Unfortunately I see many errors.
1) Why are the Germans so weak at the beginning of a GC?
2) Where's the BG STRPATCH_000? Currently I get the little purple dot,tells me they either aren't there or saved improperly.
3) Lots of graphic errors,just take a look at the Scenario Editor screen.
Sorry zcharles,but you still got a long way to go here.
Well Platoon, happy to see that you install the mod, but I must admit you are really, REALLY HOSTILE.
Note: I do not make mods to reach perfection.
I do not make mods to recive hostility you have given to me from the beginning, and I don't know why.
I won't work anymore on this mod, it will remain as it is, because it unperfected but fuckin funny!
And now: the number of forces IS THAT OF THE ORIGINAL GAME DIVIDED BY 2.
I made a simple copy.past from CC4 and divided it by 2 because this is the way CCLSA was setted, to play with battlegroups that use only some times 3 platoons, and most of times less than 3 platoons.
In terms of game this is a great improvement, and the champaign (I made 3 times) is MUCH more funny by this way, and numbers are historically correct.
Yes the mod is full of graphics errors, BUT IS READY NOW! I should have worked on it for months with few results, and for what? Some graphic improvement? Bah.
Dear platoon: you are the best, your mod is the best, you can really mod well; my mod sucks, my history cognitions are wrong, I am just an imperfect modder that should have never made this bad mod.
Just disinstall it (if you can), and don't play it. Stop.
Thanks to other players for their positive feedbacks.
About Stalingrad:
YES!
This is for now just a plan, but Stalingrad is by far THE BEST MOD EVER!
IT would be great to move it to the CCLSA system.
YES, YES!
Would you join us in re-making your mod? (he he!)
It would be great.
Posted: Mon Feb 06, 2012 6:32 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
I'm so sorry that when you were sitting in your little chair performing your incredible copy/cut/paste skills that you thought you were going to receive "Incredible Recognition" for your Mod. _ "THAT" was an insult,my first towards you,and if your lucky the last.
When posting in the forums be sure to understand that...........
Questions are for questions.
Help is for help.
Advice is for advice.
Feedback is for Feedback.
About Stalingrad:
YES!
This is for now just a plan, but Stalingrad is by far THE BEST MOD EVER!
IT would be great to move it to the CCLSA system.
YES, YES!
Would you join us in re-making your mod? (he he!)
It would be great.
Posted: Tue Feb 07, 2012 6:51 am Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
@zcharles
Quote:
Well Platoon, happy to see that you install the mod, but I must admit you are really, REALLY HOSTILE.
Don't take it bad.
Even if platoon_michael may seems rude, you may take into considerations his comments.
Your mod is more than a challenge especially for the german side. Their force is so weak than you cannot imagine to win a map when you play the campaign the first day.
You should take a look into that
Posted: Tue Feb 07, 2012 7:20 am Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Those are the numbers on the field, taken from cc4 and Osprey.
Infact the attack should be made via panzerdivisions, infantry should just wait for the enemy to be surrounded. The difference is that in cc4 you could use all your groups and always fill 3 platoons, here not, here you use the whole force pool, and is much better.
We made the campaign 3 times, try this tecnique:
1: german infantry does not attack, americans are ALWAYS from 2:1 to 4:1 the number of germans.
2: all panzer divisions attack without care the loss of tanks and surround american divisions.
By this way the german line can reach the historical positions exactly like in cc4. Anyway We've started a new champaign yesterday with me using germans, i made total victory with Piper and Cochenauen, no need to waste infantry to attack solid positions. I'll tell you more about the ongoing champaign.
Try it, it's exactly like CC4.
The fact is that in 1945 german divisions where almost 1/2 or 1/3 than allied divisions, so for example the 106 division alone had much more men than the whole 26 and 62 volks, or than the two FJ divisions.
Posted: Fri Feb 10, 2012 5:14 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
small size, you find it in soldier and soldierb under /GRAPHICS.
Use them for your mod!
I'm still waiting an answer about the help I can offer; I can do quite everything from sounds to graphics to data to maps, as explained on your cc5 Stalingrad channel.
Best in data and sound.
I can be very precise if we are many and can divide work; the mod you see here and the mod before has been done quickly for a quick play.
Greetings!
Posted: Fri Feb 24, 2012 1:32 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Hi
I like playing your mod
But why do the germans lose moral when they win a battle?
We are the pilgrims, master. We shall go
always a little further, it may be
beyond that last blue mountain barred with snow,
across that angry or that glimmering sea.
Posted: Fri Feb 24, 2012 4:42 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Usually I do not play with morale rules; anyway, if germans has less flags than allies they loose morale and vice-versa.
If your inflict high losses to enemy and you suffer few, you receive many flags for free at the end of the battle.
