CC5 Battle of Berlin German S vetmod 3.5
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Close Combat Series -> CC5 Battle of Berlin

#1: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Aug 25, 2010 12:29 pm
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Improved performance and to other small changes for this vetmod version.


CC5 Battle of Berlin German S vetmod 3.5.zip
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#2: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: jc_von_preussen PostPosted: Wed Aug 25, 2010 1:51 pm
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Hey, I'm happy to be the first to post here after you.

I'm just wondering how ton insatll you sub mod ... Could you tell us step by step ? Thx in advance !

#3: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Aug 25, 2010 2:07 pm
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Hello,
just overwrite the files in the corresponding folder, save the original files.
cc5.exe in main folder, genames.txt and the other adb files in data/base folder, gc germ  in data/campaign, gamegadg in graphics folder, unzip btd3 in maps folder, follow the rules and settings in the readme and that is all.
good fight  

Very Happy

#4: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: jc_von_preussen PostPosted: Wed Aug 25, 2010 3:23 pm
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Very good,

But do I need to keep BoB installed ?

#5: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Aug 25, 2010 5:57 pm
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Well of course, after you put the vetmod.

#6: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: jc_von_preussen PostPosted: Wed Aug 25, 2010 7:01 pm
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First impressions are very good !

I shall be posting here soon again

Congrats !

#7: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: squadleader_idLocation: Soerabaja PostPosted: Thu Aug 26, 2010 3:22 am
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Thanks a lot, Salhexe!  Keep those VetMods series coming!

#8: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: jc_von_preussen PostPosted: Sat Aug 28, 2010 4:09 pm
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Very great mod.

Meant  to be played as the germans in solo player.

Making the Russians so über means you cant win the campaign anymore by taking the initiative of the attack. That's why I love it. The Russians come waves after waves !

#9: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Sun Aug 29, 2010 12:30 pm
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You can try to resist the line Alt Ranft - Furstenwalde,
but only because the Ai have a little stop, while waiting for the rest of the forces surrounding Berlin, after which there will be a bloody confrontation in the city. Evil or Very Mad

#10: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Thu Nov 11, 2010 3:50 pm
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Here 1° part of The Soviet attack on the Moltke bridge

http://www.youtube.com/watch?v=mak_enjOXUY

#11: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Thu Nov 11, 2010 5:13 pm
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Part 2
The Soviet attack on the Moltke bridge
The German reaction

http://www.youtube.com/watch?v=d_zjnA1wceE

#12: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: Andreus PostPosted: Thu Nov 11, 2010 9:52 pm
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Did that panzerschreck miserably failed knocking out the IS-2 on the top? Or got it immobilized at least? The vid doesn't seem to load right...

#13: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Nov 12, 2010 12:07 pm
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HJ Panzerschreck immobilized IS2, then were hit by the same belief, I was on the left.

#14: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: Sapa PostPosted: Fri Nov 12, 2010 8:18 pm
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And thank you Sapa for making this mod.... Crying or Very sad

#15: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Sat Nov 13, 2010 11:33 am
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Of course!  Smile
Without you modders, close combat would not have lasted all these years.

#16: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: carusoLocation: Livorno PostPosted: Thu Dec 02, 2010 5:23 pm
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hi there!!!

great job!!!

should i have to keep both installed 3.4 and 3.5 or just 3.5 on original BoB ???

I'm asking cause i've seen that in 3.4 there are more files than 3.5....so i'm just curiose...

Thanks a lot!!!

cheers

#17: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: carusoLocation: Livorno PostPosted: Thu Dec 02, 2010 5:36 pm
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please disregard this message

cheers

#18: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Tue Nov 15, 2011 11:58 pm
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For some dang reason I can not get this one in my configuration file. Can someone give me a step by step list of how to get it going. Please!

#19: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Nov 16, 2011 9:38 am
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It's not plugin file you must install manually, see previous page post 3

#20: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 16, 2011 2:49 pm
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salhexe wrote (View Post):
It's not plugin file you must install manually, see previous page post 3


Thanks for trying to help (again  Embarassed ) salhexe. You probably can't understand how I could be so dumb with this.

