VETBoB 71712
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#166: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Wed Jul 18, 2012 11:27 am
    —
The Splash Screen is still in the Mod.
The new Main Screen isn't due to the fact that a new .EXE every time a patch comes out will ruin the game.
I've never done any editing of the Strat Map so I have no idea what your saying here.

Just played Hosingen with no problems.

The 2 new BG's still have issues but they are Not used in the GC.

Not saying it wont crash,but it seemed fine on this end at the time.
Would be nice to know exactly when it crashed on you.

#167: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Wed Jul 18, 2012 9:25 pm
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Crashed when allied morale was crushed initially. I just retried it (same save) and it played correctly and finished.

The map in question I meant is the new one that was added initially (strategic) map over the stock one in the last release that is not in this Beta release. It would not allow some movement the last time during execute phase was one problem. Don't remember exactly everything.

Am using the latest, 4.15.15 patch.

Thanks again and understand why can't change the screen and use the same "TTVetmod" screen. it makes sense.

Thanks again and if anything else? Just ask.

JS

#168: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Wed Jul 18, 2012 10:39 pm
    —
johnsilver wrote (View Post):

1)Crashed when allied morale was crushed initially. I just retried it (same save) and it played correctly and finished.

2)The map in question I meant is the new one that was added initially (strategic) map over the stock one in the last release that is not in this Beta release. It would not allow some movement the last time during execute phase was one problem. Don't remember exactly everything.

3)Am using the latest, 4.15.15 patch.

4)Thanks again and understand why can't change the screen and use the same "TTVetmod" screen. it makes sense.

Thanks again and if anything else? Just ask.

JS



OK
1)How could you know the Allied Moral had been crushed initially when I have removed the ability to see it?

2)Again I have 'Never" changed the Strategic Map,Not connections or anything.I did put back the Original Schoenberg MAP that came with the game and just now swapped the Eifel 1 and 2 because I cant help but to think us CCIV fans have seen enough of that map.And to be perfectly honest it was totally stupid that no one figured that out.
You have a new Eiflle map that "NEVER" gets played because of where it sits on the Strategic Map and you put in the "OLD" map that gets played right from the start? How does that happen?<--My little rant towards another Matrix "FAIL".

3) That's good,but the current patch is 4.15.15b (is it just a typo your missing the ( b )?

4)I have no idea what that means,You should see the soldiers sitting around talking/smoking right after the game launch's and then the main screen with all the buttons like Play Game/scenario editor etc etc.And it says TT's VETBoB at the top.

I'm not trying to give you a hard time by any means and I can "Completely"understand if you don't know the exact file name/editing or what have you.
I "Love" the fact that you enjoy it and have waited patiently for me.
And by no way shape or form do I conclude this to be a complete Mod.

But if possible please be clear in what you say.


I "Know" the Stock game crashes,It's been reported,I have experienced it.It appears to me that WAR has the same old 00:00 timer crash that CCV had so I will put those graphics back in hopes of trying to determine what/when the Mod crashes.At this point I can only conclude they have "NO IDEA" on how to fix that,and to be honest I don't care I just cant stand playing the Stock game,no matter what this Mod looks like it's still a 1000 times better than the Stock game.



Thank-You very Much,
Please come again Smile


Last edited by platoon_michael on Sat Jul 21, 2012 3:18 am; edited 1 time in total

#169: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Thu Jul 19, 2012 11:30 am
    —
Another update.
Fixes the 2 new BG's and includes a VETBoB GC file.
See first post.

#170: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Fri Jul 20, 2012 6:43 am
    —
Hi Platoon:

1) Guestimation on my part.. Allied forces are littered killed all over the map. you get the "idea" after playing vs the Ai when they are going to retreat/fail from morale.

2) Maybe I should call it the overview map then? it was included on the initial release you had very temporarily and it is the add on linked at the matrix page here:

overview map

3) Correct. Beta patch, 4.15.15b.

4) Correct. I think miscommunication on my part.

Finally....

I agree with your analysis of the stock game for other reasons, besides the ones you list (agree with them also.

The teams they have reek. US and Axis. "your" mod is by far my favorite and no kidding? Have played it over a dozen times, start to finish in WAR alone..

