TLD Classic mod for tLD
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
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TLD Classic mod for tLD
Gen_Jack has done a small mod for CC5 Classic in TLD - named it something completely unoriginal - TLD Classic. It is available on the RD site at
http://www.reddevilscc.com/modules.php? ... load&cid=9
Here are the changes from the Readme file (sorry about the pour formating in the post):
TLD Classic Mod
This is a mod to Classic CC5 that was packaged with TLD. The mod incorporate:
* Increased the number of turns per day to 4
* Added night turns for first 5 days
* Added TLD ability to rest BGs as well as the TLD fatigue/cohesion system for movement and battle
* Added TLD feature for BGs to check for retreat on route
* Changed so that US AB BGs are automatically in supply to 1 and added some Allied air resupply on days 2 to 5 to partially compensate
* Changed so that Axis BG are suprised on day 1, and therefore cannot move during first night turn
* Gave Axis very limited air support
* Gave Allies limited ground recon sighting chance. Increased Axis sighting change slightly and gave Axis limited air sighting to compensate
* Added TLD feature for Allied AB BGs to have random deploy on first day
* Adjusted TLD differential arty, naval and air support to increase/decrease support as difficulty level is decrease/increased. Used CC5 support levels as average setting.
* Fixed the graphic for the M4 Sherman R4 flamethrower tank
* Incorporated TLD vehicle/gun/plane graphics and updated all other vehicle/gun/plane graphics
* Added changes made in the CC5 ClubSSI Mod, as follows:
ClubSSI Mod
The ClubSSI Mod is a collection of fixes to CC5 made by various contributors to the ClubSSI forum. These are fixes made to patch 5.01a files and this plugin requires that patch 5.01a be installed. Uninstalling this plugin will return CC5 to original patch 5.01a.
The fixes made by this mod are given below:
* Gewehr 43 (and scoped one) - reload chamber rate changed from 80 to 8.
* AT Gun top armor changed from 8 to 15.
* Assault Engineers Type 7 number changed from 0 to -1.
* Blast and kill ratings of Panzerchrek increased back to CC4 values.
* T-26 given 3 crew members.
* 3.7cm AT can now be placed in buildings. This was not fixed in patch 5.01a.
* H-39 label changed to reflect its 37mm gun rather than 47mm gun.
* AT guns can now be placed in hedgerows.
The following preliminary observations on AT gun cover in hedgerows is given:
1) Hedgerow cover (concealment) for AT guns is now closer to a bush than a wall.
2) 5cm AT gun has high concealment (concealment from tanks at ranges less than 150 meters) in both Small and Large Hedgerow (use right mouse button on terrain to get hedge type).
3) 7.5cm AT gun has high concealment in Large Hedgerow, and average concealment (concealment from tanks at ranges greater than 150-200 meters) in Small Hedgerows. Concealment in Small Hedgerows at ranges less than 150 meters is not guaranteed and gun may be spotted.
4) AT guns lose their cover as soon as they are fired.
Neither the standard CC5 implementation of AT gun cover in hedges nor this one is entirely realistic, however this implementation is much preferred by users over the original.
Credits: Credit is given to SgtWilson and CplFilth, authors of QClone and DataSponge respectively, without whom these mods would not be made. Credit is also given to all the ClubSSi forum participants who identified and/or fixed these problems in CC5.
Note:
* Launch the game only with the "TLD Classic" shortcut.
* For multiplayer games both players must start the game using the "TLD Classic" shortcut
Credits: Strategy 3 Tactics and MAtrix for making CC TLD Workbook available to mod files. The makers of the ClubSSI Mod. SgtWilson, author of QClone without which I would not have been able to determine the changes made in the ClubSSI Mod. Credit is also given to all the ClubSSi forum participants who identified and/or fixed these problems in CC5.
http://www.reddevilscc.com/modules.php? ... load&cid=9
Here are the changes from the Readme file (sorry about the pour formating in the post):
TLD Classic Mod
This is a mod to Classic CC5 that was packaged with TLD. The mod incorporate:
* Increased the number of turns per day to 4
* Added night turns for first 5 days
* Added TLD ability to rest BGs as well as the TLD fatigue/cohesion system for movement and battle
* Added TLD feature for BGs to check for retreat on route
* Changed so that US AB BGs are automatically in supply to 1 and added some Allied air resupply on days 2 to 5 to partially compensate
* Changed so that Axis BG are suprised on day 1, and therefore cannot move during first night turn
* Gave Axis very limited air support
* Gave Allies limited ground recon sighting chance. Increased Axis sighting change slightly and gave Axis limited air sighting to compensate
* Added TLD feature for Allied AB BGs to have random deploy on first day
* Adjusted TLD differential arty, naval and air support to increase/decrease support as difficulty level is decrease/increased. Used CC5 support levels as average setting.
* Fixed the graphic for the M4 Sherman R4 flamethrower tank
* Incorporated TLD vehicle/gun/plane graphics and updated all other vehicle/gun/plane graphics
* Added changes made in the CC5 ClubSSI Mod, as follows:
ClubSSI Mod
The ClubSSI Mod is a collection of fixes to CC5 made by various contributors to the ClubSSI forum. These are fixes made to patch 5.01a files and this plugin requires that patch 5.01a be installed. Uninstalling this plugin will return CC5 to original patch 5.01a.
The fixes made by this mod are given below:
* Gewehr 43 (and scoped one) - reload chamber rate changed from 80 to 8.
* AT Gun top armor changed from 8 to 15.
* Assault Engineers Type 7 number changed from 0 to -1.
* Blast and kill ratings of Panzerchrek increased back to CC4 values.
* T-26 given 3 crew members.
* 3.7cm AT can now be placed in buildings. This was not fixed in patch 5.01a.
* H-39 label changed to reflect its 37mm gun rather than 47mm gun.
* AT guns can now be placed in hedgerows.
The following preliminary observations on AT gun cover in hedgerows is given:
1) Hedgerow cover (concealment) for AT guns is now closer to a bush than a wall.
2) 5cm AT gun has high concealment (concealment from tanks at ranges less than 150 meters) in both Small and Large Hedgerow (use right mouse button on terrain to get hedge type).
3) 7.5cm AT gun has high concealment in Large Hedgerow, and average concealment (concealment from tanks at ranges greater than 150-200 meters) in Small Hedgerows. Concealment in Small Hedgerows at ranges less than 150 meters is not guaranteed and gun may be spotted.
4) AT guns lose their cover as soon as they are fired.
Neither the standard CC5 implementation of AT gun cover in hedges nor this one is entirely realistic, however this implementation is much preferred by users over the original.
Credits: Credit is given to SgtWilson and CplFilth, authors of QClone and DataSponge respectively, without whom these mods would not be made. Credit is also given to all the ClubSSi forum participants who identified and/or fixed these problems in CC5.
Note:
* Launch the game only with the "TLD Classic" shortcut.
* For multiplayer games both players must start the game using the "TLD Classic" shortcut
Credits: Strategy 3 Tactics and MAtrix for making CC TLD Workbook available to mod files. The makers of the ClubSSI Mod. SgtWilson, author of QClone without which I would not have been able to determine the changes made in the ClubSSI Mod. Credit is also given to all the ClubSSi forum participants who identified and/or fixed these problems in CC5.