Questions:
1. So when I download the vetmod where do I download it too? Like to desktop/CC5/somewhere else?  Confused

2. How do you 'save' the original files? Where do you save them?

3. Where exactly are the folders that you overwrite the files on?

Sorry to be so ignorant... I am terrible with this kind of stuff. Thanks a bunch for your help.

Greg

#21: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Nov 16, 2011 4:00 pm
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dgfred wrote (View Post):
Try to reply

Questions:
1. So when I download the vetmod where do I download it too? Like to desktop/CC5/somewhere else?  Confused

where you want

2. How do you 'save' the original files? Where do you save them?

copy it (if you want) in a new folder

3. Where exactly are the folders that you overwrite the files on?

cc5.exe in main folder, presume C/program/ssi/close combat, genames.txt and the other adb files in data/base folder, gc germ  in data/campaign, gamegadg in graphics folder, unzip btd3 in maps folder


Greg


I hope this help you

#22: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 16, 2011 4:15 pm
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Thanks salhexe! Cool  I will give it another try this evening.

#23: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Nov 18, 2011 3:16 pm
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I chickened out thinking I might mess up my original files by not copying or overwriting something in the wrong place.  Embarassed

Sorry to bother you about this Salhexe. Maybe I will download the vetmod soon, I can always re-install everything later on. Thanks for your help anyway.

#24: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Mon Nov 21, 2011 8:08 pm
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OK, I got it downloaded. Thanks salhexe.  Cool

#25: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Tue Nov 22, 2011 4:37 pm
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Haha.

I was in Reitwen (sp) thinking I would stop the Russians at the crossroads as usual, and they would piddle around there the rest of the battle when I glanced south and saw a Russian Infantry unit RUNNING right by two of my Infantry teams in buildings on ambush straight for the VL on the hill  Shocked . Both teams ran to the back of the building and killed all but one of the Russians, but the battle ended and now they have a setup area available right next to the VL and behind the German lines. I was quite surprised. Thanks for the fun salhexe.

#26: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Tue Nov 22, 2011 5:20 pm
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I've also been looking at some of the BOB with 3.5 vetmod battles posted on youtube by closecombat5. It looks to me that, although the morale/all vls/time/no initiative/etc are correct in the settings... he has the Russians set to elite and the Germans set to recruit.
Isn't it supposed to be the other way around?

#27: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Tue Nov 22, 2011 7:44 pm
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Yes, he used hero for Ai!! and recruit for him, used the inset map and the zoom view, so he had many tanks and facilities, but was destroyed however. Smile

#28: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Tue Nov 22, 2011 8:38 pm
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A question.

If a Russian BG is scheduled to come into the game on a certain date, but the Germans still hold that battle map... does the BG still enter and if so where does it enter?

#29: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Nov 23, 2011 10:15 am
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Bg enter in that map as russian attack.

Here my best soldier in 3.5. No RK conquest

Actually testing 3.6, try to have best performance but cc5 is limited, would be optimal have translation in WAR



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#30: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 23, 2011 2:18 pm
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I have completed up to the last battle of Rd 2 at Seelow Heights (day one) with casualties as:

German  70 KIA/ 78 WIA    2 armor/0 vehicles/6 guns
Russian 155 KIA/ 112 WIA  23 armor/1 vehicle/0 guns

*Only map so far with severe difficulties in day one is the 9th FJ at Golzow, they are barely holding decent positions. I also have problems with the Reitwein map, as my PzIV and several guns got blasted without even getting off a shot.  Shocked

I really like the Berlin maps (thanks Sapa), and am enjoying your vetmod. Thanks for your effort.

#31: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 23, 2011 2:22 pm
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I have a sniper with 11 kills after 2 battles... and he is still alive  Cool .

#32: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Nov 23, 2011 3:37 pm
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Seelow Heights it's the only map where you can resist but no more that 1 or 2 turns because could be cut out of your lines. Rectify  your line!

#33: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 23, 2011 4:06 pm
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Yes. I destroyed 5 armor units with no German losses there in the first round. I will probably withdraw the Muncheberg Division after this turn/battle and replace them with the infantry division waiting in Seelow. I moved a couple of PG/Inf BGs north and west to shore up the lines.

