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stratweg

Rep: 35.9
votes: 2


PostPosted: Tue Oct 10, 2023 8:57 pm Post subject: Gaza_Flag_Mod Reply with quote

Attached is a little flag mod : Israelian and Palestinian flags

You have just to unzip the terrain rar file, and then to copy the "terrain" file that is contained in to the graphic directory of the game (do not forget to save before your original vanilla terrain file)

I know that official Hamas flag is not the palestinian flag, but Hamas seems have ambition to be a alternate palestinian military improved force : so the choice for the flags is not exactly historical but not illogical for the war that is in preparation.

I collected some documentation stuff about units and weapons of the two sides, and I will try to do something with to modify a little bit ccmt units and weapons if I have time to do.

Seems that work will be easy for Hamas side, because units  and weapons of OPFOR are already updated

Work will be more important for Tsahal : Merkavas III and IV in place of Abrahams MBT, and a lot of different types for APC and VBT : Namer, Eitan, M113A1/2  Zelda/Bardehlas, M-113 Nagman, M-113 Kasman, Nakpadon, Achzarit, Nagmachon, Puma, Carmel, etc

Same for light armored/armed vehicules and small individual or collective weapons and TOW missiles : Tsahal seems have an incredible variety of military materials and vehicles.

I will perhaps also try to create very fast units with motorcycles or delta planes (like helicos in my french mod that is in work) for Hamas oob  (OPFOR)

My "french helicos" will be also usefull to add para Tsahal units

By chance, all needed graphs are already in WSPMBT

Unfortunatly, I did not have any success when searching how many mens are exactly in a Tsahal infantry combat group but  considering the "transport capacity" of Tsahal APC/VBT (7 to 9 mens), and some photographies I collected, it is probably  9 to 12 or 14 (2 APC/VBT for one combat groups I suppose, considering that materials and weapons come in addition of mens and take also lot of place in vehicles : portable RPG, etc)

If someone has public and official informations about that, from exact historical sources, it will be usefull



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ScnelleMeyer

Rep: 191.3
votes: 18


PostPosted: Wed Oct 11, 2023 12:50 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Great job on the flags, looking forward to more. Thank you.
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stratweg

Rep: 35.9
votes: 2


PostPosted: Wed Oct 11, 2023 3:52 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

I began to collect some WSPMBT icons for MBT (MERKAVA 3,4 and 4b) , APC NAMER, M113 BARDHELASS/ZELDA, NAKPADON, NAGMACHON, ACHZARIT, PUMA and in addition light Isr military vehicles   (armord or not)

I will have to resize them and to modify some (EITAN APC)

HUMMERS (HMMWV) of vanilla CCMT will be used with no change

Concerning composition of   inf units, it will work like that :

Inf = Infantry
Ab = Paras
Sf= Spécial forces (Sareyet)
Sq = Squad
Tm= Team (part of a squad or mini squad)


x+number = Nb of mens in squad or team
AT = Anti-tank
HMG, MG,LMG, GL (grenade luncher), etc = Support weapons

So, names of units will be :
Cf : Sqx6-Sf = Squad of 6 men for a Sareyet unit (special/reco forces attached to each Isr brigade or independant)
Cf : Sqx9-Inf =Squad of 9 men for a basic inf unit
Cf –Sqx9-Ab = Squad of 9 men for a para unit (Tsahal has one paras brigade)
etc

And exactly same for teams :

Cf : Tmx2-Sf-AT = Team of 2 mens with AT weapon in a Sareyet unit (Sf= Special forces)
Cf : Tmx2-Inf-GL = Team of 2 mens with 40 mm GL in a basic inf unit
Cf –Tmx2-Ab-MMG = Team of 2 mens with medium Machine gun in para unit
etc

With this system of squads and teams, I will repect the structure of vanilla game and at the same time I will reproduce the high modularity of Tsahal units, and all units will be trransportables in APC (they have transport capacity from 6 mens to 9 mens (in addition of crew vehicle)

I will also implement helicos, ambulances, civilians and assistance units of the french mod

Of course, all parameters will be adapted (in the limits of knowledge, but each user will be able to modify what he wants in data)

For Hamas oob, I will use only the vanilla OOB, and in addition (attached image) :
- Morocycle (2 mens)
- Microlight plane ("ULM" in french)
But I will have to create the shadows of these new units  and this work will come later (need some long time)

I will also convert some captured Tsahal vehicles (light vehicles) to attribute them to Hamas (in Opfor oob)

Then, I will have to classify all usuable maps I already  collected (desert maps and green maps that are not too illogicals with the local géography)

The mod will be usuable with Hezbollah opponent, Syrian opponent (with adapted flags) and it will be playable for the 2 sides (but probably very difficult for OPFOR, due to the disproportion between military oob, except if scenario give some mortars support to OPFOR : Mortars 60 and 81 mm are very dangerous and efficient weapons in CCMT if OPFOR has some in a scenario. Same for modern AT inf weapons)



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dj

Rep: 157.5
votes: 9


PostPosted: Fri Oct 13, 2023 3:29 am Post subject: Re: Gaza_Flag_Mod Reply with quote

Very nice map, great job!
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stratweg

Rep: 35.9
votes: 2


PostPosted: Sat Oct 14, 2023 3:49 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Thanks, but map is not mine Rolling Eyes , I have no any knolewdges in CC map designing, too difficult for me to learn complete process in english : I founded it somewhere I remember not exactly where, there was lot)

2 QUESTIONS :  Please, questions for Schnelle meyer or other specialist  if there is more one Razz :


1°/

In data book CCM, slot "weapons" - column 49, there is that :

Base accuracy of weapon by ammo type. The higher the number, the more accurate an aimed shot is.  Uses the Chance512 table.  Range = 0-512
Col 49
Base Accuracy Spec


What means the word "Spec" ? (Sabot munition, or other specific AT ammo ?

