Kharkov mod for TLD
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Close Combat Series -> Kharkov

#1: Kharkov mod for TLD Author: Drizzt PostPosted: Sat Mar 09, 2013 10:59 am
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Hi to all, finally I have taken the decision to port kharkov mod on TLD. Even if I modding alone, the project is now 20% complete so I think is right speak about it.

- Kharkov for TLD will have 64 maps and 64 Bgs. 80% of work done for kharkov v 1.2 is very usefull also for TLD conversion. I have also converted txt files of 23 cc3 custom maps (and I will create btd files). Few old maps will not be used. The grand campaign will have 17 days (12-28 may 1942) three turns per day, 1 reinforcement for all russian Bgs, 1 reinforcement for few german Bgs. Few new graphic files must be also created (expecially about new Bgs).

- The mod has a new stratmap: in the web I have found an image of a very small panzer corps kharkov map that was full of writes: I judged it the best starting point textures at my disposal and, after ten-twelve hours of work, it's now a new big (historical as possible) stratmap. Some of the "technical" work for the stratmap is also finished, the most not.

- Data has been converted. Graphic and sounds not yet.

In modding workshop there is a thread where I ask help about modding TLD: if someone can help my testing work will be more light, but even without help I hope to finish anyway. Particularly, a confirm about "diff-base support" functioning would be really appreciated.

For now the work is easy (even if very long..). Contrary to the past, now I modding a few every week (instead that, for example, a month of full immersion work alternated with a month without work): I can't give a release date even if hypothetical, but (for now) the work proceed costantly.

Drizzt

#2: Re: Kharkov mod for TLD Author: ManoiLocation: Brussels PostPosted: Sat Mar 09, 2013 12:01 pm
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great!

#3: Re: Kharkov mod for TLD Author: TejszdLocation: Canada PostPosted: Sat Mar 09, 2013 4:31 pm
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Exciting announcement/news Drizzt

#4: Re: Kharkov mod for TLD Author: kwenistonLocation: Netherlands PostPosted: Sat Mar 09, 2013 6:16 pm
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Very nice news! Good luck with the project, looking forward to it. Played a lot of Kharkov in the past.

#5: Re: Kharkov mod for TLD Author: southern_land PostPosted: Sat Mar 09, 2013 8:20 pm
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I have a few new semi finished cc3 maps, are they any use to you?

#6: Re: Kharkov mod for TLD Author: tripwireLocation: Florida - USA PostPosted: Sun Mar 10, 2013 5:54 pm
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Ahhhhhh.....  I was hoping that the new Kharkov mod would be for CC5.  :(

But, your work on a new strat map sounds very good!

#7: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Mar 10, 2013 7:20 pm
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to Southernland: semi finished means that you think to finish them? In this case sure I am interested: I have used many of your maps in the mod and they are very good: great work. The maps style should be similar to the maps that you see in the mod (more"colours and variety" are  sure welcomed, but with a "recall-harmony" with the old cc3 lvov-izyum style). A new urban map that I would use for Belgorod is also really welcomed.
Speaking in general I'm not fully convinced of no more that 6 of the maps I have choosen: 6 (or less) maps are totally welcomed. More than 6 probably will create me doubts about the choice.
Instead, if you mean if I want to finish your maps on my own, I prefer not.

to Tripwire: all the work I have done for cc5 kharkov v 1.2 will be released (I await that Mooxe say me how upload). Only there will not be a new stratmap.

Drizzt

#8: Re: Kharkov mod for TLD Author: salhexe PostPosted: Mon Mar 11, 2013 10:42 am
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Thx a lot Very Happy

#9: Re: Kharkov mod for TLD Author: tigercubLocation: charters towers PostPosted: Mon Mar 11, 2013 1:54 pm
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good work i will play it when its ready!

Tigercub

#10: Re: Kharkov mod for TLD Author: tripwireLocation: Florida - USA PostPosted: Tue Mar 12, 2013 4:27 am
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Drizzt, that will be great!!!  Wonderful that you are going to release your v1.2 work.  Thank you!

#11: Re: Kharkov mod for TLD Author: Stwa PostPosted: Sat Mar 16, 2013 8:33 am
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I ran across this pic last night when I was looking for info on Okinawa. Maybe everyone has already seen it, but it was in color, so I thought I would post it.  Arrow

#12: Re: Kharkov mod for TLD Author: southern_land PostPosted: Wed Mar 20, 2013 8:46 am
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these are all i can find at the moment, thought I had a few others... none are finihed yet but I can complete them if you'll use them

#13: Re: Kharkov mod for TLD Author: southern_land PostPosted: Wed Mar 20, 2013 8:48 am
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and more

#14: Re: Kharkov mod for TLD Author: southern_land PostPosted: Wed Mar 20, 2013 8:49 am
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last lot

#15: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Mar 20, 2013 11:57 am
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to Southerland: Many thanks for the maps preview! For now I can say that 3 maps are sure interesting for me (all your maps are very good: I will chose the more various to the by me yet chosen maps). Soon I will compare them with the maps I have chosen and I will say you something of definitive.

Drizzt

#16: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Thu Mar 21, 2013 3:09 pm
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Hi southernland, here my considerations about your maps.

Maps that I have chosen: khrkv03, khrkv04copy, khrkv05.

LPLNDcopy: I need history support to use it. I mean: the rocks means mountain terrain? If yes, where can I use a mountain map in Kharkov area?

Maps that sure I will use if modified (of course if you have will to work more deeply on them):
kharkv06: delete the two top left buildings and paint some of them with another roof color (paint the most dark of them, excluses the very very small), use only one normal bridge on the river and delete the terrain in the middle of the river. In this way I can use it (for now seems to similar to the map that in my mod I have named bogod).
Khrkv02: see the map that in my mod is named izlum: in khrkv02 try to change buildings disposition here and there to be different to the izlum map (I mean delete some of them and create some new them): in this way I can use it.

Many thanks for the help!
Drizzt

#17: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Mar 24, 2013 9:47 am
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to Southernland: about LPNDcopy map I have decided that I will not use it anyway. About khrkv06 map, I have noticed only now (I'm sorry) that the buildings on the east side of the river are identical to the buildings in the map that in my mod is named Akhyrka: if you decide to work on khrkv06, please delete also some buildings at random on the east side of the river (or do what you think is better to resolve the problem).

