Mods & Grand Campaigns
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Close Combat Series -> Close Combat Cross of Iron

#61: Re: Converting CC3 Mods to COI Author: schreckenLocation: Sydney, Australia PostPosted: Sun Feb 19, 2012 2:58 am
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i can see Stalky.. just behind my right shoulder   Smile

#62: Re: Converting CC3 Mods to COI Author: TejszdLocation: Canada PostPosted: Sun Feb 19, 2012 3:32 am
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Thank you too Shrecken!

#63: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Sun Feb 19, 2012 4:47 am
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Real Red Grand Campaign in 2012 is very Retro.


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#64: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Wed Feb 22, 2012 3:29 pm
    —
CCIII Valley of Tears for Cross of Iron

Here.............


http://www.4shared.com/zip/FLeO0TBl/VoT_for_CoI_Beta.html


ENJOY!


Last edited by DAK_Legion on Mon Mar 05, 2012 7:12 pm; edited 1 time in total

#65: Re: Converting CC3 Mods to COI Author: bernd_nowak PostPosted: Wed Feb 22, 2012 5:56 pm
    —
Thanks a lot!!!!
My goodness. Do I need additional maps to play the mods? Or are they included?

Anyway, thanks for the work to those who made the current beta mods and to the original modders!

#66: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Wed Feb 22, 2012 7:11 pm
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Hi Brend!

You need download the maps for each mod!

#67: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Feb 22, 2012 7:30 pm
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DAK_Legion wrote (View Post):
Hi Brend!

You need download the maps for each mod!


Most if not all mods have a custom grand campaign made to work with them. Some have their grand campaign built into the mods plug in files. Some grand campaigns are made for a mod but are not included in a mod download files. In order to play those custom grand campaigns you will need to find and download them seperately. That's the grand campaigns, when it comes to Maps you almost always need to download either a map pack for that grand campaign or individual maps. You can find these files in three places now, CCS CC3 or CoI downloads, Matrix, or here in the forum linked to individuals downloads.

One point for those new to using mods. You can use any mod without getting the grand campaign & maps for that mod. As long as you only use it to play custom battles of maps you already have in your map folder your fine. You can make custom battles for any mod on the maps that come with the original game.

We have been working together to get the mods ported over. The next step will be to find all the grand campaigns floating around and organize them.

#68: Re: Converting CC3 Mods to COI Author: bernd_nowak PostPosted: Wed Feb 22, 2012 7:59 pm
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Can the CC3 maps used without 'porting' ? And if there was a GC is it included in the ported mods or can the existing ones be used?

#69: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Feb 22, 2012 8:11 pm
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bernd_nowak wrote (View Post):
Can the CC3 maps used without 'porting' ?


Yes all custom close combat III maps work with cross of iron no porting or conversion is needed.

Maps from other games require a conversion but sometime work on cc3/coi depending on size. Like for example you can find many of the cc4 and cc5 stock maps that have been coverted for cc3/coi in the download section of CCS.


Last edited by US_Brake on Wed Mar 14, 2012 9:53 pm; edited 1 time in total

#70: Re: Converting CC3 Mods to COI Author: schreckenLocation: Sydney, Australia PostPosted: Wed Feb 22, 2012 8:25 pm
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All the mods originally ported to CoI came with their new GC's ported as well as battles and ops in most cases.

Trouble is many mods only had a single GC made for it and no other ops etc.

You make GC's the same way you did for CC3, make a bunch of ops and string them together with a text file.

#71: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Feb 22, 2012 8:49 pm
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Schrecken, how do I get Starfurys cc3 gc "Road to Moscow" to work on coi?

I just have the old plug-in from cc3 for it.

I believe it had no pre-picked units so it should work with any mod.

#72: Re: Converting CC3 Mods to COI Author: schreckenLocation: Sydney, Australia PostPosted: Thu Feb 23, 2012 12:56 am
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Post it to me and I'll make it work.. or attach here.

#73: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Thu Feb 23, 2012 1:07 am
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schrecken wrote (View Post):
Post it to me and I'll make it work.. or attach here.