It is kind of depressing seeing Russian BGs with 20+ tanks/etc in them with the Germans only having two or three armor units even available in theirs. Going to get pretty dicey.

#34: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Nov 23, 2011 5:41 pm
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This is my situation at last day 21 (3.6), i try to preserve my tank and to make a Fortress around Berlin, every single amminition is precious, you will see different maps very boring (alt ranft, bahn est for example) ai sleep and and ye also Smile


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#35: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Wed Nov 23, 2011 5:53 pm
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Please keep posting screenshots of your 3.6 game, I really enjoy them  Cool .

#36: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Thu Dec 01, 2011 2:09 pm
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Day 22 first turn, after first battle, I have not missed a vl defense and a Soviet division has infiltrated the fortress and now is already flat. I'm in trouble.


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#37: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Thu Dec 01, 2011 9:28 pm
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I'm getting worried that I installed something wrong.

I am half way thru the battles of the 4th day (19th) and I am still holding (though barely) the original maps the Russians attacked into. I have lost 6 tanks and the Russians over 60. The only unit in dire straights is the one in Reitwein... and that is not because of the Russians over running them but because of lack of troops in the battle group.
I have also adjusted and moved my battlegroups to have the SS units with Tigers and Panthers meeting the Russian Tank Groups entering on the 22nd. So far so good. Fortress is holding.

Is there any way to see from my game screen/main screen if I did install everything correctly for 3.5?

#38: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Dec 02, 2011 11:28 am
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If you have many tank and Russian few troops certainly something not good, the setting for you is a hero for Russian recruits. Or you did not put the vetmod files in the right place.

#39: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Dec 02, 2011 2:38 pm
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Yes. Settings elite for me, recruit for Russians.

Moral, etc are all set correctly per your picture in the vetmod file.

Can I look at the platoon leaders or other units to be able to tell if the vetmod was put in the right place? Or even the Russian units?

Do the Russian Battle Groups come in on the south flank of the map on the 22nd in the normal Berlin Mod?

#40: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Dec 02, 2011 2:48 pm
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salhexe wrote (View Post):
If you have many tank and Russian few troops certainly something not good, the setting for you is a hero for Russian recruits. Or you did not put the vetmod files in the right place.


I am not clear on your statement  Confused .

I don't have many tanks or units for the German side... and the Russians have massive amounts of troops. It is just after taking a couple of vls the Russians sort of 'piddle about', then some times I am able to take the just-taken vls with counterattacks the next turn.

*One note to my earlier tank loss remark... last night in the battle of Reitwein I lost 2 tanks (StugIII and PzIV 70) and the Kampfgruppe only has 1 left  Shocked . Shouldn't have even mentioned it  Rolling Eyes .

#41: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Dec 02, 2011 2:48 pm
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If you have this files in data/base you are right


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#42: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Dec 02, 2011 2:52 pm
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OK, I will check tonight. Thanks.

What about the Russian BGs entering on the 22nd in the 'What If' grand campaign? Does that happen in the normal Berlin Mod?

#43: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Dec 02, 2011 3:36 pm
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dgfred wrote (View Post):
I have a sniper with 11 kills after 2 battles... and he is still alive  Cool .



Sniper Auricht now has 23 kills and the Iron Cross... and is still alive at Neu Barnim.  Wink

#44: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Fri Dec 02, 2011 10:59 pm
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salhexe wrote (View Post):
If you have this files in data/base you are right


The files are there, but the dates are not the same. I have done something wrong and have been playing the regular Berlin Mod for about 2 weeks. Dang it.

I told you I was terrible at that downloading/transferring files stuff.  Embarassed

#45: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Sun Dec 04, 2011 2:35 am
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Well at least I know what to ask Santa for:

Salhexe to make a plug-in form of his vetmod for dumb dgfred. Embarassed

#46: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Mon Dec 05, 2011 11:50 am
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I'm sorry, I could do only one, I tried several times without success and I gave up, however it is a few files for vetmod and copy them for two minutes of work. Smile

#47: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: dgfredLocation: N.C., USA PostPosted: Mon Dec 05, 2011 2:15 pm
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salhexe wrote (View Post):
I'm sorry, I could do only one, I tried several times without success and I gave up, however it is a few files for vetmod and copy them for two minutes of work. Smile



Not your fault... I am the dunce  Embarassed .