General work update: about stramap technical work I have to do only destrat maps piece (will be a long work as arrows and stratmap area pieces) and red circle coordinates, all others things about stratmap are finished.
Now I have crash problems, but when I test the work with only four maps finished all was ok (stratmap.txt was also coded to have only for maps): to resolve these crash problems I think that I have to update all .btd files to have sense with stratmap.txt (I have yet checked stratmap.txt and campaign.txt:  they seem perfectly coded). The error message is "error reading naval map for side 0 index" and a number after "index": naval support is sure perfectly coded, I hope that working with .btd files will resolve this situation.
So I'm working on maps now: I'm a little bit reworking, when necessary, few .bgm, .mmm and .ovm files and I'm creating the new btd files. I want also save two maps that I have used in cc5 version deleting the hedgerows.

Drizzt

#18: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Mon Mar 25, 2013 10:37 pm
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Crash problem resolved. I write here the solution because there is an information that can help future modders: I think that the game doesn't support 128 arrows as declared in campaign txt, but 127 (the n. 0 included: from 0 to 126), if I have reason this is an important thing to keep in mind modding TLD.
Some days ago I had an error message about 128 arrows connections (with costant starting crash), so I had set it to 127 and forget it, but I don't had deleted an arrow link and the relative arrow coordinates: today I have repaired, then I have renamed all (next) arrows in screen.gdg after have deleted the tga chosen arrow. Now all works again.
Drizzt

#19: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Tue Apr 09, 2013 1:10 pm
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Kharkov mod for TLD update

I’m glad to say that I have finished 70% of the mod and, for now, all seems to work perfectly. All the aspects that don’t concern maps are finished. 10 maps are also totally finished (“totally” means that I carefully choose the map considering stratmap position, than I create a new btd or I upgrade an old Btd file and I work on others map files when necessary, after this I create the new map details for the strategic screen and finally I create a battle for the map choosing Bgs to use for it).

About all the work that I have done, I can say that is not a simple conversion (and even do a CC5-TLD conversion is sure a long work): I have created some new files because TLD need them, but I have also created some new files to upgrade the mod: for example some rank and medals files, a video (converted also for CC5 version), Bgs icons (will be available also for CC5 version) and some other things. Of course there is also the work that I have done to create a new Stratmap that support 64 maps and the Bgs augmented to 64. All these new aspects change deeply the face of the mod.
I hope to finish the mod in two months (testing phase included): it's not an official release date, but surely a concrete possibility if there will not be unexpected crash problems.

to Southernland: Do you think to work also on the two other maps that, with more deep changements, I have considered usefull? I ask only to understand if I must considerer to have 3 or 5 (or also 4) new maps: I don’t have hurry.

Regards,
Drizzt

#20: Re: Kharkov mod for TLD Author: southern_land PostPosted: Fri Apr 12, 2013 6:19 am
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Sorry haven't been able to do anything yet and may not be able to.  Crazy busy at work

#21: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Fri Apr 12, 2013 11:29 am
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Ok, thanks for the info. If you find a bit of time, It would be good if khrkv04copy and khrkv03 maps will be finished (or also one map: khrkv04copy). I write this smaller request only to let you know that I really like your maps: if you will not find the time to work on them I understand.
Drizzt

#22: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed May 08, 2013 11:02 am
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TLD Kharkov mod update, may 2013

The main maps work is finished and all battles have been also created.
Recently I have decided to re-create all 64 txt maps files: TLD have all cc3 elements (and many more) so maps elements will be finally all corrects. I'm also adjousting and/or adding some elements in cc3 custom maps used in the mod.
My cc5 maps was coded when, years ago, I was less confident in map coding: for example, in a map, furnitures of a church are coded like military equipment, in another map there are beach obstacles instead wood debris, in another one the variety of trees is limited ecc. The limited number of cc5 elements in relation to cc3 elements surely don’t helped me in past, but, as I have said, I was also less confident about map coding. Now, for TLD, all this errors will be resolved: I’m at half of this work.
TLD Kharkov maps, if/when necessary, have been (already) reworked in bgm, ovm, mmm, and rfm files. All Btd files are news. Only all los files will be cc3 custom maps original files (I have never re-worked or created this kind of file).

Finally a thing that I forgotten to say last time: CC5 1.2 version will be released at the same time of the TLD 2.0 version (2.0 because after all it’s an evolution of the cc5 version).

Next Steps:

- to re-verify all btd exit locations number and to do “final check-refine work” to the victory locations.

- to write the points maps readme for the extras folder: it’s only for reference and it will show the number of victory points for every map (and the total) in grand campaign.
In extras folder, already done, there are also a tga file that show maps arrows connections and artillery availability for both sides, and a WAR compatible link for who have WAR.

- to verify all arrows in stratmap (graphically).

- to build firstly the grand campaign, then others campaigns and operations.

- to take a definitive decision about score settings in grand campaign and the reinforcement system (do them will be very quick, the problem is only to decide the better way to set them).

- Final general testing.

Drizzt

#23: Re: Kharkov mod for TLD Author: TejszdLocation: Canada PostPosted: Thu May 09, 2013 12:55 am
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Thank you for he update Drizzt!

#24: Re: Kharkov mod for TLD Author: kwenistonLocation: Netherlands PostPosted: Fri May 10, 2013 11:03 am
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GL, really looking forward to this one too.

#25: Re: Kharkov mod for TLD Author: DoktorPajLocation: Norrköping PostPosted: Fri May 10, 2013 9:38 pm
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Nice update! I'm eager on this one, the eastern front has always been my main interest.

#26: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 26, 2013 9:54 am
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TLD Kharkov mod june update

Hi to all, finally I’m in the final testing phase and it will be enough quick because, as I have said, will be the community to deep testing the mod.

The delay of cc5 version is due to some new bugs about data files that I have discovered using TLD version. Particularly I have discovered and corrected some random crushes (non constant crashes but sure annoying) due to number of crew not identical in two different adb files. Other bugs were only small and very secondary things (without crash problems), anyway to wait the tests on the TLD version has been the right choice.