Starfury is active at Wargamer forum but I am banned from there. Maybe someone can send him a message with a link to this post. He also had a mod project on Kursk that may be unfinished. CB_Milesteg made a Moscow to Berlin it would be hard to find.

GDS Starfury Wargamer



Here you go.

Close Combat III version of Road To Moscow Grand Campaign by GDS_Starfury


Last edited by US_Brake on Wed Mar 07, 2012 10:16 am; edited 4 times in total


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#74: Re: Converting CC3 Mods to COI Author: schreckenLocation: Sydney, Australia PostPosted: Thu Feb 23, 2012 9:48 am
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Still needs maps

izyum is the first

if you give me a maps list I'll pput it all together.

Unzip to your plugins folder and use modswap to install.

Play the Road to moscow Campaign (scroll to bottom of list)



RoadToMoscow_Grand_Campaign.zip
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#75: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Thu Feb 23, 2012 10:14 am
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Real Red Grand Campaign
       Road to Moscow


Map List for Road to Moscow by GDS_Starfury
Stars old page

Road To Moscow Operation 1 : Crossing the Frontier

Hills
Saloninka
Izyum4
Izyum5

Road to Moscow Operation 2 : Into the Rodina

Poland1
Ukr1
Ukr2
Ukr4
Russia1

Road to Moscow Operation 3 : The First Line

Verrier Ridge
Lvov4x
Carantan

Road to Moscow Operation 4 : Minsk Mayhem

Caen
City
Dresden
Norm3

Road to Moscow Operation 5 : The Bear Rises

Capiquet Aerodrome
Embank2
Odon
Ouzon

Road to Moscow Operation 6 : The End of the Rope

Yelina1
Yelina2
Yelina3

Road to Moscow Operation 7 : Farm Picnic

3patrol
3patrol2
3patrol3

Road to Moscow Operation 8 : Driving on Smolensk

Farm
Maas
Maas3
Maas4
Town

Road to Moscow Operation 9 : The Rape of Smolensk

Stonne1
Stonne2
Eban1
MetroNij

Road to Moscow Operation 10 : The Vyazma Encirclement

Chataeu
Meja1
Meuse2
Finlake
Steppe2

Road to Moscow Operation 11 : Winters Rush

Fortif
Gerdef
Bjelrus
The Farms

Road to Moscow Operation 12 : A Push and a Shove

Lesna1
Kursk5
Kursk6
Kursk4

Road to Moscow Operation 13 : Snow Inferno

Vistula3w
Izyum1w
Izyum2w
Izyum3w

Road to Moscow Operation 14 : Dream of Summer

Velluki1
Mhrhm1
Winter
Ratter1

Road to Moscow Operation 15 : A Stones Throw

Velluki2
Velluki1
Ilmen
Ristini
Pulnimi

Road to Moscow Operation 16 : The Bitter End

Viipuri West
Kharkov4
Stalwin
RedSquare
_______________________________________________



Link



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#76: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Mon Mar 05, 2012 7:14 pm
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Now Valley of Tear_Beta_for_CoI.......................ZIP


For the Great Player....ZIP_Brake;)

#77: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Tue Mar 06, 2012 2:41 am
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I found CC3 original Real Red Jabos sub-mod by Zon. He gave us permission to port it if someone has time.

Sub-Mod for CC3 Real Red  JABOS



Last edited by US_Brake on Wed Mar 14, 2012 7:21 pm; edited 7 times in total


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#78: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Wed Mar 07, 2012 8:20 am
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TT's Original Vet Mod for CC3 (see DAK_Legions post below for COI beta)

TT's original artwork Photo



Last edited by US_Brake on Wed Mar 14, 2012 7:22 pm; edited 1 time in total

#79: Re: Converting CC3 Mods to COI Author: DAK_Legion PostPosted: Thu Mar 08, 2012 3:11 pm
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if I have time this week makes the conversions of this mods;)

you should try the guide that I send  you;)

No Progress with the Brake´s Conversion?