RE: TLD Classic mod for tLD
I am not sure if it is something wrong here, but once GERMAN BGs got disbanded at the first turn, they... appear AT THE SAME map next turn. I tryed both settings at campaign.txt. Not at supply depots or rear - just same maps. Kill the Ost BG and you will find it at the same map in the morning 

- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: TLD Classic mod for tLD
I just tested the tLD Classic mod and the The Longest Day stock game with the v5.50.07 update
In both instances disbanded BG's returned on the first turn.... looks like a problem
In both instances disbanded BG's returned on the first turn.... looks like a problem


RE: TLD Classic mod for tLD
I know what it is... Somebody "forgot" to change the engine while making the rerelease... I mean night turns. The idea itself - cool. But night turn is not day 1 but day 0. Scenario says that those BGs must appear on the specific map day 1.
So, when a BG is disbanded during night, it will appear next turn, as it is day 1 - simple? Yes, but annoying, Of course you can manually disband it, but first it is not what I expect, second it will appear at the rear even when we have Routed Bgs do not come back. And this BG was not routed - it was manually disbanded... Put it on the bugs list i think
So, when a BG is disbanded during night, it will appear next turn, as it is day 1 - simple? Yes, but annoying, Of course you can manually disband it, but first it is not what I expect, second it will appear at the rear even when we have Routed Bgs do not come back. And this BG was not routed - it was manually disbanded... Put it on the bugs list i think
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: TLD Classic mod for tLD
It is an old bug reported as fixed... months ago.... but like a pheonix... oh enough of that.


RE: TLD Classic mod for tLD
The specific problem reported before was the paratroopers returning on turn 1.... Wonder if it was fixed for them and other BG's were not thought of....
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: TLD Classic mod for tLD
LOL
I have a feeling that my 5 yrs old kid would be a better tester. AB comes first day. OK fixed. Nobody bothered to test it with other BGs....

I have a feeling that my 5 yrs old kid would be a better tester. AB comes first day. OK fixed. Nobody bothered to test it with other BGs....

- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: TLD Classic mod for tLD
Don't be silly, it wasn't like that at all, what really happened was... well you know, hey did you see the fixed At soldiers


RE: TLD Classic mod for tLD
No i didnt - what about at soldiers?
RE: TLD Classic mod for tLD
I played this mod but it keeps crashing in H2H games like old CCV...
Have you experienced same problems?
Have you experienced same problems?
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: TLD Classic mod for tLD
I made sure it installed correctly then only played 2 quick "Test" battles.


RE: TLD Classic mod for tLD
After complete reinstall of TLD and patch and mod it works stable - only one crash, which is always at certain map: Mederet. It always crashes there.
BTW germans look here to be pretty overpowered but we will see how campaign goes on.
And we deicided to change ATGuns setting - Top armour reduced to 10.
BTW germans look here to be pretty overpowered but we will see how campaign goes on.
And we deicided to change ATGuns setting - Top armour reduced to 10.