Here some considerations about TLD campaign options that I have tested (not deep testing, so is not sure that my considerations are totally corrected):

About reinforcement system: according to the manual and some quick tests, it seems that battlegroups don’t lose too many teams when disbanded, so I have decided to set one reinforcement for russian rifle divisions (to respect historical russian superiority in men) and no reinforcement for all others battlegroups.

About the grand campaign historical score I have set it but I‘m not fully satisfied: in my opinion independent settings for allied and axis score would have been better (I mean independent each other, to cover better historical situations very different to the normandy).

“Battlegroup retreat on rout”: this option is good and it works so I have decided to use it.

“Maximum distance from starting map a BG can look for a supply depot to reform on”: I had planned to use this option because strategically is a good idea, especially in connection with the usage of the “battlegroup retreat on rout” option, but finally I have decided to don’t use it because a battlegroup that exceed the number of maps set, it will be disbanded even if it have a potential escape way on a friendly map, potential because this friendly map is occupied by a friendly battlegroup: Lose forever a battlegroup not encircled by the enemy is not a good idea.
In my opinion a more smart functioning of “retreat on route” option is needed to make more interesting this option: the first free friendly map should be considered good for the retreat (instead the disband) when linked with the map where your battlegroup has been defeated (I mean linked indirectly, by one or more friendly maps that are occupied by your battlegroups).

“BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots”: this option remains the more doubtful because there are too many variants in the game to considerer and the option himself has been written in not so much clear way. For sure it means that a battlegroup that starts on a friendly depot it will reform only on a friendly depot, but the others that don’t start on friendly depots? I thought that normally all battlegroups can reform only on friendly depots. Another thing not clear is if we must consider only big depots (as in cc5) or not: after testing it seems to work in the usual way. Anyway the more strategic aspect seems to be the fact that theoretically, with this option and a smart distribution of depots, it’s possible to set “delimited starting areas” for disbanded battlegroup: it’s good for the respect of the historical deployment, but I repeat that I’m not sure how works all the aspects of this option.

I think it’s all for now. If I will not find big problems in this final testing, the mod will be ready soon (I prefer don't give a release date).

Drizzt

#27: Re: Kharkov mod for TLD Author: paratmar PostPosted: Wed Jun 26, 2013 2:52 pm
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What's version of TLD patch is compatible for this mod?

#28: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Thu Jun 27, 2013 11:15 am
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to paratmar: the 5.50.14b patch.

Drizzt

#29: Re: Kharkov mod for TLD Author: paratmar PostPosted: Thu Jun 27, 2013 2:14 pm
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to Drizzt: thx a lot.

#30: Re: Kharkov mod for TLD Author: WilliamTheSilent PostPosted: Fri Jun 28, 2013 9:20 pm
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That's great news: a reworked Kharkov. I understand that it also is going to be CC5?
It is my second favorite mod for cc5 (Meuse is one).
The maps look great.
Even tho I think the Russian tanks are far too powerful it is a great game. You really have to play the retreat and then counterattack game. Very hard also.

The germans were able to knock out T34 and Kv1 from 1200m's with Pak40:
"Penetration ability of the long 75mm gun KWK 40 /L43 panzergranate 39 against the T-34: The T-34 is cleanly penetrated at every angle that it is hit at ranges up to 1.200 meters"
"T34: The T34 that was far superior to the German Panzers up to the beginning of the Spring of 1942 is now inferior to the German long 5 cm Kw.K. L/60 and 7.5 cm Kw.K.40 L/43 tank guns. After the Russians attacked the German Panzer forces in several battles with the T34 and received heavy losses, they didn't send the T34 tank against the German Panzers so long as they had a chance to with-draw"
http://chris-intel-corner.blogspot.gr/2013/02/the-german-response-against-soviet-t-34.html

#31: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Jun 30, 2013 7:42 pm
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To William the silent: pak 40 gun is not in kharkov v 1.0, but will be in kharkov v 1.2 (and of course in TLD version). Speaking in general in past I have corrected various things about tanks and guns: I can’t assure that now all is perfect, but for sure many things about them have been improved.
About maps, some years ago and mainly recently, I have reworked many maps and created some new files for all maps, but I think that the compliments about maps must be all for the mapmakers: they have done a real great work. Another thing about maps: recently I have reworked them only for TLD (and this is my only regret about new 1.2 kharkov version).

Drizzt

#32: Re: Kharkov mod for TLD Author: Dima PostPosted: Mon Jul 01, 2013 6:00 pm
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WilliamTheSilent,

one of the main problems of T34 in spring of 1942 was a shortage of 76mm AP shells so a standard AT shot was cannister and HE set on impact which could deal with 30mm armor at 200m hence uparmoured Pz38/PzIII/PzIV with 50mm frontal were real die hard targets for T34.

Drizzt,

Take in mind that in spring 1942 the main ammo for PAK40 was HEAT shell Wink.

#33: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Tue Jul 02, 2013 8:17 pm
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to Dima: corrected, thanks. Even if in these years I have learned many things about my mod timeline, for sure these aspects, like that one you have explained me, are my “most big weak point” in modding close combat. Some help to reach the total realism that close combat requires is always welcomed. When the mod will be available for download, if you have will and time, take a look to vehicles.txt and weapons.txt files: I have totally affiance in your knowledge about weapons range, vehicles armour thickness, ammunitions type and others technical aspects like them.
Drizzt

#34: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Aug 18, 2013 11:17 am
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TLD Kharkov Mod August Update

Hi to all, I have finished my final testing: it has not been deep, but enough for release the mod and let the community test it. Now I only must finish some sections of the readme file and after these all will be ready.

During final testing I have found these three bugs (I think all imported from cc5):

The 0:00 chronometer bug is still there: during the testing, for 2 times on a total of 4 attempts, the game has crashed (50% of times: really annoying).

The first battle crash is still there: From time to time, when you try to play the first battle of a grand campaign (especially if in the maps there are many battlegroups) the game crash. This bug, as in cc5, affects only the first battle of a campaign (probably also a big operation) and occur only from time to time, so it’s not a really annoying bug.

