I (Nomada_Firefox) have done this complete new mod taken many things from other mods, by it I do not go to write a complete credits, I think that the correct credits were done on CC4 Veteran by TT.
Main changes on 1.1:
-Fixes for the CCWar v45014 update.
Main changes on 1.0:
There is not a big list of changes because I worked on this one year ago and I did not make a complete list. Now I have compress it and release it to the public, perhaps this mod has many errors, sorry if this disturb to anybody, you can tell me about them contacting me on ccwar4@gmail.com
-All CC4 TT Veteran have been added.
-I have added the graphic addon from whitehorse on CC5 Ardennes Offensive VetBoB because it would take me many time that I have not. I would like that other man as him makes it again for WAR.
This new version is a beta, I have not tested it fully.
Good it is all the mod, made very fast thanks to the WAR workbook and the compability from CC4/CC5 files with WAR, tested and running.
If you want to know more about the mod, go to www.FirefoxCCMods.com or www.ClanNomada.com , my email address is ccwar4@gmail.com
If you want upload it on your site, please contact first with me on www.FirefoxCCmods.com www.ClanNomada.com or ccwar4@gmail.com
Special Credits from CC WAR-Ardennes Offensive Veteran:
-British uniforms, medals and ranks from JimRM2 CC5 Afrika4041 mod.
-Autoinstaller by Bernd Nowak.
- CC4 Veteran units, icons and more by TT.
-Nomada_Firefox full mod and idea.
-Dynomite , main screen background and some Good ideas and help, he told me the name of the mod.
-To all CC gamers by help me with your ideas. On special CC4 Nomadas and Platoon gamers.
Thanks to all.
CC WAR-Ardennes Offensive Veteran was made with CC5 Ardennes Offensive VetBoB 1.13, CC5ArdennesVet4.12, TT CC4 VetBoB 1.13 and WAR VetBoB, I did some changes to add it on a Close Combat WAR but you can see all on TT readme.txt file on my mod.
CHANGES FROM CC4 VETERAN 4.0 BY TT.
MAIN CHANGES FROM ORIGINAL GAME (Veteran mods version 3.1):
Basically these mods gives the AI much more infantry soldiers, while the human player has to stick with more or less the original team sizes (the H2H mod has more or less the same team sizes of the original game).
AI much more aggressive (thanks to mr. 6th-Army, master of the SAI revolution)! Introduced in 1.03, refined in the following versions, using test results from Mr. X, Gr, Rommel and of course 6th Army (The H2H mod has not the SAI changes). The US AI will generally stay put on the first week of a campaign (new SAI settings in 3.1)
Vehicle pathing fixed (thanks to mr. Gr.Rommel)! The H2H mod has not the SAI changes.
Battlegroups reorganised according to Scorzenys Histmod and Loz's German OB table.
Battlegroups much more varied than in the original game.
More AI AT guns around.
AI Armor groups now more powerful.
These mods also increases infantry survival back to (at least) CC2 level.
Much more difficult for vehicles to move off-road.
Limited intel: You will not be able to read the name of the AI's teams on the screen, you have to see for yourself (remember, these mods are for veterans...). However, in the "light" mods and H2H mod you will be able to read your enemy's team names.
In version 3.0, about 55 new vehicles introduced. All vehicle graphics have been repainted. Further repainted in 3.1.
Remember the graphics file in the Vetmods is only compatible with the Vetmods. The graphics file is a complete reworking of the original Atomic file.
ARTILLERY (for AI mods only):
The AI has much more artillery. In the original game the AI hardly ever used arty (let alone airstrikes).
Now the German AI has plenty of arty the first day, less the next and only occasionally rest of the Campaign.
The US AI has no arty the first two days, but more or less the rest of the campaign.
In the German Veteran mod, the US AI will throw in a second barrage about 10 minutes after the first one is finished, so as the Germans you will have to hurry to finish off the US AI.
The US AI now also has much more Air support.
