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Do incapacitations count as a soldier's kills?

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open_bolts




PostPosted: Sat May 24, 2008 1:57 am Post subject: CCIV - US_Veteran for VetBoB 1.13 exist? Reply with quote

First let me say that when I first dl and played 1.12 Vetbob mod I couldn't believe that mod improved the base CC IV game so much. I believe I installed the 1.12 vetmod along with the VetBoB mod so "out of the box" the game not only looked so much better with expanded units and gameplay, but it was finally challenging!!!

In any case, having gone through the Grand Campaign a few times I looked for new mods and found the 1.13 VetBoB mod, dl and installed it but cannot find a US_Veteran submod for 1.13 VetBob. From what I can tell, the AI is not playing smart like they did on 1.12 VetBoB with 1.12 US_Veteran installed. As a result, I'm rolling the Germans again. New mod and maps looks great, but it's too easy. (I also put all the new maps in.)


Soooo, is there a US_Veteran submod for 1.13 VetBoB mod?

Many thanks in advance and a huge thank you to all those who put together this mod.
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Ernie_M

Rep: 37.4


PostPosted: Sat May 24, 2008 1:44 pm Post subject: Vet BOB USA Vet mode Reply with quote

Yes there were files for this mode.
I can't guarentee that you will like
it as much as the prervious version though.

Credits go to TT. who developed the VetMod/
VetBOB series mods for CC4. He is no longer
active in the CC World....but here are the
Orginal v.1.13 files.....



CC4_vetBob_USVet.zip
 Description:
Data files for VetBob 1.13

Download
 Filename:  CC4_vetBob_USVet.zip
 Filesize:  65.18 KB
 Downloaded:  433 Time(s)

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open_bolts




PostPosted: Sat May 24, 2008 2:21 pm Post subject: Reply with quote

Thanks Ernie! I'll give it a try this am.

It seems that vehicle tracking is lousy in 1.13 too, or perhaps the new maps aren't quite as good as the old.
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flick

Rep: 17.6


PostPosted: Sat May 24, 2008 3:41 pm Post subject: Reply with quote

I wish I hadn't lost my CD, I'd love to try this mod Sad
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Ernie_M

Rep: 37.4


PostPosted: Sat May 24, 2008 7:08 pm Post subject: CC4 Data & Map Info Reply with quote

Hello Men!

Hope the files are OK. BTW...If I recall correctly, Vehicles in Vet BOB
were coded as "Assault" in the GETeams.adb file. This made for better,
(NOT perfect) tracking of tanks. etc. This can be done with the Qclone
program....Also, if or when you get tired of playing the Stock Maps.
Try my new maps for CC4....They work with the Stock ver. or VETBOB
any version. These maps should still be availible here.

Here's a list:

New Town Replaces
-------- --------
1 -Allerborn (Lngvlly)
2 -Berdorf (Mrtlng)
3 -Bizory (Noville)
4 -Bullingen (Dasburg)
5 -Butgenbach (SchnEflE)
6 -Crombach (Hfflz)
7 -Erpeldange (Wiltz)
8 -Ettelbruck (Eschsrsr)
9 -Foy-Notre Dame (Neffe)
10 -Grandménil (Manhay)
11 -Hofen (SchnEflW)
12 -Hosingen (Weiler)
13 -Havrenne (Hotton)
14 -Humain (St.Hubert)
15 -Ligneuville (Manschau)
16 -Longchamps (Champs)
17 -Lutrebois (Marvie)
18 -Luzery (Foy)
19 -Mande-St. Etienne (Morhet)
20 -Ouren (Clerf)
21 -Remichampagne (Clchmnt)
22 -Rochefort (Frrrs)
23 -Rocherath (Udnbrth)
24 -Sibret (Assenois)
25 -Soy (LaRoche)
26 -Villers-la-Bonne-Eau (Wardin)


ps.

I think I have an extra CC4 Disk ( NOT bootleg) somewhere.
If I can find it, maybe we can work something out.
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Sun May 25, 2008 12:43 am Post subject: Reply with quote

I've checked the adbs...the vehicles are not coded as "assault".
Infantry are coded as "vehicles" though.
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schrecken

Rep: 195
votes: 15


PostPosted: Sun May 25, 2008 8:27 am Post subject: Reply with quote

Quote:
Infantry are coded as "vehicles" though.