The quit crash is still there: like in cc5, when you enter in a campaign and exit from it without play the first battle and then exit from the game, the game can crash (sometime, not always): it’s not an annoying bug because the game crash when you quit, so the result it’s only another kind of exit from the game.


In my tests I have discovered that the options in campaign.txt (or at least many of them) work only for the grand campaign (or, I suppose, also for an operation with all 64 maps: but I not tested it) so I’m enough sure that the .exe is coded to consider a grand campaign only the campaign with all the 64 maps. To be more specific, I can say that I have tested that “retreat on route” option works in grand campaign but not in south-western front campaign (and for me this is not a good news), and the  “Allies/Axis suprised (on moves on turn 1)” option works only for the grand campaign but not for others campaigns and operations.
In the mods ported from CC5 to TLD a grand campaign is accepted with only 44 maps because in the stratmap.txt file the maximum number of maps is 44: in another words I think that the .exe has been coded to consider a grand campaign every campaign with the maximum number of maps chosen by programmers/modders.

Drizzt

#35: Re: Kharkov mod for TLD Author: DoktorPajLocation: Norrköping PostPosted: Sun Aug 18, 2013 11:22 am
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Looking good Drizzt!

#36: Re: Kharkov mod for TLD Author: TejszdLocation: Canada PostPosted: Sun Aug 18, 2013 3:33 pm
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Thanks for update Drizzt and for all effort!!!

Don't have much, if any influence, with Matrix and or Steve but still have his email address so will send your bug notes/reports his way....

#37: Re: Kharkov mod for TLD Author: tripwireLocation: Florida - USA PostPosted: Sun Aug 18, 2013 7:28 pm
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Yes, thank you very much for your update info, Drizzt.  I really appreciate all of your work and effort!
(hope that you will have a CC5 version.... Smile

#38: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Aug 18, 2013 9:21 pm
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to Tejszd: ok, thanks. About bugs I want to specify these things: chronometer bug in CC5 was very rare but in my mod seems happens more often (org TLD I don’t know: normandy... I play it very few). About the third bug I’m not 100% sure that was also in CC5 (seems to me to remember yes, but maybe was only with win7).

to Tripwire: Yes, of course I will release also CC5 kharkov v 1.2 (I have forgotten to speak about it, I’m sorry). CC5 version has many new things and/or corrections about graphic and data, and it has also some of new things that I have created for the TLD version (for example a video). But CC5 version doesn't have a new stratmap and the maps corrections (that I have done for the TLD version), and of course doesn't have some others specifics TLD things (modded for Kharkov).
If you have TLD or WAR I suggest to you to download (when will be ready for download) the TLD version; anyway the CC5 v 1.2 version is very better compared to v 1.0, so also if you have only CC5 I think you will enjoy with this new version.

Drizzt

#39: Re: Kharkov mod for TLD Author: DoktorPajLocation: Norrköping PostPosted: Sun Aug 18, 2013 9:50 pm
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I also got the chronometer bug in BoB for TLD after I started fiddling with the data, but after correcting some minor errors like ammo counts and team size not matching numbers of soldiers it showed up less and less. I'm just very happy to see a new Eastern Front mod, after replaying Normandy over and over again.

#40: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sun Aug 18, 2013 10:15 pm
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to DoktorPaj: Thanks for the suggestions. About "Team size compared to etc." I think it's perfect in my mod (not only good, perfect). Ammo count... for it I have chosen a "quick solution" that I have seen in some other mods (and that I consider a smart way to avoid a long and almost useless work): I have set it to "1" for every soldier and teams. I don't know if ammo count can cause chronometer bug: when you say "less and less" you bring me to think that for sure it's not the heart of the problem: I hope that it can be resolved in some other way.

Drizzt

#41: Re: Kharkov mod for TLD Author: platoon_michaelLocation: Right behind you PostPosted: Mon Aug 19, 2013 2:51 am
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The 00:00 bug is still in WAR as well.

I've learned to just accept the truce when playing the AI as soon as he offers it.

1)Game doesn't crash.
2) it makes the game more playable as I cant take the map as easily.
3)Leaves more BG's on the Strategic Map for the AI,otherwise they just don't spawn fast enough.

Great to hear your moving along well with your Mod,hopefully someday I can play it on WAR?

#42: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Mon Aug 19, 2013 12:20 pm
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to Platoon Michaels: about truce I know that I can use it but not always is possible do it. For sure I’m not a good player because sometime, especially if I assault a map on open ground, at the end of time the IA morale is too high to accept a truce.
I have always played only in single player and I must say that TLD IA, even if it’s far to be perfect, has two very good characteristics: the sleeping IA (like in CC5) is drastically diminished, and now the IA really reply to fire (very, very important): not a sporadic reply like in CC5, but a continued suppression fire and not only in defensive positions, but also when IA advance and then receive fire from me: often it halted and reply to fire seriously.
About WAR: Yes, you will be able to play Kharkov mod with it. I have created a launch link for it, and I have tested that the mod works (no real tests done here, just the certainty that battles, ops and campaigns work). The only difference with TLD version is that for WAR I don’t have touched the exe: you will see a “not esthetic” main screen (only four buttons in the classical positions) and a major distance between commanders names and commanders photos in battlegroup screen.

Drizzt

#43: Re: Kharkov mod for TLD Author: hit951202 PostPosted: Tue Aug 20, 2013 12:54 am
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that will be great!!!  Wonderful that you are going to release your v1.2 work. Very Happy

#44: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sat Aug 24, 2013 12:20 am
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A small update about "Allies/Axis surprised (on moves on turn 1)" options: I have tested that they work normally also in others campaign and operations (so not only in Gerand Campaign) if they started the first turn of the first day. Turn 1 it's literally turn 1: the first turn of the first day, so, for example, the first turn of an operation that doesn’t start the first day will not be covered by these options (when activated).
Drizzt

#45: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Thu Sep 05, 2013 9:59 pm
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An update about "retreat on rout option": it works also in others campaigns and operations (so not only in grand campaign). The problem was that often for tests I have used only one team (letting IA destroy it), but according to the manual if a battlegroup loses every team it disbands (no retrat). The confusion has generated by the fact that this rule (about all units destroyed) in the game works sometime yes, sometime not (sometime BG retreats, sometime BG disbands). And to be honest in Grand Campaign (in my tests) always it retreats in every possible occasion (it never disbands).
Maybe, in these situations, in less than one second the engine decide what has happened: firstly morale low than all units destroyed = retrat on rout; firstly all units destroyed = disband. It's only a conjecture. About roads in my tests I controlled all of them so sure this was not the problem (and I had many free maps for the retreat).

