 and its index.mpi, probably you have not problems if you delete them but the plugin install does not make one backup of them and you can not delete them if you want use them on a future. On WAR if you make one strategy map from only one map, you do not need more maps.


Yes, WAR is different...what I wanted to explain is with StratEdit and RtBTool you can have a CC5 mod with less than 44 maps...it doesn't have to be 44 Maps. The PocketMods and Khalkin-Gol are perfect examples of this.
The image files are hidden...and some of the diamonds moved using RtBTool (IIRC).
And you don't need the extra maps in the folder...and you can delete them (after backing them up of course).

The WAR Stratmap is a better system though...we just need updated tools to do the graphics and we're set. Oh, a WYSIWYG/graphical tool to set the X,Y coordinates will help a lot too Wink

BTW, your CCWAR VetBoB mod...it's currently using the stratmap and maps from WAR? Not maps from VetBoB?

#45:  Author: Nomada_Firefox PostPosted: Fri Nov 07, 2008 3:26 pm
    —
Quote:
BTW, your CCWAR VetBoB mod...it's currently using the stratmap and maps from WAR? Not maps from VetBoB?

Yes, it will use the maps from WAR. If you take a look on them, they are very different to the original maps and I think that tell only 21 new maps is a mistake, there are 21 new towns and many more new maps. When I was looking for the original maps, I only found 29 or less from the original map names. And there are not some old towns, they have been changed by other.
Fantastic examples from old maps with many big changes are Stavelot and Senonchamps, and probably there are more because I have not looked all them.

With all this, I found very fun the WAR maps.

#46:  Author: CSO_Talorgan PostPosted: Sat Nov 08, 2008 11:38 pm
    —
Sapa wrote:
I think that she is afraid of that i will spend all of my spare time in front of the pc (it has happend before..) Wink


I was accused of the same ... until I found a dancing program on TV she likes to watch.

Wink

#47:  Author: VonVolks PostPosted: Wed Nov 12, 2008 4:28 pm
    —
is it easy to use multiplayer now, or still hell and crashy?

#48:  Author: Kojusoki PostPosted: Mon Dec 22, 2008 7:04 pm
    —
After quite a few battles here are my suggestions:

To avoid buying:
-I bought this game to finally have a stable game. It is VERY unstable, sometimes I have a feeling that it crashes more then SAS mod... Really. Mayvbe not at the and (0000) but in the middle of the game, around 9-10 minutes (we play 30 min games)
-It has some problems with ionternet connection - I think it needs way better internet connection
-It dosnt work with GameSpy!!!
-I didnt find AI to be better. Tank drivers are pain again.
-It is CCV patch and mod in one. But the patch is not fully finished I belive

To buy:
-many maps
-VERY EASY modding - everything you need is in excel file
-some minor bugs fixed: muzzle lights, lookink at the opoonents BG while choosing units
-WInter time:)



Close Combat Series -> Close Combat Wacht am Rhein


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

Page 1 of 1