The AI arty and Air support has a "killing zone" which is min. 200m and max. 300 m away from the observers. This to reflect preadjusted arty barrage, and at least have some "arty-free" zones on the maps.
The human player has to stick with the ingame arty (and airpower, of course).
IMPORTANT: If you want to stop the AI from using artillery, you have to seek out the Artillery Observers and take them out.
Both ingame artillery and AI artillery much more powerfull than in the original game.
FULL LIST (I hope) OF OTHER CHANGES:
VEHICLES (Vehicles adb):
New "standard" vehicles:
SdKfz 250/1(alt)
SdKfz 250/1(neu)
Pz IV J
BrummBar
StuG IV
Sturmtiger
Tiger VI H
Panther V A
SdKfz 232/3
SdKfz 251/17
Aufkl Pz 38(t)
Pz II L
SdKfz 250/9
Panther/M10
JgdPz IV
SdKfz 7/2 Flak 36
SdKfz 7/1 Flak
Wirbelwind
Mobelwagen
Ostwind
Gepard
SdKfz 251/21
SdKfz 250/5
JgdPz IV (A)
Hummel
Bison
Wespe
Kubelwagen
M16 MGMC
M3 GMC
M4A3E2(75)
M4A3 Flame
M4A3E8
M12
M4 Tankdozer
Jeep
M12
"Ersatz" vehicles (will mainly show up in small numbers when Germans set to Hero or Hero+):
Pz III M
Pz III N
Flammpanzer III
Nashorn
Marder II
Marder III
Pz II F
Pz IV D
Captured vehicles (will show up in very small numbers late in campaigns:
BeuteJagdPz M10(a)
BeutePz M4A3(a)
BeuteFzg M-3(a)
BeutePSW M8(a)
"What-if" vehicles (will only show up at Recruit or Recruit- settings):
BeutePz SU-85(r)
BeutePz T-34/85(r)
BeutePz T-34(r)
Konigstiger (P)
M26
Sherman VC Firefly
M36B1
Almost all armor datas revisted.
Most german HTs, as well as armored cars and a few assault guns now have MG42s instead of MG34s.
Shermans now have generally better front armor.
Jumbo now has less front hull armor, but better turret armor.
Jagdpanzer IV (L/70) has better front armor. The original Atomic values were for early jagdpanzers.
Panther has slightly better turret front armor.
Tiger 1 has better all-round armor. This to reflect generally good armor quality.
Hellcat now has generally (much) less armor.
Thin-skinned and open-topped vehicles generally slightly less vulnerable to indirect fire. This to avoid vehicles being knocked out by the first few mortar rounds.
Many changes to ammo load.
Removed all HVAP ammo from German tanks, only 50mm PAK38 AT gun still have a few. The US also has a few rounds less.
Many changes to turret rotation. US tanks generally faster (with the exception of the M10 and Sherman 105 which had hand-cranked turret traverses), German ones slower.
Many changes to hull rotation. Some of the German tanks much faster (could turn on the spot), US tanks generally slower.
Many changes to acceleration and speed. Armored cars and halftracks much faster.
Many changes to ground pressure.
TEAMS (GEteams and ALSteams adb):
Generally most teams now have a more varied weaponry.
Most AI teams are now 10 soldiers. AI US Command, Assault, Rifle and BAR teams now have a Bazooka team attached. AI German teams generally do not have a Schreck attached (with the exception of AI Sturmgrenadiers and Command teams).
"Human teams" are more or less the same as before, but: Heavy infantry teams have 7-8 soldiers, recon units have 4-5 soldiers. All US rifle teams now have 7 soldiers (also AB). US Command teams 5 soldiers.
Snipers are now much more effective.
Forward mortar observers instead of 80 and 81 mm mortars, 60 mm mortar is still in the game.
In addition to the new teams that come with the new vehicles (see Vehicles):
New US Teams:
Artillery Obs. Team (to both the German (Feuerleittrupp) and US AI).