#48: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Mon Dec 12, 2011 2:01 pm
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A charming view of Brandenburg Gate from cod waw


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#49: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: CC_CO PostPosted: Fri Dec 23, 2011 3:05 pm
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I have used the German Vetmod 1.0 for a while now, and think the game as Germany is difficult enough as it is. And great play too, so thanks for making this excellent mod. However, in regard to 3.5, is the increased difficulty focused on a more aggressive AI, or is the difficulty focused on lesser German weapons, units and ammo? In Vetmod 1.0 there is already a shortage in everything i think.

#50: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Dec 23, 2011 4:07 pm
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Thx,
in every update I tried to improve the realism and improve the performance of the ai movement, as you know one of the shortcomings of the series close combat. Would be desirable for someone to translate into war / tld for further improvement of the performance and more accurate setting. Smile

#51: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Dec 23, 2011 4:11 pm
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CC_CO wrote (View Post):
I have used the German Vetmod 1.0 for a while now, and think the game as Germany is difficult enough as it is. And great play too, so thanks for making this excellent mod. However, in regard to 3.5, is the increased difficulty focused on a more aggressive AI, or is the difficulty focused on lesser German weapons, units and ammo? In Vetmod 1.0 there is already a shortage in everything i think.


1.0 was a first attempt. You see in readme the changes in search of improved performance and realism

#52: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: CC_CO PostPosted: Fri Dec 23, 2011 7:27 pm
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The installation was a bit harry for a data-dummy like me, but it seems its working. 3.5 is located in the game-menu. and I have put the settings according to the image.

Looking forward to the challenge. Not much fuel and ammo though. In fact almost zip? Hmm

Question:

Is the German order of battle file referring to this vetmod 3.5 too, in regard to the eventually new types of BGs in the game?

#53: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Fri Dec 23, 2011 7:38 pm
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No they aren't pln files , simply overwrite them

#54: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: CC_CO PostPosted: Fri Dec 23, 2011 8:46 pm
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Should the German battle order-file also overwrite something? I have only read it. Thought it was an info file-only?

I have overwritten the files explained in this thread and so far the game seems to work fine.



TURN 1 THE FOLLOWING REPORT IS NOT FROM 3.5, BUT AN HYBRID OF 3.5 and 1.0 - A MUCH EASIER GAME THAN 3.5. PLEASE READ THE POST BELOW FOR EXPLANATION

My fist battle-result in 3.5 HYBRID.



This is the first time in BoB I have lost so many troops in the first battle. Normally my looses against the AI would be around 10-15 men, thus more than double up. However, I did try to deploy as many units as possible up forward on the north-east hill. And since my first panzerschreck-team did not manage to hit a otherwise perfect slow moving steel-target, I essentially got slaughtered on that hill. My second schreck-team never got to fire a single shoot, cause it was somehow spotted and slaughtered at a distance in its dug-in trench, even though I had it on ambush? Has the AI increased detection-skills in 3.5?

It seems the amount of ammo has been drastically reduced. Only had 2 panzer-rockets per team.

The second battle - Golzow:



Very challenging with units having no training, lol! My Pack 40 crews have zip training in their equipment, talk about gun-crews being under pressure. No distance-duels in this round, that is far too risky. Also, the AI seems to act more aggressive now. It make longer punches. Haven't seen that in version 1.0 before. Thanks to the modder.

The third battle - Reitwein:



I like the result. Haven't achieved that ever before in BoB, including in vetmod 1.0, and I have deployed my troops pretty much where I always do. Anyhow, it seems terrain plays an even bigger role in 3.5 than in 1.0.


The fourth battle - Seelow Heights:



This result is the pretty much same as any average first battle on this map in vetmod 1.0. Poor first russian attack wave. A slaughter. However, if the second wave is a heavy tank BG as in vetmod 1.0, it will perhaps be my boys becoming the poor ones. I tend to use volksturm units as infantry in this first battle. Rest of my BG consist of guns and mortars.