Drizzt

#46: Re: Kharkov mod for TLD Author: salhexe PostPosted: Fri Sep 06, 2013 9:00 am
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Your updates are much appreciated.

Thank you

#47: Re: Kharkov mod for TLD Author: Pzt_KanovLocation: México PostPosted: Fri Sep 06, 2013 4:27 pm
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Great work, can't wait to play this.

#48: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Sep 25, 2013 8:34 am
    —
A hint about data files for who wants modding TLD and a thank to DoktorPaj for his suggestion about the fact that wrong crew/soldier number can cause chronometer bug (these two things are linked).
During first steps of this work I have discovered that TLD needs a minimum number of entries in data files: I knew about the maximum limit (it was present also in CC5) but I don’t knew about the existence of a minimum number: under this minimum number there are constant crash starting the game. Moreover, this number was not so minimum: if I remember well the data file involved was vehicles.txt and it contained 70-80 vehicles entries (not few). After have discovered this problem, I have taken the decision to upgrade every data file that was under original TLD number of entries at least to the number of entries of the original data files. I have done it using always a data entry casually chosen (always a “FREE” entry), copying and pasting it many times (and of course adjourning class column).
I have done this kind of work long before final check work, but in the final check work I have ignored these “fictional” data entries. Well, in the alsteams file these fictional teams (100 identical entries) had the wrong number of crew towards vehicles file: after have corrected them I have played 6 battles consecutively (some of them inside campaigns/operations) without chronometer bug when the battle time limit was reached. DoktorPaj was right: thanks to him! (even if all teams really used in the mod were without this problem, without his post probably I would not check data files again).
Of course I can’t be sure to have definitively eliminated chronometer bug in my mod, but now the situation it’s for sure very, very better.

Drizzt

#49: Re: Kharkov mod for TLD Author: tripwireLocation: Florida - USA PostPosted: Wed Sep 25, 2013 1:42 pm
    —
Drizzt, thank you for taking the care and time to discover and remedy the bug you found.  Its good to know that Karkov is being built with dedication by you.

#50: Re: Kharkov mod for TLD Author: DoktorPajLocation: Norrköping PostPosted: Thu Sep 26, 2013 10:47 am
    —
Looking forward to playing this!

Thank you for all your work with this!

#51: Re: Kharkov mod for TLD Author: Dima PostPosted: Thu Sep 26, 2013 1:38 pm
    —
Hi Drizzt,

Quote:
A hint about data files for who wants modding TLD and a thank to DoktorPaj for his suggestion about the fact that wrong crew/soldier number can cause chronometer bug (these two things are linked).

unfortunately 00:00 will stay even if all the data is correct so we just have to live with it.
good data only helps to save results during crash, same was in CC5.

#52: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Thu Sep 26, 2013 2:01 pm
    —
to Dima: ok, thanks for the info. Anyway I was not sure to have eliminated it, but it seems that with more correct data the possibilities to have the chronometer bug decrease (or you think not?).

Mod update
Last week I have completed the final upgrade of the mod: after have seen that nobody has never included the .exe file in TLD/War mods, I have reworked some mod files to not include it me too. I have downsized main screen buttons to reach a shapely view towards the writing painted in mainscreen file, than I have reworked battlegroup screen to upgrade it to TLD version (25 teams in forcepools) and I have resized commander photo to TLD 128x55 new size. Finally I have added some teams to battlegroups: now 21 german BGs and 2 russian Bgs have more than 20 teams in their forcepools.
The mod is ready and in this additional time it has received only a polishing work: when I will be able to upload you all will be able to play/test it.

Drizzt

#53: Re: Kharkov mod for TLD Author: Dima PostPosted: Thu Sep 26, 2013 10:23 pm
    —
Quote:
to Dima: ok, thanks for the info. Anyway I was not sure to have eliminated it, but it seems that with more correct data the possibilities to have the chronometer bug decrease (or you think not?).

yes, I have been having such a feeling from CC5 Smile

#54: Re: Kharkov mod for TLD Author: Pzt_KanovLocation: México PostPosted: Sun Sep 29, 2013 5:53 am
    —
Thanks for this Drizzt.

I hope we can play this mod very soon.

#55: Re: Kharkov mod for TLD Author: DoktorPajLocation: Norrköping PostPosted: Thu Oct 03, 2013 11:25 am
    —
I just saw the first screenshots, and it looks great!

#56: Re: Kharkov mod for TLD Author: southern_land PostPosted: Fri Oct 04, 2013 6:04 am
    —
Drizzt wrote (View Post):
`The mod is ready and in this additional time it has received only a polishing work: when I will be able to upload you all will be able to play/test it.

Drizzt


Cool

#57: Re: Kharkov mod for TLD Author: Starbuck11 PostPosted: Wed Jun 18, 2014 5:56 am
    —
Hi Drizzt

thx for your mod.
I installed it but it crashes at the start with that already found out problem "Invalid number of entries in Data/Base/Vehicles"
Would you have any solution for me ?

ps : I know it's the CC5 forum, but I downloaded your mod from the Wach am Rhein (CC4) subsection ... could that cause a problem ?
pps : Market Garden and Utah mods are also installed (and work fine) ... could that cause a conflict ?


Best regards,

#58: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 7:40 am
    —
Hi Starbuck11, this is not the CC5 forum: this topic has been moved (by Mooxe) months ago into the new TLD Kharkov mod forum (TLD = The Longest Day, the re-release of CC5).
Wacht am Rhein it's not CC4, it's the re-release of CC4.

So, I have a question for you: which close combat have you?

