Posted: Mon Jul 21, 2014 9:00 pm Post subject: Re: Historical realism mod :)
Thanks for the Mod Dima.
Sounds like its gonna be a lot of fun to play.
I am however wondering how will we be able to install it?
Does GWTC have the same abilities as say tLD,WAR to install a Mod and still be able to easily go back to the stock game?
I am however wondering how will we be able to install it?
Does GWTC have the same abilities as say tLD,WAR to install a Mod and still be able to easily go back to the stock game?
Right now it's a manual install, we'll see how it goes.
I don't know if SS-PzPio12 had a supporting Pak Zug - maybe Cathartes can help here if it wa attached for a balance or that was a division support unit.
SS-PzPio.12 was heavily engaged during June and was in pretty weak condition:
Btw, where do you get the strenght numbers from? NARA, the archives in germany or from books?
Polemarchos did some copies of the original 12.SS and 17.SS files for me when he was in the archive. But that was only for late May early June.
These numbers are from Dugdale book about 12.SS .
You know I keep hearing that name Dugdale, but I have never seen his work. Could you provide me with a pointer?
that's a best source for the German units in the West, especially detailed since September 1944 and onwards.
you would really like: Panzer Divisions/PzGrenadier Divisions Their Detailed and Precise strength and organizations Volume 1 (part 1) September 1944 .
very strange one as there I don't undertand what Erzats Kompanie is.
If that means to represent a training unit of 26.SS-PzR that's wrong as 12.SS training units were in Belgium till August..
If that means ad-hock teams from non-combat personell there won't be so many of them...
guess the best way will be giving this unit all the Regiment suport units, like Flak Kp, IG Kp, PzAufkl Kp and Pi Kp? so it can merge with other units providing support?
Posted: Sat Jul 26, 2014 5:44 am Post subject: Re: Historical realism mod :)
Quote:
guess the best way will be giving this unit all the Regiment suport units, like Flak Kp, IG Kp, PzAufkl Kp and Pi Kp? so it can merge with other units providing support?
Makes sense, they would be sitting on the support elements until they were needed somewhere, right?
guess the best way will be giving this unit all the Regiment suport units, like Flak Kp, IG Kp, PzAufkl Kp and Pi Kp? so it can merge with other units providing support?
Makes sense, they would be sitting on the support elements until they were needed somewhere, right?
yeah like a regiment reserve although could be destributed to companies and that was the initial plan .
guess will have to change my mind
Posted: Mon Aug 11, 2014 9:32 am Post subject: Re: Historical realism mod :)
Any news on the progress of this mod? When will it be released? Sorry for the impatience but i always loved the community mods they made the CC series complete.
Posted: Sat Aug 23, 2014 7:44 am Post subject: Re: Historical realism mod :)
Play with "always obey orders" on. It doesn't correct the issue completely, but a movement order only gets canceled when the squad's leader is hit (instead of the current "a pistol shot was fired in our general direction, hit the deck, and cancel the order" bullshit that the "developers" REFUSE to fix).
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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