TURN 2

Second battle of Neu Barnim:



Fine result. Only problem is that I have almost no ammo. If the ai stopped concentrating its infantry, its losses would have been smaller. My sniper had 5 bullets. Perhaps that is a bit too challenging a vetmod? I'm sure any sniper would have been able to have picked up ammo from some dead troops at the front. Anyhow, he killed 1 or 2 russian troops with those 5 bullets.

A glimpse from the battle. The russian AI assaulted the command post frontally at first. I had a flame-thrower inside. Whole russian squad got toasted and I lost the flamer-crew. Then the AI send in an assault gun north of the post (flanking?) - but it received a warm welcome from a panzerfaust. Then it send in a second infantry squad south of the command post (flanking?) but it got harassed by my sniper further back and the rest of the squad got shoot to pieces by my zugführe team on the reverse slope.  Then the AI massed several squads and yet another assault gun, while using artillery in the area simultaneously - and I finally lost the post. Then the battle ended. I think the russian artillery hit some of its own people?

Battle of the command post. You can see the defeated flanking attacks and the black burned troops from the frontal assault.




The second battle of Golzow:



Devastating result. I lost half the deployed troops. I was completely slaughtered. I think I deployed my untrained troops quite poorly, and they also somehow tends to get spotted at a distance, even when hidden inside bunkers. Is that a coded feature in 3.5? that untrained troops somehow get spotted easier? The Russian AI had a lot of its infantry-troops deployed up front from start, supported by 5-6 tanks.

I will not be able to hold this map for long, so that is huge difference from vetmod 1.0, cause in that version its fairly easy to hold this map for several days.


The second battle of Reitwein:



Equal losses, so not bad but also not good, since the russian AI has superior forces. I think I need to kill 5 or 10  times as many troops as I loose, in order to at least try and blunt the russian attack. Anyhow, despite I loose my 2 tanks and a too much of my trained infantry (in this BG my units have training) I manage to hold onto the position. I actually lost the flag at the farmhouse but a counter-attack brought it back in my hands. I used 3 group-leader squads in my counter-attack, so that was risky, and they all took looses. I wish the Germans had at least a air-support now and then.


End result April 16th and the first 2 turns in the hybrid



No russian breakthrough yet, but that will happen soon. This line will end eventually, that's for sure. And so will this little campaign-report using vetmod 3.5 for the first time. Great and addictive Vetmod :-)

My only humble criticism is that a little more ammo would be nice. And some more trained para-units too. Especially the gun-crews.  


Question: That invisible timer is great, however, it blinks constantly, thus a bit distracting. Any way to remove that blinking?


Last edited by CC_CO on Sun Dec 25, 2011 3:52 pm; edited 4 times in total

#55: The above campaign-report is not based on a correct 3.5 Author: CC_CO PostPosted: Sun Dec 25, 2011 2:56 pm
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omg, lol, so all the above images are essentially from a messed-up 3.? game, cause first at now I understand what those adb files were all about, meaning the images from the game above is a 3.? without any of the 3.5 abd-files copied over in the base folder.

However, now I have copied them over in the base folder (and made backups too) and the 3.5 game I started up now is therefore quite different. Well, very different. Essentially a game with no forcepool in the first BG at Neu Barnim. The BG also starts out with plenty of depleted squads. So now I begin to understand why people say its difficult to even hold on to a map, for more than a couple of turns. lol!

On note, an exe plugin for the vetmod would really help the users I think. Cause data-dummies like my self wont at first sight understand what files to copy were, thus as I just did, some people will end up playing a hybrid mod like the one I posted images from above.

Oh boy, with the copied files installed correctly this game now seems to be like...desperate difficult and not just difficult.


Question: If I disband a BG from start will its force-pool and its eventually reinforcements (if any) be spread out to the other BGs? Cause here in turn 1, I'm already considering to disband two of my BGs.

#56: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Tue Jan 10, 2012 6:17 pm
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Shots from 3.6

the mod to be played as they were locked bgroups and you have possibility to have tigers and other tank



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situation at day 24
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t34 destroyed in turn by at trupp
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Tiger ran out of ammunition is destroyed by t34 flame
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The last tiger defending Moltke Bridge that remains a crucial defense
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#57: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: CC_CO PostPosted: Wed Jan 11, 2012 3:35 pm
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Cool.