US AB Command Staff
US Assault team (Heavy infantry)
Mortar batteries instead of single mortar
M2 AA/AT Gun (instead of M1 AA Gun)
AB Panzerschreck (captured)
Panzerschreck (captured)
Captured PaK 43
Captured FlaK 36
M21 (instead of M3 Mortar)
Command M4A3
Command M20
Teams that are removed (mainly to give place to new vehicles):
Light Infantry Gun
Sherman Calliope
Heavy mortar
New German teams:
Volksgrenadiere are now the core of the VG groups. They have less experience and lower morale than other German infantry units.
Sturmpionere, also SS and FJ
Mortar battery instead of single mortar
New command teams to SS and FJ. Also SS Zugfuhrer
FJ kz 8cm GrW 42 (instead of GrW 34)
BefPz IV J
SS BefPz IV H
SS BefPz V G
BefPz III M
SS Befehlswagen 251/10
Befehlswagen 250/10
"greif" Jäger (German rifle squad dressed up like US infantry)
BefPz JgdPz IV
Teams that are removed (mainly to give place to new vehicles):
Light Infantry Gun
PaK38
Wurf
Heavy mortar
To avoid "overloading" the Geteams file, most German vehicle teams now come only in one single version, SS and FJ will receive the same vehicles as Heer.
SOLDIERS (Soldiers.adb):
Fixed the German Vehicle crews bug.
Increased protection to all soldiers.
Some changes in ammo load.
Many soldiers now have access to Molotovs and grenade bundles, to reflect ad-hoc solutions for fighting AFVs.
Captured Russian SMG, PPSh41g now available to the Germans.
Now only one man in a gun crew will use a rifle, in he original game all crew members could use a rifle and at the same time fire the AT gun!
WEAPONS (Weapons.adb):
Main tank guns, AT guns and mortars now has faster reloading time. This also goes for vehicle mortars.
Mortars more powerfull, but actually less powerfull against vehicles.
Grenades and rifle grenades slightly more powerfull.
Blast size increased for 88 mm and 90 mm guns.
Slightly increased min. range for main tank guns, making it harder for them to take out assaulting infantry.
Increased accuracy for high velocity tank guns, as well as sniper rifles.
Generally decreased accuracy for HE shells and tank MGs. Decreased blast ratings for AP shells.
Blast sizes for smoke generally increased.
Most German high velocity guns now have higher kill ratings.
Decreased accuracy for tank MGs.
Tank MGs and SMGs jams more often.
Infantry now more reluctant to use their Bazookas, Panzerschrecks and Panzerfausts against infantry.
BATTLEGROUPS (Battlegroups. adb)
Generally reorganised all BGs according to Skorzeny's Histmod and Loz's German OB table. For the sake of gameplay I did a few alterations.
NEWS IN VERSION 4:
DATA:
BATTLEGROUPS:
British BG added; 29th Armored Brigade will gradually take over for 30th US Division from day 6.
TEAMS:
Moral generally lowered, both for human player and AI teams. This makes soldiers surrender more easily, going berserk, panic and so on.
Winter camo: The germans have plenty of it during the first week, little or nothing later. The US have little or nothing the first week, plenty later.
In the "Chicken mods all teams are reduced in size back to the original Atomic ones.
USVeteran: Size of US rifle teams and AT teams slightly increased. The 8-man US rifle teams represent the standard 12-man WW2 squad. At the time of BoB several US units had a critical shortage of manpower, so 8 soldiers should be pretty realistic. The same with the 7-man British squads representing the standard 10-man rifle section. For the German vetmod I have followed Atomic's practise by dividing the German rifle team in two, one rifle and one MG. Giving the human player plenty of German rifle squads complete with MG4s2 would have just made the Germans too strong. The German AI, however....
NEW US TEAMS/VEHICLES:
Ranger Squad
M2 4,2-inch Mortar Battery (reduced to one single mortar in the H2H mod).
Veteran M4A3(75 mm), also as Command tank.
M4A1 Calliope (out in previous versions, now back again).
M3A1 (with captured PzSchreck)
M1A1 Bofors 40mm AA gun
M1A1 Field Howitzer (out in previous versions, now back again).
