Search found 410 matches

by ineffable
Fri Dec 17, 2021 5:19 pm
Forum: Close Combat – The Bloody First
Topic: So, final verdict?
Replies: 8
Views: 2293

RE: So, final verdict?

<t> The AI in TBF is improved with a Fog of War mod simply by making VLs invisible and neutral deploy tiles indistinguishable from enemy tiles. The AI still sees the difference and benefits markedly from the players ignorance, particularly on defense. The scenario files can be easily edited in ...
by ineffable
Wed Dec 15, 2021 5:41 am
Forum: Close Combat – The Bloody First
Topic: So, final verdict?
Replies: 8
Views: 2293

RE: So, final verdict?

Long-time chief developer made extensive upgrades to game mechanics. The game engine has some issues with team/soldier identification. The prevailing consensus is that it's not as pretty as it's "stardew valley" predecessors.
by ineffable
Mon May 17, 2021 7:32 pm
Forum: Close Combat – The Bloody First
Topic: Will there be a new Close Combat 3D game in the future?
Replies: 2
Views: 1737

RE: Will there be a new Close Combat 3D game in the future?

Steve McClaire addresses this question in the quasi-affirmative here.
by ineffable
Fri Apr 23, 2021 12:24 pm
Forum: Tech Support
Topic: AI Naval support allocation
Replies: 8
Views: 789

RE: AI Naval support allocation

Wouldn't setting the 'organic heavy artillery' flag for all formations in formations.txt have the same effect as assigning naval support to all maps?
by ineffable
Wed Apr 21, 2021 8:23 am
Forum: Tech Support
Topic: Can't connect to opponent in lobby
Replies: 100
Views: 8972

RE: Can't connect to opponent in lobby

<r> Use Post Reply rather than Fast Reply to add attachments<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/69269/BA2083F0DA86400FB8898A138A8C49B8.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/69269/BA2083F0DA86400FB8898A138A8C49B8.jpg"><LINK_TEXT text ...
by ineffable
Mon Apr 19, 2021 8:44 am
Forum: Close Combat – The Bloody First
Topic: Trouble with manual update installer?
Replies: 4
Views: 709

RE: Trouble with manual update installer?

<r> For clarity, below is a better slice of the GOG screen where you'll find the settings. The version number displays upper left on the TBF splash screen both as you enter the game, and as you enter battle. GOG is still at v.1.1.8, lagging behind Steam in getting the latest patch, v.1.1.9. So you ...
by ineffable
Sun Apr 18, 2021 9:16 am
Forum: Close Combat – The Bloody First
Topic: Trouble with manual update installer?
Replies: 4
Views: 709

RE: Trouble with manual update installer?

<r> Your hunch is correct. However, not necessary to manually install any patches with GOG or Steam as these can do so automatically. See the GOG settings for TBF > Manage Installation or Check for updates.<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/69269 ...
by ineffable
Sat Apr 10, 2021 12:58 pm
Forum: Tech Support
Topic: AI movement on stratmap
Replies: 7
Views: 432

RE: AI movement on stratmap

<t> Not sporting to lure the player to move for a 0 value VL. Potentially useful to have the AI move for a 999 VL with a 0 value IF the VL is invisible to the player. The VL flag graphics can be deleted from the gadget files but the .BTD requires VL names be a minimum of 1 character.<br/>
<br ...
by ineffable
Wed Mar 17, 2021 5:28 pm
Forum: Opponents Wanted
Topic: Looking for an opponent - Allies or Axis
Replies: 2
Views: 1189

RE: Looking for an opponent - Allies or Axis

ORIGINAL: Hawkes1001 - Hey! I'm looking to play a game of this at some point! I'm free Thursdays EST
Hit me up for some LSA or TLD H2H.
by ineffable
Sat Mar 06, 2021 8:33 am
Forum: Close Combat The Bloody First - Modding
Topic: Question about Debug Mode and Battlescript?
Replies: 7
Views: 1844

RE: Question about Debug Mode and Battlescript?