And that is why they can't enter buildings... very frustrating from my point of view.
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Sun May 25, 2008 11:41 am Post subject: Reply with quote

schrecken wrote:
Quote:
Infantry are coded as "vehicles" though.


And that is why they can't enter buildings... very frustrating from my point of view.

Actually not much of a problem for Battle of the Bulge since the maps are mostly rural and small towns. Infantry coded as "vehicles" perform well and will capture VLs in small buildings...and in non urban maps they manouver really well "as vehicles".
They only become a problem in urban maps with large buldings, warehouses and factories.
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Ernie_M

Rep: 37.4


PostPosted: Sun May 25, 2008 1:10 pm Post subject: Reply with quote

I stand corrected....I should have been more
specific...The H2H AlsTeams.adb files I have,
(which I believe to be original dated 1/31/04),
the tanks are coded in the SAI Unit column
with a 3 which designates "Assault"

In any event, experiance with the game shows
that when this is done, tanks seem to do better
at "Pathing" They act more like Infantry with
no ill effects...
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Sun May 25, 2008 5:16 pm Post subject: Reply with quote

Ernie_M wrote:
I stand corrected....I should have been more
specific...The H2H AlsTeams.adb files I have,
(which I believe to be original dated 1/31/04),
the tanks are coded in the SAI Unit column
with a 3 which designates "Assault"

In any event, experiance with the game shows
that when this is done, tanks seem to do better
at "Pathing" They act more like Infantry with
no ill effects...

Nice! But do the AI tanks perform better coded as "Assault"?
BTW, if tanks are coded as "Assault"...you can order them to enter buildings Smile
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flick

Rep: 17.6


PostPosted: Sun May 25, 2008 7:42 pm Post subject: Reply with quote

I'm gonna have to dig up my room (pit) to find the disc, all this talk of decent AI has got me excited.
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open_bolts




PostPosted: Mon May 26, 2008 8:02 pm Post subject: Reply with quote

It appears that VetBoB 1.13 does have some AI tweaks but the larger maps may have given me somewhat of an advantage. I'm also finding that 1.13 is a bit buggy OR my save with data on the old maps is having trouble in the transition to the new maps (ie I need to start from scratch). Unloading the new maps helped overcome one bug, only to hit another bug a few maps later which was squashed by loading the new maps back in. Long story short, I'd avoid new maps all together for stability, and start from a new campaign.

Still, 1.13 does have some new vehicle types it appears and is overall a good mod but I think 1.12 is a bit more stable and hard to beat for all around game play. 1.12 really is like a new game. Load up the un-modded CCIV after playing VetBoB it and it's incredible the difference.

The thing about 1.12 + US_Veteran is that not only are most german infantry teams made of 10 men, but they carry panzerschrecks and panzerfausts, and are not afraid to use them. They also charge weakened positions en' masse'. Combine that with their superior firepower the first week or more of the campaign, and they can easily roll any unit right off the map. You've got to be very patient and smart for any chance of success. Good stuff. Wink
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ccmac

Rep: 0.7


PostPosted: Tue May 27, 2008 2:36 pm Post subject: Reply with quote

I can't find VetBoB v1.12 anywhere to download. All I can find is v1.13. Can someone post the complete v1.12 of VetBob, preferably the one that was already in plugin format put together by RescuedShipka of www.close-combat-now.com.

Thanks
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schrecken

Rep: 195
votes: 15


PostPosted: Tue May 27, 2008 8:37 pm Post subject: Reply with quote

You can download it from CSO website

http://www.closecombatonline.com/CSO/index.php?name=CmodsDownload&file=index&req=viewsdownload&sid=185&orderby=dateD
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Ernie_M

Rep: 37.4


PostPosted: Fri May 30, 2008 11:01 am Post subject: Tanks Coded as Assault Reply with quote

Yes, they seem to path better.....No they can't
be put in buldings or enter same
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flick

Rep: 17.6


PostPosted: Fri May 30, 2008 11:57 am Post subject: Reply with quote

How hard is it for the original programmers to actually give decent AI?! There's five version for gods sake, lol.
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