The thing I especially like about this mod, is the amount of death it has over it. Dead bodies in the fields and cars abandoned near that bridge, - cant remember the map, a medium urban map in front of Berlin.

Playing the vetmod made me watch several videos about the battle and do some reading too. So very inspiring. Thanks salhexe.

I think though, some more dead bodies, in general, inside buildings with roofs for instance, would only add to the feel of this slaughter this battle was. I read that in many places entire German families would commit suicide, and the red army troops would simply find them lying there in rows inside their houses.

So unless you think it is too splatter like, perhaps adding lots of civilian dead bodies, all over the maps, in the streets and houses, and near choke points like bridges, would add a good feel to the mod?

When playing the mod you also get this feeling that there is nothing you eventually can do as German.It ios just a wall of fire coming against you every time your troops are spotted.

#58: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: chessmasterLocation: Antwerp and Ghent PostPosted: Mon Jan 16, 2012 10:27 am
    —
BOB is great and the vetmods make it more enjoyable and challenging great job!

some questions:

- when a battlegroup gets disbanded when in supply does it return at a supply depot?
   -> do the rules of cutting off a battlegroup count and by doing so removing the bg permantly from the map

- when more then 50 % of a units crew is killed does it still return?  
   -> are there ad hoc infantry=  new infantry platoons composed of survivers

- should the vetmod 3.5 be played with morale on or off?

- if i wanted to alter some details like add german airsupport here and there and a little bit of ammo, how do i do that?
   i agree with some that it could be more enoyable but still very challenging that way

- is 3.6 the latest version of the vetmod? is it online yet?



thanks for the answers and the great mod!

Auf wiedersehen!

#59: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Mon Jan 16, 2012 12:54 pm
    —
Thanks for your interest.

I reply to what I understand, and I know:

bg disbanded return to depot in cc5, in vetbob  German have no depot so they do not return.

for the setting see the image into the file vetmod

to increase the base ammunition you need to modify files

3.6 is in testing and I'm using it as if it were locked bg

see you soon Smile

#60: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Jun 06, 2012 12:38 am
    —
hehe, it s been a while since i checked.


in version 3.6 locked bg's? .. crazy shit in BOB :p    would the german player still win vs AI ?

  I guess that's more realistic, for they were surrounded and a lot of german bg's were pinned in there position,
  but you should make the russian squads realistic, 6 or 8 men squads in stead of 10 it would make the game more balanced, yes even against AI

tip for 3.6

- ad-hoc infantry like in LSA would be ideal, as most infantry back then was composed out of different squads


but maybe that's an idea when someone would start to make BOB for lsa for Head2Head battles Smile I wish I'd be around when that day comes

PS salhaxe your overwhelming russian artillery, mortar fire.. is killing me :p

#61: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Wed Jun 06, 2012 7:27 am
    —
Hi
in 3.6 there are not bgoups locked cc5 is not possible, but I suggest to play as if they were, reflects more the reality, playing with the survivors of the previous battle.

Bring BoB in war/tld is desirable, you could do a lot more things, maybe someone is preparing(I hope).

I am finishing the gc, missing 2 days and I still have 3 maps, I'll post the finish result.

#62: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: chessmasterLocation: Antwerp and Ghent PostPosted: Wed Jun 06, 2012 8:59 pm
    —
ok

I have noticed something the other day

I was fighting in the suburbs area of Berlin and i had this mortar team stationed in a street between high buildings 3 of 4 stories high.
On the map Dalham and some of the mortars i couldnt get over the buildings, thank god it were smoke grenades or otherwise they would be dead.

After that when I was aiming at further away targets and a slightly different angle I could get the grenades there.
Did not know the grenades could bounce of high buildings.

Does this go in all cc5 or other cc games, I wonder?

#63: Re: CC5 Battle of Berlin German S vetmod 3.5 Author: salhexe PostPosted: Thu Jun 07, 2012 7:06 am
    —
I agree with you,

smoke granade "bounce" on the roofs, all happens in CC, it is difficult to hit the empty space between buildings.



Close Combat Series -> CC5 Battle of Berlin


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