Anyway, Kharkov mod is available for:

Close Combat the longest day (TLD): if you have it, this is best option. Link to the download page: http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=4212
 
Close Combat Wacht Am Rheim (WAR): if you have it and CC5, but not TLD, this is your best option: the only difference with TLD version it's that in WAR version there aren't the commanders photos. Link to the Download page: http://www.closecombatseries.net/CCS/modules.php?name=Downloads&cid=347
 
Close Combat Invasion Normandy (CC5): if you have it, but not TLD or WAR, this is your option. See Kharkov v 1.2 download topic into CC5 Kharkov forum: you can download the mod from there. The CC5 version it's like a "beta" (it's not a beta because it should be very, very stable, the only thing is that I am the only person that have tested it a little bit, for now). There is only a manual installation for now: follow the instructions in the "Install Instructions.txt" file. Link to the (forum) download page: http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=10265
 
Drizzt

#59: Re: Kharkov mod for TLD Author: Starbuck11 PostPosted: Wed Jun 18, 2014 8:35 am
    —
thx for the quick reply

I only have Wacht am Rhein atm and did the download from that source http://www.closecombatseries.net/CCS/modules.php?name=Downloads&cid=347

#60: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 8:54 am
    —
Ok, try to uninstall kharkov mod and to re-install it.
It can be also the WAR installation the problem: try to unistall all (WAR and the WAR mods; than delete all WAR related folders remained, if any, and even if empty) and reinstall all .  
The fact is that the error you have reported it's a classic installation problem (that I don't have), and, considering the mod-foldered nauture of WAR mods, conflicts between mods are nearly impossible. So I can only suggest to you the uninstall-reinstall solution. I hope you will resolve the problem (if you will not resolve, try to post more details about the error).

Drizzt

p.s. to be honest, it can sounds like an installation problem as I have said, but also like a "manual interaction" with the vehicles.txt file: have you opened/modified it? Anyway reinstalling the mod the problem will be resolved also in this case.


Last edited by Drizzt on Wed Jun 18, 2014 9:00 am; edited 2 times in total

#61: Re: Kharkov mod for TLD Author: Starbuck11 PostPosted: Wed Jun 18, 2014 8:56 am
    —
dang

will do as advised Wink

#62: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 9:09 am
    —
See also the p.s. in my previous post.
Another important thing: if uninstall and reinstall Kharkov mod will not be enough to resolve the problem, remember to "secure" (copy and past them) your save game files before uninstall WAR and the WAR mods.

Drizzt

#63: Re: Kharkov mod for TLD Author: Starbuck11 PostPosted: Wed Jun 18, 2014 9:27 am
    —
unfortunately, the game still crashes with the same problem ...
I can send you the vehicles.txt if you prefer

ps : didn't open/modify the data folder

pps : the original Wacht am Rhein works just as fine as before. All other mods have been desinstalled. please find attached the vehicles.txt document


Last edited by Starbuck11 on Wed Jun 18, 2014 9:47 am; edited 1 time in total

#64: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 9:35 am
    —
You have already uninstall-reinstall also WAR and the mods?
WAR (original game) works properly?

If yes for both, attach the file (use winzip or winrar to compress it) to one of your post and I will download it to test it.

Drizzt

#65: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 9:50 am
    —
Another thing: which version of (patched) WAR you have? Using the last, the 4.50.15b all works fine for me.

Drizzt

#66: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 9:57 am
    —
In the attachment there is a vehicles.txt file of the year 2008 with calliole, jagdpather etc. Maybe you have uploaded the original WAR vehicles.txt. Anyway it's not the vehicles.txt of the mod.

Drizzt

#67: Re: Kharkov mod for TLD Author: Starbuck11 PostPosted: Wed Jun 18, 2014 10:24 am
    —
I use version 4.50.07b
will update and see

ps : indeed, the game needed the latest patch version to run your mod
once .15b patch was installed I could properly launch Kharkov (.14b version)

many thx for your patience and all your work on this mod Wink

#68: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Jun 18, 2014 4:14 pm
    —
Glad you have resolved. In the readme you can find the advice to install the last patch: for sure in the original one that you can find in the Extras folder.
The 5.50.14b number that you can see it's the number of the last patch for TLD referred to .dll file (in fact, the .dll file come from TLD): I have used it because I was sure that it was totally compatible with WAR last patch.

Drizzt

#69: Re: Kharkov mod for TLD Author: Tippi-SimoLocation: Helsinki PostPosted: Sat Jan 17, 2015 10:46 pm
    —

Link



Link


Good times playing this mod :)


#70: Re: Kharkov mod for TLD Author: Dima PostPosted: Mon Mar 16, 2015 1:24 pm
    —
Drizzt,

just a food for thoughts - in August 1942 (Stalingrad) the largest allocation of pak40 was in 376.ID with 9 guns Wink

#71: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Mon Mar 16, 2015 7:39 pm
    —
Hi Dima,

They were really few. Besides, in another thread on this forum, you had explained that there were only 81 of them on May 1942 in all eastern front so I'm not surprised that also in August they were so few.
Anyway, I think I will not change their number in the mod due to gameplay balance reasons. Without a total-realism work on all Bgs, I think it's a bit harmful to change only some key gameplay aspects like number of AT guns and/or tanks.

This kind of work, for germans could be more simple:
only one Bg for every infantry division and two for Pz divisions, deleting the six mixed Bgs and adding one or two stug batt. Bgs and one or two motorized division Bgs.

But for russians it's more difficult..
Maybe two or three inf. divisions per Bg, some tank corps and some tank brigades. It's something to study (32 BGs at disposal and I have the exact order of battle: it can be done).

Anyway, the work I speak about it's a “preliminary work” that it’s useless if it will not be followed by a (little) work on soldiers and weapons, a (medium) work on teams, and a very deep work on forcepools. And this is a kind of work that I can't do (lack of knowledge). If in future you will be interested to work with me, you are and you will be always welcome.

