i must be a total idiot or something.......dont answer that............what i was trying to do with these posts is make sure that all the right things were availible to everyone when they went to get the ver 1.1 plugin.
it seems to me that with the 1.1 plugin that people would be missing the map files that must fix something???
as i understand this, the new map files that come with the 1.1 ZIP, do not come with the 1.1 plugin? am i right or wrong.
if im right, no newbies know that you have to get updated map files and the only place i can see so far to get them is in the zip not the plugin and not the big map DL.
i asked if the big map DL had been updated with the new map files that are availible only with the zip as far as i can see.......dima said to leave the big map DL alone???
do you see what im saying or am i totally wrong here........im just trying to figure it all out and get the right info out here.......reading this whole post about the ver 1.1 is a bit mixed up and some gamers seem to be having some problems putting it all together.
i got it to work only by gettting the 1.1 plugin [ which i didnt no there was 1 at first cause it wasnt posted here that i could see ] and then by putting the new zip map files in the base game.
sorry for my long winded ness........im just trying to help.......
The answer all your questions...
- The 1.1 full plugin contains all files that have been patched.
- The 1.1 patch file contains only the files that have been patched
- There is no need to re-download the mappack or the individual maps
The confusion is totally our fault, sorry!
Install instructions...
- When you open the patch file unzip those files into your C:/Program Files/SSI/Invasion Normandy/ folder into the files respective folders.
OR
- Uninstall the stalingrad v1.0 plugin
- Unzip the files of the patch file to C:/Cfgv13/System/Packages/STALINGRADv1.1/ or your equivalent. Make sure you dump all files into 1 folder, not the base/data/localfx folders.
OR
- Uninstall Stalingrad 1.0 and delete it from config manager
- Download the 1.1 full plugin and install it
What I reccomend to newbies who are having alot of difficulty....
- Uninstall Stalingrad and delete your config manager folder
- Uninstall CC5 and delete the SSI folder
- Re-install CC5, add the 5.01 patch
- Download config manager, the stalingrad plugin and maps and install
Basically start from scratch again, the fool proof way to be patched without any question.
Join Discord for technical support and online games.
Downloaded manuell install Patch 1.1, installed it,started GC 2, choosed my units and clicked begin, crash to desktop twice.....Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one....
Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one
Posted: Sat Oct 22, 2005 4:01 pm Post subject: Historical Notes
Dima,
I am interested in your design notes on the historical setup of the BGs. You mentioned in a previous post that both GCs are historical, I would be interested in your assumptions and reasonings, if you care to post them here.
I notice that the Russian Tank Brigades tend to be on the front in the 2nd GC, it makes sense considering Russian tactics and the terrain, the deployment of tanks inside the city for defense does not really reflect the advantage of these types of units and Russian tactical doctrine.
Anyways if you have the time, It would be interesting to see the team's thoughts.
Dima, have you finaly relaised that making a mod for CC5 is more than complaining about if one weapon has five bullets more than the the historical one
didn't get it really..
wrong forum but....
MP40 uses 28rds clip. Should have 32.
DP uses 20rds clip. Should have 47.
Nagant M95 uses 8rds clip. Should have 5.
SVT38 uses 15rds clip. Should have 10.
PTRD-41 uses 5rds clip. Should have 1.
SVT38(sniper) uses 5rds clip. Should have 10.
TT uses 7rds clip. Should have 8.
DShK uses 350rds clip. Should have 50.
SG-43 uses 300rds clip. Should have 250.
7.62mm MG uses 350rds clip. Should have 250.
Assault Mg uses 100rds clip. Should have either 50 or 75.
Karabiner 98k uses 8rds clip. Should have 5.
Mas 36 uses 4rds clip. Should have 5.
50cal MG uses 250rds clip. Should have 110
Both of you have earned a great deal of respect for your efforts to keep CCV alive and well. May I suggest the mud throwing contest ends? Sapa's Karelia and BoB mods are both fantastic (looking forward to BoB v.2!) and so is the Stalingrad mod. You guys have more in common than you might think!
I have no problem getting Stalingrad version 1.1 to work. I just uninstalled version 1.0, downloaded version 1.1 plugin and installed it using the plugin manager... voila, and now I am happily continuing my quest to eradicate the remaining soviet resistance on the west bank of the Volga.
Posted: Mon Oct 24, 2005 4:20 pm Post subject: mmm
To Sapa...there is no manual install patch as far as i know..
it is a patch to work in the cfgv13 plugin manager.
U can do a manual install,as u r old school,and feel more comfortable with that.
except when u do it,make sure u take the map btd files out of the plugin and place them in the map folder.
thou it is recommended u learn to use the plugin set up.
Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
Posted: Tue Oct 25, 2005 1:17 am Post subject: mmm
ur right i just looked it does say manual install patch,it is misleading.
what they were trying to describe,was that it is a manual update to patch1.1 from v1.0.
so if u originally d/l the v1.0 and done it as a manual install,u only have to d/l the manaul update and place them files over the old ones.
if u do it in plugin manager it is even easier as u just unzip the contents to 1 folder and that it is.
if u didnt get the the original v1.0 then just d/l the full v1.1
Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
MP40 uses 28rds clip. Should have 32.
DP uses 20rds clip. Should have 47.
Nagant M95 uses 8rds clip. Should have 5.
SVT38 uses 15rds clip. Should have 10.
PTRD-41 uses 5rds clip. Should have 1.
SVT38(sniper) uses 5rds clip. Should have 10.
TT uses 7rds clip. Should have 8.
DShK uses 350rds clip. Should have 50.
SG-43 uses 300rds clip. Should have 250.
7.62mm MG uses 350rds clip. Should have 250.
Assault Mg uses 100rds clip. Should have either 50 or 75.
Karabiner 98k uses 8rds clip. Should have 5.
Mas 36 uses 4rds clip. Should have 5.
50cal MG uses 250rds clip. Should have 110
Mats
Posted: Tue Oct 25, 2005 10:59 am Post subject: install.txt / uninstal.txt
Hey guys! (yes, i'm still alive...)
Hereby also my congrats on another great CCV mod!!!
I just dlded the 1.1 patch but shortly after seeing the files realised that i need an updated install and uninstal txt file in order to be able to play the new battles and campaigns....cause without telling the install.txt file to put the new files in their respective directories in cc5...it won't have much effect in the game
My apologies when this has been asked already yet...but didn't feel much like reading all 7 pages of comments & q's in this forum subject...
This difference is actually quiet interesting. The DShk get a 100rds more when it should actually have 60rds less. hmmm -- but if you're into things like this,
check on my EL Mod for CC3 -- it will keep you busy for years.
I dont know why people debate how many rounds of ammo on an ammo-belt (not clip). They come issued standardized, but once in the battle they are not. A high number of a few hundred should be good enough before a reload.
Join Discord for technical support and online games.
Posted: Wed Oct 26, 2005 5:56 pm Post subject: Re: Stalingrad Patch 1.1
Had some crashes consistantly with the Tsarita Woods portion of the central operation as well as the grand campaign for verison 1.0.
Not sure if that was related to the said "1 way connection" that affected the strategy map and supply? Or it was due to some other issue.
Will test it out and see if that fixed the crashes. Otherwise I had no other problems with version 1.0...
Yes I agree the A.I. performed suprisingly well under the most difficult settings. Better than any other CC5 possibly with exception of the Berlin mod.
Though I haven't played the full grand campaign yet for Stalingrad so too early to tell.
Dima wrote:
Hey,
this is small data/btd patch that fixes issues reported in BUGs thread:
Dissapearing BGs fixed.
1 way connection from Tsaritsa Woods to Stalingradskii fixed.
1 way connection from Crossing62 to RB East fixed.
German BGs become out of supply on 2nd turn on some maps. Fixed.
New single battles added.
New GC added.
Installation:
Unzip content to your Stalingrad folder.
Hey I just finished playing your Eastern Legions Mod for CCIII for the first time before Stalingrad.
Kudos to you on that...good stuff. But now Stalingrad will keep me busy for many years. ha ha
[quote="Antifa"]
Dima wrote:
Sapa wrote:
DShK uses 350rds clip. Should have 50.
50cal MG uses 250rds clip. Should have 110
This difference is actually quiet interesting. The DShk get a 100rds more when it should actually have 60rds less. hmmm -- but if you're into things like this,
check on my EL Mod for CC3 -- it will keep you busy for years.
Posted: Wed Oct 26, 2005 8:14 pm Post subject: Re: Stalingrad Patch 1.1
dj wrote:
Yes I agree the A.I. performed suprisingly well under the most difficult settings. Better than any other CC5 possibly with exception of the Berlin mod.
Though I haven't played the full grand campaign yet for Stalingrad so too early to t...
business as usual against AI
the grand campaign is near to be completed for me in few turn (Hero setting)...
but CC5 is to be played H2H, not in solo.. that the way i see it
That's right. AI is to weak even on hero setting. Only the Berlin mod made it a bit more interesting to fight the AI but this can also be a matter of the enemies loadout
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited
and found this site to thier liking. I hope you had time to check out some
of the great Close Combat mods and our forums. I'd also like to thank
all the members of our volunteer staff that have helped over
the years, and all our users that contributed to this site!