2°/ May I consider that the word "AP"= "Armored percing" means sabot ammo ? Or is "sabot ammo" a simple particular type of AP ammo  in ccmt  ? (I did not found the "sabot" word in data book)



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Last edited by stratweg on Sat Oct 14, 2023 5:58 pm; edited 1 time in total
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stratweg

Rep: 35.9
votes: 2


PostPosted: Sat Oct 14, 2023 5:37 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

In addition of my above 2 other modding questions, I have 3° question, that seems a little bit problematic

Working for my GAZA DATA mod, I use the excel files I founded here on CC SERIES :

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&p=94546#94546
 
It's name is : CCMT Stock Plus Patch Data Workbook Rev1
His last date of modification shows : 28/02/2008

The pb with this file is that : In "WEAPONS" slot, all datas are not complete : At line 86, all weapons data stop in colum 32

Any reason for that ?


Before, working on my french mod, I used another data book CCMT :
It's name is : CCMT Data Workbook Patch1_BETA
It's last modification date is : 18/02/2008
And there are no any missing date in the second file : In "WEAPONS", alla data columns are complete
I never had any pb of bug when using this file

My question is :
1/ What do you use as DATABOOK ? The file of 28/02/2008 or the file of 18/02/2008 ?
2/ What is the "good" databook ? (the file of 28/02/2008 or the file of 18/02/2008) ?

To work in my french mod, I used the file of 18/02/2008 named " CCMT Data Workbook Patch1_BETA" and had no any pb with : all data are present in WEAPONS

To work in Gaza mods, I wanted to use more recent data books (the file named CCMT Stock Plus Patch Data Workbook Rev1, last modified 28/02/2008), because I founded it later, and I supposed it was better.
But in this file, some weapons data are missing after line 86 (all stop in col 32 and after col 32= there is nothing)

I would want to work on a good file and I am worry to have pb in the futur if the base file databooks has any "technical pb".


Last edited by stratweg on Sat Oct 14, 2023 7:38 pm; edited 1 time in total
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ScnelleMeyer

Rep: 191.3
votes: 18


PostPosted: Sat Oct 14, 2023 6:59 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Here is my version of the CCMT workbook - its updated with some error checking formulas from the TLD workbook.


CCMT Stock+patch WB - SM version.zip
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Workbook with formulas

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stratweg

Rep: 35.9
votes: 2


PostPosted: Sat Oct 14, 2023 7:35 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Thanks for file Razz
And please, did you see my 2 other questions (in precedent post) ?

Just the post before my 3° question about databook : 2 other questions Posted Sat Oct 14, 2023 4:39
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ScnelleMeyer

Rep: 191.3
votes: 18


PostPosted: Sat Oct 14, 2023 8:25 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

1. What means the word "Spec" ? (Sabot munition, or other specific AT ammo ?
Spec - means "Special" so it is any ammunition other than "AP"-Armour piercing or HE - "High Explosive" or HEAT - "High Explosive Anti Tank" , so for example flamethrowers use special, canister shot ammunition is special...etc

2°/ May I consider that the word "AP"= "Armored percing" means sabot ammo ? Or is "sabot ammo" a simple particular type of AP ammo  in ccmt  ? (I did not found the "sabot" word in data book)
Sabot ammunition is a cold projectile without explosives and would in my understanding of the game mechanics be classified as AP ammunition.
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stratweg

Rep: 35.9
votes: 2


PostPosted: Sat Oct 14, 2023 9:44 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Ok, thanks : more clear for me now.
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stratweg

Rep: 35.9
votes: 2


PostPosted: Mon Oct 16, 2023 10:45 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Working in a "generic direction" for my mod, I noticed in tests that CCMT becomes more interessant if you reduce a little bit the effective ranges of weapons and also impact effects of weapons.


I may make sense, because weapons capacities in real combat are probably less than theorical capacities

I also founded a little tip to create some "Special forces soldiers" that are more protected : you have just to reduce the % chances to hit head of soldiers, and to give them more protection in body : with this situation, head is rarely shoted (but may cause killing because vanilla protection is not modified), and body is more often shoted, but with a more protected body, chances are lower to kill mens.

Noticed also that if you low experience / moral of Army teams, things ar emore difficult vs AI.

One critic that may be made for CCMT is that in vanilla game, lot of weapons have same paramaters : there are lot of weapons, and often not very large differences between these weapons.  If you reduce the 2 oob to "generic" units, soldiers and weapons, it's more easy to calibrate interessant situations.
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JFFulcrum

Rep: 78


PostPosted: Fri Oct 27, 2023 6:37 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Probably all large vehicles should be drawn with anti-drone shields, as IDF with some lag picked up a lesson from Russia-Ukraine war.  Although that's probably a temporary approach (like antitorpedo nets on battleships in start of XX century), and in matter of years will be replaced with laser weaponry and shield drones (another well prediction from C&C Generals).
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stratweg

Rep: 35.9
votes: 2


PostPosted: Fri Oct 27, 2023 7:40 pm Post subject: Re: Gaza_Flag_Mod Reply with quote

Thanks for info

The way to modelize that could be to create 2 types of drones :

1/ Drones before anti-drone shields, with a high capacity of piercing armor of tanks
2/ Drones after anti-drone shields, with less capacity of piercong

Or to keep only one unic type of drone but to set drones in different configurations by quick little modding in data book, depending of the scenario we wante to play

This way could be more fast  and easy than create 2 types for each tank in game (tank wirh shield, tant without no schield), because tzanks are numerous and drones not

This is one of the interest to have simplified and generic oob as base in CCMT : very easy to be adapted for all situations
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