If by some chance you would go and add something the Allies (cough, cough) didn't have to even things out? Throw 'em a few 76mm Shermans... Yes, it goes against part of the goal of realism.

Thanks for the mod update also. grabbing it now  Very Happy

JS

EDIT:

Platoon:

Something not mentioned in the notes on the 1st page and HUGE change.. Axis forces begin out of fuel.. Nice  Twisted Evil The way it should be and forces the Axis player to begin with foot troops and actually "think" a bit more as well.

Kudos again.

#171: Re: VETBoB 71712 Author: TejszdLocation: Canada PostPosted: Fri Jul 20, 2012 4:10 pm
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If you experience the timer running out crash are you using Win7 with XP compatibility mode? You shouldn't need compatibility mode for WAR, TLD or LSA and turning it off could help....

#172: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Fri Jul 20, 2012 5:29 pm
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Thank You
I'm using Vista but I will check.

#173: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Sat Jul 21, 2012 1:55 am
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Tejszd wrote (View Post):
If you experience the timer running out crash are you using Win7 with XP compatibility mode? You shouldn't need compatibility mode for WAR, TLD or LSA and turning it off could help....


Thanks for that. Using Win7, but no compatibility mode for WAR.

Had forgotten about that also.. Always sumfin..

JS

#174: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jul 21, 2012 3:18 am
    —
The beginning is supposed to be ruff on the Allies but I still think they are too weak.

It was Salhexe's idea to limit the fuel.
I've also been using a little bit of what he wanted for the Force Pools.


Now I understand,
Yes the .ovm's
Schrecken re-sized them and I believe he has them hosted at that site.But I never checked.
If you have a good PC you can always download Mine
But be warned,they are Very large files.
But the clarity is Awesome.

#175: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Sun Jul 22, 2012 3:09 am
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Why cant we delete posts?

#176: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Fri Jul 27, 2012 9:32 pm
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Just a little more feedback on how the new campaign adjustments feel personally.

Lack of fuel period 1st turn of day1 for Axis and 1/2 fuel on 2nd turn was a great addition. Lack of fuel for all reinforcing troops on Axis side also appreciated. this gives the campaign a better feel and leads to battles (for me) on maps hardly ever fought over before, like Beho and Margaret. Those are almost always passed over and now? With the delay in waiting for fuel? Am having Allied forces in places never seen show up.

Have *not* looked over the units themselves, but am curious as to the new Axis(?) unit that appears,  in green background other than dark brown like normal Axis that has nothing but captured equipment in it, but has no unit designation on the main map? Is that one of the 2 new units you mentioned as being added and not supposed to be available? Does that make sense?

Equipment added/subtracted was nice. 77th for instance having all those (17) Hetzers could be placed on any of the Allied supply hexes and was more powerful than any other Axis unit previously. Having only 6 now makes it much more vulnerable, but still ultra powerful with a full compliment of 20 VG.

Peiper was weakened, as was SS KG Hansen. Peiper losing all (most) of it's infantry. Seems most of the SS were stripped. Not used Krause yet and purposely not looking at the units to make it a "surprise" 1st time use each unit...

As you can tell Platoon, have enjoyed it immensely and no more crashes. The spotters requiring LOS.. Tigers and other "heavies" not even used yet will have something for everyone.

Outstanding thus far :-)

JS

#177: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jul 28, 2012 2:33 am
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Lack of fuel was salhexe's Idea,It has added more fun to the game.
When viewing that Axis team you should see the BG_Unit Patch in the upper left hand corner of the Battle Group screen.

The force pools still need a little tweaking.
And I feel the GC needs a little more refining.
I'm currently on Dec.18th and I take a Truce anytime I can get it.
I also have been using what ever deployment the computer gives me with the exception of any AT_Guns I take.
I've had one crash but it started right back up with no problems.

Thanks
I'm glad you like it.
Hopefully it will be finished one day.

#178: Re: VETBoB 71712 Author: Slyguy3129Location: Texas, USA PostPosted: Fri Aug 03, 2012 5:23 am
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Sorry to be a dunce but I downloaded the file from the link in the first post. How do I install this mod?

Please and thank you, and my apologize.

#179: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Fri Aug 03, 2012 5:45 pm
    —
You need to download and use Modswap.