Drizzt

#72: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Tue Mar 17, 2015 11:41 am
    —
Just to speak, this is an hypothesis about mod Bgs (of course, it can be changed/improved):

Germans, 32 Bgs in total:

6th Army - 15 Bgs
1- 3rd Reg & 394th Reg, 3rd Pz Div
2 - 6th Panzer Reg, 3rd Pz Div
3 - 126th Reg & 128th Reg, 23rd Pz Div
4 - 201st Panzer Reg, 23 Pz Div
5 - 88th Inf. Div
6 - 75th Inf. Div
7 - 168th Inf. Div & 921st Pioneer Reg
8 - 244th Stug Btn & 62nd Inf. Div (to support the stugs)
9 - 79th Inf. Div
10 - 294th Inf. Div
11 - 71st Inf. Div
12 - 297th Inf. Div
13 - 44th Inf. Div & 604th Pioneer Reg
14 - 305th Inf Div
15 - 113rd Inf. Div

17th Army - 8 Bgs
1 - Romanian 6th Corps (composed by three inf div)
2 - 64th Reg & 72nd Reg, 16 Pz Div
3 - 2nd Panzer Reg, 16 Pz Div
4 - 68th Inf. Div
5 - 384th Inf. Div
6 - 245th Stug Btn & 389th Inf Div (to support the stugs)
7 - 97th Jaeger (or light?) Div
8 - 257th Inf. Div
(out of list due to lack of Bgs space: 101st Jaeger [or light?] Div)

1st Panzer Army - 9 Bgs
1 - 103rd Reg & 108th Reg, 14th Pz Div
2 - 36th Panzer Reg, 14th Pz Div
3 - 92nd Reg, 60th Inf. Motorized Div
4 - 120th Reg, 60th Inf. Motorized Div
5 - 100th Jaeger (or light?) Div & 511st Pioneer Regiment
6 - 295th Inf. Div
7 - 76th Inf. Div
8 - 94th Inf. Div
9 - 1st Gebirs Div

(one Hungarian Div, one Italian combat group and an few german independent battalions are out of list due to lack of Bgs space)


Soviets, 32 Bgs in total:

South-Western Front, 22 Bgs in total

21st Army - 3 Bgs
1 - 76th, 293rd & 227th Rifle Div
2 - 301st & 297th Rifle Div
3 - 10th Tank Brigade

28th Army - 6 Bgs
1 - 13rd Guards Rifle Div
2 - 162nd, 38th & 169th Rifle Div
3 - 244th & 175th Rifle Div
4 - 6th Guards Tank Brigade
5 - 57th, 90th, & 84th Tank Brigades
6 - 3rd Guards Cav. Corps (composed by two guards cav div,  one cav div, one motorized rifle brig)  

38th Army - 3 Bgs
1 - 124th, 81st & 199th Rifle Div
2 - 226th, 304th & 300th Rifle Div
3 - 22nd Tank Corps (composed by three tank brigades not yet fully formed)

6th Army - 8 Bgs
1 - 41st Rifle & 47th Mountain Rifle Div
2 - 248th & 103rd Rifle Div
3 - 253rd & 266th Rifle Div
4 - 411st & 337th Rifle Div
5 - 37th, 38th & 47th Tank Brigades
6 - 21st Tank Corps (composed by three tank brigades)
7 - 23rd Tank Corps (composed by three tank brigades)
8 - 5th Guards Tank Brigade

Army Group Bobkin - 2 Bgs
1 - 270th & 393rd Rifle Div
2 - 6th Cav Corps (composed by three cav div and one tank brig)

(South-Western front reserves out of list due to lack of space: one cavalry corps, three rifle div and two tank brig)


Southern Front, 10 Bgs in total

9th Army - 6 Bgs
1 - 106th & 51st Rifle Div
2 - 216th & 333rd Rifle Div
3 - 341st & 335th Rifle Div
4 - 349th Rifle Div & 78th Rifle Brigade
5 - 15th Tank Brigade
6 - 121st Tank Brigade

57th Army - 3 Bgs
1 - 14th Guards Rifle Div
2 - 150th & 99th Rifle Div
3 - 317th & 351st Rifle Div

37th Army - It’s out of mod scenario and out of the battle (and very small: three rifle div and one tank brig)

Sothern Front Reserves 1 Bg
1 - 5th Cav Corps (I have chosen this reserve corps because it fought against 14th Panzer div in Barvenkovo during the german counteroffensive. It was composed by three cav div and one tank brig)

(other reserves out of list due to lack of Bgs space: one rifle div and one tank brig)

Drizzt

#73: Re: Kharkov mod for TLD Author: kwenistonLocation: Netherlands PostPosted: Wed Aug 12, 2015 5:54 pm
    —
perhaps a small update on this project?  Cool (i mean I thought there would be an update?)

#74: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Wed Dec 09, 2015 2:12 am
    —
No, unfortunately I don't have time for now to work on it. Maybe in future.

#75: Re: Kharkov mod for TLD Author: Cobalth-77 PostPosted: Fri Dec 11, 2015 11:09 am
    —
Played some battles in this mod.
In the German Panzer BG's, it seems to me that the Pz IV ausf F is the same short gun tank as the Pz IV ausf D.
The Pz IV ausf F should have a long gun, no?

#76: Re: Kharkov mod for TLD Author: ScnelleMeyer PostPosted: Fri Dec 11, 2015 11:34 am
    —
The pz 4F-1 had the short gun. The pz 4F-2 had the long 75mm gun.

#77: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Fri Dec 11, 2015 11:45 am
    —
Cobalth-77 wrote (View Post):
Played some battles in this mod.
In the German Panzer BG's, it seems to me that the Pz IV ausf F is the same short gun tank as the Pz IV ausf D.
The Pz IV ausf F should have a long gun, no?


It's correct what ScnelleMayer has said. PzIV F-2 tanks have arrived later to the front (of course they are present in the mod).

#78: Re: Kharkov mod for TLD Author: Cobalth-77 PostPosted: Sat Dec 19, 2015 5:13 pm
    —
What am I doing wrong with the German Infantry Guns?
Especially the "10,5 cm leFH 18". They fire 1 or 2 rounds, and then they stop shooting with the message "wrong facing".
And they keep moving the gun a lot.

They are too close to a building? Too close to the enemy?