This is why I don't like morale...
Try to play without the setting "battle ends when force morale gets too low".
Thanks for your feedback, enjoy!
Usually I do not play with morale rules; anyway, if germans has less flags than allies they loose morale and vice-versa.
If your inflict high losses to enemy and you suffer few, you receive many flags for free at the end of the battle.
This is why I don't like morale...
Try to play without the setting "battle ends when force morale gets too low".
Thanks for your feedback, enjoy!
ok i shall give it another try... just restarted the GC
I also found out that, when a 2nd BG comes on a map (while there is allready some fighting going on), you can place the reinforcement units where you want, and not only around the entry point.
We are the pilgrims, master. We shall go
always a little further, it may be
beyond that last blue mountain barred with snow,
across that angry or that glimmering sea.
Posted: Sat Feb 25, 2012 9:17 am Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
It should happend when there is already a BG in the map, the entering BG should be able to place only in its area while the existing BG everywhere. On the 2nd turn every one can deploy everywhere.
I have not changed the CCLSA game system, so the mechanics are those of the original game, but I noticed that, expecially in multiplayer, those dynamics have A LOT OF BUGS. Buy you know, modders have not access to modify this aspect of the game, so this is it, this will remain, sorry...
but I noticed that, expecially in multiplayer, those dynamics have A LOT OF BUGS. Buy you know, modders have not access to modify this aspect of the game, so this is it, this will remain, sorry...
Posted: Sun Feb 26, 2012 9:27 am Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
I'm running the last LSA patch version; problems in multiplayer are the following:
-There are two regions, A and B; some time when a BG moves from A to B and one secondary BG (that who does not lead the battle) from B to A, they do not met and simply exchange regions. This allows surrounded BGs to flee, with a little luck.
-When BGs are set to "REST" (that is common at night) and then the command is removed (in the morning usually), the system goes badly wrong; it may happend that the battle is not fought, but ofter the server visualize correctly the battle, the host visualize another battle, and you realize that because in the deployemnt phase all is crazy wrong. Than you need to go to command, than return to battle.
-When the host sets to "REST" a secondary BG for same reason, it's very probable that until he moves that BG, it will always remain in rest, or if he tries to do "RELIEVE", the system simply ignore the command in the "EXECUTE" phase.
So the REST command is always to avoid to the host when having 2 BGs in a region, and sometimes always to the server to avoid system crash.
Anyway, with a little pratice you can avoid those bugs and play a fine champaign.
since I play CC only in LAN from years, I'm very familiar with those problems.
Posted: Sun Feb 26, 2012 4:55 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Well I have no idea at all, but I can start to study the situation at Stalingrad
(actually: I'm graduated in ancient history and know how to search, but today my occupation is builder and woodcutter, effect of the economy...).
If you want me in your group of course, or I won't waste any time at all in this matter, you know.
Anyway the best answer would be: who cares? Shouldn't we use forcepools of the CC5 Stalingrad?
I've posted a reply in CC5 Stalingrad channel many days ago.
Greetings.
Posted: Sun Feb 26, 2012 9:11 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Quote:
Well I have no idea at all, but I can start to study the situation at Stalingrad
sounds cool - you should be hired by Matrix - they don't care about details as well .
Quote:
If you want me in your group of course, or I won't waste any time at all in this matter, you know.
me, personally, doesn't know how you can contribute to this mod...
Convince me iam wrong
Actually i'd like if someone does especially with good details...
Quote:
Anyway the best answer would be: who cares? Shouldn't we use forcepools of the CC5 Stalingrad?
me cares and i believe Manoi does as well and no, we will not use CC5 FPs in new version.
Quote:
I've posted a reply in CC5 Stalingrad channel many days ago.
Posted: Mon Feb 27, 2012 4:46 pm Post subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Hey no problem, good work with your mod, I've a lot of other things to do in my life! (And many other games to play too )
All what I was saying is that, being a very long work to do a mod, I would have been happy to help, but if you do all alone welcome!! I'll wait for the game, hope you will not need too much time, let's say more than Matrix needs for a new CC version...
Anyway, beware to not repeat same imperfections of your CC5 Stalingrad mod: many weapons, if not all, were deeply incorrect in "details" like Time of fire and the related sound, the number of shots fired, ecc... Infact before to play I made a sub-mod adjusting all that stuff. Only details of course, but with little adjustments we had a far better version of the mod. So happy to see you don't need help, but don't make the error to think you NEED help, with respect maybe you just don't WANT it One other that could help could be Kojusoky for example, or others with passion for those kind of details.
Anyway dear Dima, Stalingrad was by far the best mod ever created and I'm a fan of you modders, really.
Good work comrades! See you, and don't wait too much for the mod, we need it!
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