#180: Re: VETBoB 71712 Author: Slyguy3129Location: Texas, USA PostPosted: Fri Aug 03, 2012 10:13 pm
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Doh figured it out. Nice mod!

#181: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Sat Aug 04, 2012 8:48 pm
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No more crashes Platoon. "at the gates" as the saying goes and just looking around now at the newer units to allow them to catch up and get them into action a turn or 2.. KG Krag etc..

Looks pretty solid overall, though still think the idea of adding a few 76mm Shermans to the allied arsenal would help them out a bit.

The German 77th is unstoppable.. 6 Hetzers, 20SG, 12VG, several various MG units.. IMO? Still the most deadly unit and the amount of armor was cut by 2/3.

#182: Re: VETBoB 71712 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Aug 04, 2012 10:37 pm
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I agree the Allies need help and will try to correct it.
It's Dec.19th and currently there is no stopping the Axis.

I think maybe more Tanks for Allies,slightly weaker BG's for Axis and maybe relocate some exit VL's.

Something also needs to be answered as to why the Allies just "NEVER" have enough BG's on the strat map.
I'm starting to feel that the only way around this is to allow BG's to come back.



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#183: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Sun Aug 05, 2012 2:48 am
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Quote:
I'm starting to feel that the only way around this is to allow BG's to come back.


After finished this 1st time through am going to run through it again with units set to return again to see how much more difficult it makes it.

Got to tell you.. RIGHT AFTER I made the post above regarding 76mm Shermans? Ran into the UK 29th Armored unit at Marche Smile On 24th December right now, 3 maps left and as mentioned, sort of "playing around" to allow different units time to make it to the front and the unit that was controlling Marche isn't a really strong one either.. KG Telkamp which is very light on infantry and not that much decent armor, as in Panthers and Jdg Panzer4's to match up with all those Firefly's have NEVER seen before in this fine mod..

Got hammered hard on 1st turn, this could be the allied unit was hoping would ride to their rescue :-)

Quote:
maybe relocate some exit VL's.


Not sure exactly where you could move them. They are already as far away as possible from initial deployment zones. Don't think possible to switch maps around.. Some maps are way harder.. Vieselam, Houfallize, couple others if tried to spell here without looking would get brutally wrong.

#184: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Sun Aug 05, 2012 6:24 am
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Nice again Smile Found the 2nd AD, or should I say? It found it found me. Noticed it has those 76mm Shermans, as well as a 90MM Tank killer. Shame that unit appeared on Hotton map 12/25 and only lasted 1 turn.

UK 29th lasted 3 turns, the best unit on the map for the Allies and appeared on Marche map. It took out 10 tanks, something I protect well as usually do most "heavy lifting" with infantry and armor for support, but that unit has everything, like those spotters that seem to have either rockets or heavy mortars also.

Ended on 12/26, 29th was the last Allied unit. Next time will set units to come back and try again and have a feeling both the 29th and 2nd will be much more difficult, especially if they have a chance to breakout and surprise the Axis units on the map elsewhere.

Outstanding upgrades to the mod thus far as for playability Platoon.

JS

#185: Re: VETBoB 71712 Author: johnsilverLocation: Florida PostPosted: Wed Aug 08, 2012 6:49 pm
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Quote:
I'm starting to feel that the only way around this is to allow BG's to come back.


This might be the method anyway, or at least leave a text document with the "finished product" showing how easy it is to modify the campaign.text and allow units to come back and give everyone a sort of "personal best feel"

My 2nd time thru the campaign (only on 12/1Cool and resistance is much stiffer with these units, showing up continually and of course.. The Axis is delayed with initially OOF units that were risky to deploy any armored units.

When get further in? That UK 29th is going to be plain murder, if either I stumble upon another tank friendly map.. Say Marche, or the Allies catch a unit that is fairly weak in armor/AT support. Same with that US unit that has several 76mm Shermans.. Things will be more interesting with them coming back and back.

Platoon.. If you have ever set units to come back.. Have u ever encountered the US 14th Cavalry when the get light on infantry when coming back, then deploy 7-8 AT guns? They just did it to me again this campaign. One of my most feared opponents is THAT setup, even vs infantry at a distance those 57mm guns they hide so well and the 3" can/will take out the Panthers.



Close Combat Series -> Close Combat Wacht am Rhein


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