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Close Combat Series -> CC4 Kreta, Maleme-Chania sector

#1: Great Mod! Author: someuser PostPosted: Mon Mar 02, 2009 9:23 am
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I just want to thank Aetius for making this Kreta mod for play, as this is one of the fun mod that I have played. I have to admit that it's up to the level of GJS and BoB level. The AI was nuts on the vet mod, just like in CC4. Razz

One thing I would like to mention is that the Mannlicher-Schönauer inside the game sounds a little quiet. Just more quiet comparing to the other rifles and pistols. I don't know if I should put it under bug or somewhere else, so I put it here.

Any thoughts of expanding the Kreta mod? cause it's so fun on CC4 it's just a shame if it ends here. Crying or Very sad

Another thing to other people who wish to learn more about Operation Mercury, check this out "The 11th Day - Battle of Crete". It's a documentary about the battle on Crete.

#2:  Author: Aetius PostPosted: Mon Mar 02, 2009 5:22 pm
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Thanks for the kind words Someuser, i'm glad you like it.

I'll add the quiet Mannlicher sound to the bug list.

No real plans of expanding the mod, although the desperate fights in the Rhetymnon and Heraklion sectors would make great mods.
The time required to make new maps and/or stratmap is a too big project for me to take on.

Another great documentary on the battle of Crete is the BBC Timewatch episode "Hitler, Churchill and the paratroopers" with a lot of veterans from all sides being interviewed.
I hope the BBC will re-run this episode someday.

Aetius

#3:  Author: 7A_WoulfLocation: Sweden PostPosted: Wed Mar 04, 2009 12:30 am
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Can only agree with Someuser! Great mod, excellent AI!!! :ok2

Been playing all day now (one of the few good things of being unemployed: -Lots of gaming time...) never had such a hard, bloody and fun time. Me and my brave Fallschirmsjäger even got our nuts kicked a few times and I enjoyed every second of it! Smile

Only thing I've noticed is troubles scavenging. Parked a two-man Jäger team with pistols on a dead Recce squad for about four-five minutes, just to check after reading about it on this forum, and they didn't even attempt to arm themselves... Confused

(But that is a prob I can live with as long as the rest is so bloody good!)

#4:  Author: squadleader_idLocation: Soerabaja PostPosted: Wed Mar 04, 2009 12:39 am
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^^^
CC Soldiers need to be "out of ammo" before they start scavenging weapons.
Even if they're only armed with lowly pistols...as long as the pistols have ammo...they won't pick up nearby MG34s Wink
Soldiers armed with only melee weapons will scavenge at the first opportunity.

#5:  Author: southern_land PostPosted: Wed Mar 04, 2009 3:25 am
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yeah i'm enjoying it too anbut i have to disagree with you there Squadie, saw a guy with a loaded MP40 pick up a luger during a battle last night had one of those WTF? moments before he put it down again.

#6:  Author: squadleader_idLocation: Soerabaja PostPosted: Wed Mar 04, 2009 4:07 am
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SL...you sure that the guy wasn't carrying that pistol as his secondary weapon?
From a quick scan of the adb files...there's one German soldier type that carries an MP40 as primary weapon and a Walther P38 as his secondary weapons.
If not...then it must have been one of those rare moments. Our beloved CC soldiers behave strangely sometimes Wink

#7:  Author: 7A_WoulfLocation: Sweden PostPosted: Wed Mar 04, 2009 7:08 pm
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Aha... Thx again Squadleader. Smile

Guess that my brave Fallschirmsjägers have to fire at nothing to get better weapons then... Rolling Eyes

While I'm writing... Best settings for a vs. AI game in the vetmod? Just veteran/veteran, or should I check some of the boxes as well? (allways obey order, never act on initiative, full info?)

#8:  Author: squadleader_idLocation: Soerabaja PostPosted: Thu Mar 05, 2009 12:02 am
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For CC4 Kreta...the only playable setting is vet/vet (as noted in the interface screens).
For best settings vs AI enable "always obey orders" and "full info" for AI.
When enabled "never act on initiative" tend to make the AI more passive...good for AI on defense scenarios...otherwise don't enable it if you want a more active/aggressive AI.

#9:  Author: southern_land PostPosted: Thu Mar 05, 2009 1:59 am
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squadleader_id wrote:
SL...you sure that the guy wasn't carrying that pistol as his secondary weapon?
From a quick scan of the adb files...there's one German soldier type that carries an MP40 as primary weapon and a Walther P38 as his secondary weapons.
If not...then it must have been one of those rare moments. Our beloved CC soldiers behave strangely sometimes Wink


he may have been but he was one half (the living half Very Happy ) of a two man team who dtarted into a building where one of the guys with a lugar had just been killed. Because i was micromanaging his single man attack i was watching pretty carefully. Another thing that may have screwed things up was my inherant inability to read instructions (playing recruit AI vs veteren in the vet mod for germans)

Doesn't matter anyway, he got over his brain freeze and commenced firing on the shell shock creforce troops with his MP40

#10:  Author: Aetius PostPosted: Thu Mar 05, 2009 5:46 pm
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I'll check out the teams that should scavenge, a solution would be to give them only the "melee" weapon.

Thanks for the comments

Aetius

#11:  Author: 7A_WoulfLocation: Sweden PostPosted: Fri Mar 06, 2009 3:26 pm
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With the risk of writing something really stupid Embarassed (I'm an old player, but a total newbi on modding...)

- Can't the pistols be coded as secondary weapons, or don't they scavenge if they have secondary weapons?

#12: Re: Great Mod! Author: Len PostPosted: Fri Feb 24, 2012 3:49 pm
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Yes this one of my Top 5.
I finally got CC4 to run on Vista. Very Happy



Close Combat Series -> CC4 Kreta, Maleme-Chania sector


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