If you havent already, you'll want to adjust the camera limits in \Close Combat The Bloody First\Data\Mapview.txt to allow closer viewing, and at at a lower angle. That way you can get down in the weeds with the troops, tracers and explosions.
by ineffable
Fri Mar 05, 2021 3:27 pm
Forum: Close Combat The Bloody First - Modding
Topic: Question about Debug Mode and Battlescript?
Replies: 7
Views: 1844

RE: Question about Debug Mode and Battlescript?

<r> Despite a lot of kvetching from the peanut gallery, here and on Steam, I agree CC has been taken to the next level. Beaucoup functional improvements and all peeps wanna bitch about is the (serviceable) grfx<br/>
<br/>
Battle scripting is most useful in setting deployment, 'auto-launching' a ...
by ineffable
Sat Feb 27, 2021 2:58 pm
Forum: Mods and Scenarios
Topic: Meuse v3.52 for TLD - Released!
Replies: 10
Views: 1690

RE: Meuse v3.52 for TLD - Released!

<t> No need for all that. Simply use 5cc to paint the desired floor elev to flatten the map under a bldg. The tedium is in 'curving' elev contours around bldgs to smooth transitions between them. Otherwise you can wind up with abrupt elev transitions (eg. 17 to 34) right beside a bldg that's had its ...
by ineffable
Sat Feb 27, 2021 11:43 am
Forum: Mods and Scenarios
Topic: Meuse v3.52 for TLD - Released!
Replies: 10
Views: 1690

RE: Meuse v3.52 for TLD - Released!

<r> Yes, Montherme. Unfortunately that bldg is right in the path of the initial German advance to a French VL that is generally defended. This situation almost guarantees a 'thru the roof' firefight.<br/>
<br/>
Very tedious to edit map elevation in 5cc to avoid bldgs. Almost as much as a QC pass ...
by ineffable
Fri Feb 26, 2021 10:44 am
Forum: Mods and Scenarios
Topic: Meuse v3.52 for TLD - Released!
Replies: 10
Views: 1690

RE: Meuse v3.52 for TLD - Released!

<r> Here's an old issue affecting most mods and CC re-release titles due to the lack of a map coding style guide - <br/>
<br/>
A building on terrain with varying elevations will have gaps in its roof. Map code for a building floor assumes there is a roof 4 meters above. If an adjacent floor ...
by ineffable
Mon Jan 11, 2021 5:45 pm
Forum: Close Combat – The Bloody First
Topic: The most WTF battle ever
Replies: 8
Views: 1946

RE: The most WTF battle ever

<r> <QUOTE><s>[quote]</s>ORIGINAL: CSO_Talorgan<br/>
Is there a guide to using the workbook somewhere?<e>[/quote]</e></QUOTE>
No, but the TBF data is much the same format as PitF/GtC. Biggest difference is that unit names etc are index strings (IDS_xyz) found in C:\...\Close Combat - The Bloody ...
by ineffable
Sun Jan 03, 2021 6:52 pm
Forum: Close Combat – The Bloody First
Topic: Request\Wish list
Replies: 136
Views: 18237

RE: Request\Wish list

re: 'We're doomed!' -
Sounds better if you record yourself voicing three choice expletives and replace \Close Combat The Bloody First\Data\Sounds\Nation0\English\sound_117.wav;sound_118.wav;sound_119.wav
by ineffable
Sat Jan 02, 2021 2:38 pm
Forum: Close Combat – The Bloody First
Topic: Campaign - Force Pool Question
Replies: 9
Views: 750

RE: Campaign - Force Pool Question

<r> Force allocation for the Axis isnt random. In fact, you can cycle thru all the single battles to see what's available to each side, at each difficulty, on each map. AFAIK, undamaged vehicles shouldnt disappear from the unit roster between battle on the same map. However, there may be 'hidden ...
by ineffable
Sat Jan 02, 2021 12:16 pm
Forum: Close Combat – The Bloody First
Topic: Game time
Replies: 5
Views: 735

RE: Game time

Not much more complicated than using Notepad if all you want to do is set a 10 or 5 min game timer. Find E0 93 04, type the 3 bytes for the new value and save.

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