Air Support FOs (both for AI and Human player), now with airplane graphics (P-47 and Typhoon).
Forward Artillery Observers (also for Human player)
Sniper Team (2 snipers), both for regular and AB.
SMG Squad, Ad Hoc team both for regular and AB.
M3A1 White Scout
M26E4 "Super Pershing"(what-if)
T28 Super Heavy Tank (what-if)
BRITISH TEAMS/VEHICLES:
HQ Section
Rifle Section
Scout Patrol
SMG Team, Ad Hoc team
SAS (played a prominent part in BoB)
PIAT
Vickers MMG
17pdr AT gun
6pdr AT gun
3-inch mortar battery (reduced to one, single mortar in the H2H mod)
Cromwell IV (also as command tank)
Cromwell IV CS (95mm)
Sherman V (also as Command Tank)
Sherman VC Firefly
M10 17pdr "Achilles"
A30 Challenger
M10 3inch "Wolverine"
Churchill VII Crocodille
Churchill IV AVRE
A34 Comet
Forward Artillery Observers (also for Human player)
Air Support FOs (both for AI and Human player), now with airplane graphics (P-47 and Typhoon).
NEW GERMAN TEAMS/VEHICLES:
Volksgrenadiere Sturmgruppe
MG34 (FJ and SS)
sGranatwerfer 42 120mm
251 Wurframen (back again, but not as lethal as before and in very limited numbers)
37mm Flak 36
37mm Pak 35/36 Spigot
250/7 (back in the game again)
Panther F (what-if)
FlakPanzer 341(what-if)
Maus (what-if)
E-100 (what-if)
Out goes all the captured Russian vehicles as well as PzIVD, PzIIF and one of the two Tiger 1s.
WEAPONS:
New min. ranges for mortars and artillery:
60mm mortar: 200m
80/81mm mortars: 250m
Heavy mortars and artillery: 300m
Air support: 250m
Removed cannister from Sherman 75mm, added to M8 AC.
SOUNDS:
Weapon sounds completely reworked, added "new" voice files, both for German, US and UK.
GRAPHICS:
New uniforms.
Plenty of new unit graphics.
Several new and changed weapon graphics.
Added proper graphics for the British BG as well as KG Cochenhausen. Removed graphics for KG Stephan (belonged to 116th Pz), inserted graphics for KG Bohm instead.
Several other minor changes.
MAPS:
Changed the VL locations, should make the AI go for Exit locations as well.
Well, that's about it. I've probaly forgotten something, but...
Please send bug reports, comments, suggestions etc. to trhaugs@online.no
Credits:
A special thanks to 6th-Army for his SAI changes, testing and comments.
A special thanks also to Miller Logan for testing, comments, help with Order of Battle, images for the reqscreen and general support.
A special thanks also Loz for commenting, testing and correcting the new vehicles, as well as his invaluable "German Order of Battle" table.
Cpl_Filth and Sgt_Wilson, who made it possible to edit CCIV.
The Blood! for his excellent GadgetMunger and BtdMunger.
Jeff Duquette for collecting many of the infantry images I used as basis for the ReqScreen icons, as well as hosting the first versions of the Vetmods.
Markus Hofbauer for the German team names.
KG-Brandenburg for making plugins for the vetmods.
Gr.Rommel for fixing the Vehicle Pathing.
Nimitz for inspiring the making many of the new vehicles.
Skorzeny for his historically correct German BGs.
KlausMB for his German Order of Battle.
The Realred, Western Front, GROGSBoB and Panzermarch teams. Their work have greatly inspired the graphics of this mod.
Zonbie for his incredible solution for adding airplane graphics to forward observers.
Mick (Xe5) for years of interesting CC topics.
The Other Dave and Phil Lane for making the excellent CC sound tool available.
The players at the SSI Forum for much needed feedback and interesting discussions.
And finally, thanks to (the late) Atomic for making my favorite game
To uninstall plugin only use the plugin manager.
To more questions send a email to ccwar4@gmail.com