Last edited by Cobalth-77 on Thu Mar 10, 2016 2:01 pm; edited 1 time in total

#79: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Sat Dec 19, 2015 8:42 pm
    —
Cobalth-77 wrote (View Post):
What am I doing wrong with the German Infantry Guns?
Especially the "10,5 cm leFH 18". They fire 1 or 2 rounds, and then they stop shooting with the message "wrong facing".
And they keep moving the gun a lot.

They are too close to a building? To close too the enemy?

It's something like a bug caused by how I have coded them (guns with indirect fire) in Data. They are not present in the original game (if I remember well) so their behavior it's something never tested/corrected. See the readme of the mod under "Other minor issues" section to understand how to manage them when this bug it happens.

#80: Re: Kharkov mod for TLD Author: leclerc2 PostPosted: Thu Dec 31, 2015 1:23 pm
    —
Just tried the mod and it looks amazing.

the east front definitly deserves more attention from matrix developpers and it is a shame users have to do it...

started the campaign and had already lot of fun. A great sensation to be on the east front with these huge squads and the russian voices!


didn t have time to explore the whole game, but in the campaign, and the way battlegroups are done make the germans as numerous as the russians, which is totally unrealistic.

should i play elite germans against green russians to compensate it?
also some of the sound are too detailed to be realistic.
from our point of view we should hear the gun shots and orders, but not the sound of the bullets as they fall down on the groung. But that is just a detail.

#81: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Thu Dec 31, 2015 4:54 pm
    —
Hi Leclerc2,

Glad you like the mod. Thanks for your comments and remarks.

About the number of german soldiers in the infantry squads, I assure you that it’s realistic: originally I had made them of 7 men, but one user very expert about military history (Dima) has helped me in some aspects of the mod and one these aspects was the number of soldiers in infantry squads.
More in general, remember that Germans had already planned Op. Fridericus when they have been attacked, so they had massed in this area a big amount of divisions for their advance. Add the fact that Stalin big concern about Moscow had obliged russian High Command to deploy a high number of division in Moscow area, so Timoshenko received not the best divisions and not all the ones he wanted for his offensive and more in general this part of the front was not well guarded like the north part of the front. In fact, after the disaster of this russian offensive, the germans has virtually not found a real resistence until their arrive in Stalingrad. In another words, proportions about men it has been respected in the mod.

About difficulty in the mod, line vs line it’s the only choice and anyway it’s a realistic choice (considering also the reinforcement system I have made).The proportions about the amount of men, tanks and vehicles between the two contenders it’s excellent.
Of course, what it’s not correct is, for example, which kind of tanks are in one Tank Brigade instead of another one (I have chosen some divisions for the mod, but the battle it’s so big that it counts many other divisions). I mean: the timeline of tanks/vehicles in the mod it’s perfect (historically they were all there), but, for example, I can’t know if one tank brigade had more or less T-34 and/or how many different types of tanks were assigned to it.

About (some) sounds, I agree with you, but to change them it’s not in my plans.

Drizzt

#82: Re: Kharkov mod for TLD Author: leclerc2 PostPosted: Thu Dec 31, 2015 6:53 pm
    —
yes i looked at the wikipedia page of the battle and the difference is not as huge as i thought. However there was 1.5 more soviets than germans.
750000 against 500000. But i didn t count the number of battlegroups, may be you took it into account and made more russian groups...


The AI is also very agressive which gives a decent opponent.
It makes of course some mistakes an experimented human wouldnt do.
Do you know if some people play this mod on multiplayer?

Anyway, congratulations for the great mod. very stable also on my computer.

#83: Re: Kharkov mod for TLD Author: Cobalth-77 PostPosted: Fri Jan 01, 2016 12:48 pm
    —
Again I'm all confused.

I finished the Grand Campaign with the Germans. In any of the Panzer BG's there was a Pz IV F2, they where all Pz IV F or Pz IV D.

Yesterday I started to play the same campaign, on the same "Line-Line" settings, with the Russians.
After a few fights I got a German Pz BG as opponent, and what did I see? Two Pz IV F2's ???

So I checked the settings, but they where the same.
I started the GC with the German side again, and the same BG's that I played before all have Pz IV F2's. Now I can't find any Pz BG with a PZ IV F ???

The version I play is "5.50.14B" ??? I really don't remember where that somes from
Shouldn't that be 2.2?

Didn't dl 2.3 yet.

#84: Re: Kharkov mod for TLD Author: Drizzt PostPosted: Fri Jan 01, 2016 2:05 pm
    —
leclerc2 wrote (View Post):
But i didn t count the number of battlegroups, may be you took it into account and made more russian groups...
Do you know if some people play this mod on multiplayer?

Entering in “Create Scenario”, you can see that number of Bgs it’s identical for both sides (but russian Bgs have a bit more troops inside them). The main difference, as I have written, it’s in the reinforcement system (see mod readme file): the 9 russian infantry divisions deployed in the south can reinforce one time, so, in this way, the numerical proportion has been respected.
Personally I don’t play CC in multiplayer and I don’t know if someone has played my mod in multiplayer during last two years (I’m curious me too to know it).
Thanks again for the kind comments.

Cobalth-77 wrote (View Post):
I finished the Grand Campaign with the Germans. In any of the Panzer BG's there was a Pz IV F2, they where all Pz IV F or Pz IV D. Yesterday I started to play the same campaign, on the same settings, with the Russians. After a few fights I got a German Pz BG as opponent, and what did I see? Two Pz IV F2's ??? So I checked the settings, but they where the same. I started the GC with the German side again, and the same BG's that I played before all have Pz IV F2's. Now I can't find any Pz BG with a PZ IV F ???
The version I play is 5.50.14B.
Shouldn't that be 2.2? Didn't dl 2.3 yet.

DLL version 5.50.14b it's correct (it's the dll version modified by me), but you should check if it's the same in the org game: if in the org game it's the same, then all it's ok. This is important because the mods use the original .exe file.

The rest that you have written has simply no sense for me: I know how I have made forcepools and they are identical in both difficulty and days filters (no changes allowed during campaigns/ops). Note that IA often it changes the starting 15 teams of its BGs when you go on the map to fight: that's all. Go in "create scenario", select a panzer BG and then select "battlegroup info" option: what you see there it never changes during the game.

Drizzt



Close Combat Series -> Kharkov


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