TLD liitle mod

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
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kojusoki1
Posts: 235
Joined: Tue Jan 06, 2009 8:44 am

TLD liitle mod

Post by kojusoki1 »

I think I can say I have finished GC with Will. We have founded some issues I would like to change in a little "txt" mod.
Here are our concerns regarding TLD:

1). MGs and Schweres have usually "cannot see" problem.
Solution: There are too many people in the squad soI will make them smaller like 3 maybe 4 persons.

2).At guns are too valurable for mortar fire
Solution: make “chance that armor will protect an exposed crew member (column BF (from TOP))” risen from 0 to 398 what means 90% of cover ("Senior modders" - will it be enough? I founded out that they are being killed easly even then)

3). Schrecks too powerful.
Solution: reduce range from 250m to 180m. Also set allowed targets to All (when the unit is set to Ambush, it will not shot at infantry)

4). Mortars too powerful
Solution: is it possible to greatly increase "aimimg" time? So there will be no "immidietly" fire support with use of binded keys. Its fairly immposiible that mortar crew will aim at completly different location in ONE second as it is right now.
If it is posiible to make this value increased (important: NOT the rate of fire, NOT the setup time after movement, but time needed for the FIRST aim), we could make mortar even more powerfull in terms of blast radius etc. I wouldnt like to be even 20m from shell explosion...
When the aimimg time will be increased, it will make all vehicles more safe even when mortar will be more powerful. "Senior modders" - how to do this?
Also, we can make light mortars "faster with aiming"

5).German 7,5cm AT guns and Inf Guns cannot be placed inside houses, hedgegrows, bocage etc
Soultion: change it - but how, "Senior modders" WHich column regards for this?

6). Assult squads should have flamers (i just like it:)

7). Flamers should have possibility to fire flamer while moving

8). Snipers made equal (German/Allied)


Here are our concerns regarding forcepools in GC:

1). Germans BGs are too weak. Way to weak. There is no fun to play as German.
Solution:
a). add one or two shrecks to each german BG and it will COMPLETLY change allied tactic. No more massive tanks assults as shrecks with high concelments can easly knock them out. German BGs will be still very weak but at least will be able to do something
b). add 2 snipers to germans
c). remove feature that weak BGs can deploy less units "Senior modders" - how to do this? BTW - how does it work? Does the game calculates the amount of squads in BG and then allows X% to be deployed or what? I know its realistic so we have to think about this... Maybe just adding some units will help a bit. Simply when 2 experience players meets, mapis over after second turn (overhelming allied power)

So once Germans can hide their guns in builidngs, have 2 snipers and 2 bazookas, moratrs are not so effective in terms of aiming Germans TDs can survive more then 5 seconds, have some more units to defend and finally Schweres can be redeployed and after movement they will shot something - there can be some more fun:)


Please, add your thoughts, what annoys you etc so I can add to this and we all will have more fun:)

Also I am waiting for answers:)
kojusoki1
Posts: 235
Joined: Tue Jan 06, 2009 8:44 am

RE: TLD liitle mod

Post by kojusoki1 »

one more question: is it possible to have the strategic map from regular CCV into TLD? ANd if yes, is it a big deal to do this?
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Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
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RE: TLD liitle mod

Post by Andrew Williams »

It already is

Click on the Classic CC5 link

or look at Gen_Jacks Classic Cc5 mod tLD Classic here http://closecombat.matrixgames.com/Long ... Dmods.html
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kojusoki1
Posts: 235
Joined: Tue Jan 06, 2009 8:44 am

RE: TLD liitle mod

Post by kojusoki1 »

true!
thanx Andrew


And it looks like all modification I needed are included there!
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