Any news about Corsair CCIII Indochine?

#80: Re: Converting CC3 Mods to COI Author: US_BrakeLocation: USA PostPosted: Thu Mar 08, 2012 4:07 pm
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Yes, I need to take another crack at that conversion. Not many mods left to port.

I have updated page 1 with a list of Grand Campaigns' which are complete, and I have been researching GC's made for the mods you ported and any others that may be around.

No word on Indo.
_________________________________



Allies III Mod

Guillhaume made the Allies III Mod and it had some interesting Campaigns.

from the ALLIES III readme

Version III of the Allies submod differs from version II with the addition of some new teams, and
a few new sounds, too. And changes in the names of the German teams. All the indirect fire weapons
were removed. I make so much minor alterations that now i don't remember anymore. For example: the
German tactical organization don't had a light mortar section in the rifle company level, like the
Americans. The 5 cm mortar were held by the platoons. Another changes was in the rarity of units.
I try to make the campaigns more challenging even if you play like German or Allies.  I think that
is one of the more difficult tasks. If only we had CC 2 AI with CC 3 structure... (and i don't
believe that CC 5 make this...)

All the credit must go to the original creators. How does Maxwell Smart say it? I used the "old
trick" of copy and paste. Thus, I grabbed one sound from Felix Steiner's Sound.sfx, a few graphics
from the 1940 France Mod and CS Mod, etc., etc.

This submod includes seven campaigns: BARBAROSSA, showing the Battle of Arnhem; STEMMING THE TIDE,
with the British fighting from the D-Day to a what-if conquest of Berlin;  (with the special
permission from Sabot and Cathartes); NAPOLEON'S FOOTSTEPS, with the French-American campaign from
the south of France to the Rhine; HAMMER AND ANVIL with the Yankees (and Southerners) from the
Omaha to a what-if conquest of Berlin; ENEMY AT THE GATES, showing the antipartisan
warfare in the south of France; ACHTUNG PANZER!, showing a copy of the CC5 campaign in the Cotentin
and REICH ON THE ROCKS, with a hypothetical German victory in the Ardennes and a ulterior
reconquest of France (only a Hammer and Anvil reverse...)
Includes, too, 98 Battles and Operations.

I made four RU Teams, a French, British, a US and Allies (default). Maybe you will wish to play
the Napoleon's Footsteps with the French RU Teams, but if you want to play it with the British
RU Teams, don't be afraid of that, i don't will knock on your door some day to throttle you for
this.

I wish to thank Zonbie. Without him, this mod never would be released. In truth, this guy loves
very much the CC community. Since I haven't got ICQ, I sent all these archives by email to him
-- true torture. Thanks to Cathartes and Sabot for the permission to use the Commonwealth
Summer Mod's ops. These guys are true comrades.

By the way, I hope that English errors inside the game don't bother anyone. Shakespeare's language
is not mine. My thanks also to the Sgm Smith, Comrade Blabski, GS_Marcks and all the CC community
for their advice.


Guillhaume, a humble fan of CC 3.



Sub-mods for Allies III

1) FR Allies - This subplugin change the default yankee (and southerners)
forces into Free French forces and show two campaigns with them. One showing
the french-american advance from the south of France to the Rhine
(NAPOLEON'S
FOOTSTEPS) and another showing the German antipartisan war against the
Maquis (ENEMY AT THE GATES).

2) UK Allies - This subplugin change the default to British/Canadian forces
(what a
pitty that none Anzacs fought in Northwest Europe...). This have two
campaigns: one showing the Commonwealth advance from Juno Beach to a
hipothetical conquest of Berlin (STEMMING THE TIDE). Another shows the
Battle of Arnhem (BARBAROSSA!)

3) German Civil War - Well, this is hipothetical civil war in Germany
between
the Nazi Waffen-SS and the German Army in sequence of the Plot of July,
1944.
This have only one campaign (LAST HURRAH).


Last edited by US_Brake on Thu Mar 15, 2012 3:53 am; edited 3 times in total



Close Combat Series -> Close Combat Cross of Iron


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