Posted: Fri Aug 09, 2013 2:52 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
It is quite strange because in our H2H campaign (GJS-LSA) nothing was saved (both times bug appeared), but the other day, playing against AI (Road to Caen-TLD) game was finally saved before crash.
I thought that 00:00 bug dissapeared with the new remakes: CoI-WaR-TLD and LSA.
Posted: Tue Aug 13, 2013 2:20 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Quote:
we have had the CCE exe crash twice now at ranvulle, about 6 mins into the 15 min game. any ideas?
Next time you play on Ranville take detailed note of the units on both sides. No idea why this is happening, but it might be tied to a specific unit. PM me with the list and specific circumstances if it happens again, I'll see what I can find out.
Posted: Fri Aug 16, 2013 8:04 am Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
cathartes.......i think i figured out what is causing the ranville CCE exe crash. i did as u asked, sort of, ...i thought about what was different as far as equipment goes in my allied BG, that was not in the active roster before the battle started to crash.
its the tetrach howitzer tank ! i took it out of the mix this battle and the batttle did NOT crash.
can you look into it please? :)
thanks
WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND !
Posted: Sun Aug 18, 2013 6:26 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
It all depends on the connection.
In TLD BFC appeared 00.00 crash, flametrower crash and airstrike crash (rare and specific conditions, such as gameranger + bad connection). Same direct connection not good in some cases (possible flametrower crash).
Not seen truce crash and frozen.
Crash in the middle of the battle may be associated with flametrower.
H2H fights better finish using truce.
Posted: Sun Sep 15, 2013 5:56 am Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
I just installed this mod... and instantly had some flashbacks from a few years ago...... nice work!!!!!
I'm playing single player GC at this moment (Just to try out)
At Courseulles sur mer map (day 2 turn 1), the allies started around the "to moke green sector" VL, they come not out of the sea. (I think this happened also in the original mod).
Also a small thing about the allied start om Juno beach... I think it would be better if the allies could use the whole beach to start on this map
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: Wed Oct 16, 2013 4:33 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
im 40% into a GC in LSA GJS......GREAT MOD but it needs a wee bit of tweaking. im playing allied, but ive looked at most german BG's in the game.
here are my thoughts Cathartes.....
the ranvile CCE EXE crash with the 6/6 AB is the tetrach howitzer.
the allies seem to be out gunned in line vs line, due to a few factors or things that could be changed.
my next GC ill play the germans on vet or elite and the allies on line and see if that helps out a bit.
1] the allied vickers MMG and the 3 inch mortor need to be taken out of the support only slots and be able to be picked in the inf slots. this will give them a bit more fire power. this is a must Cathartes IMHO, as it is you will always pick a tank over the MMG etc etc. the german inf is nasty as usual and the MG 42 is king. the bren still doesnt have the hitting power or the penitration it seems.
squad for squad the alles will be always out gunned by the germans.
2] the ammo load for the bren and vickers needs to be larger. the germans can fire all turn with both the LMG and the HMG and the bren and vickers run out on a regular basis. increasing the bren and vickers ammo load isnt out of the realm of historically accurate IMO.
3] german a/t guns seem to be harder to spot than allied a/t guns. dont no why, but ive not been able to see, for example, a flak 88 [ as big as a damn house ] in the middle of the road shooting at me until after im dead.
4] the allies are terribly short of inf a/t capibility's. is it possible to arm all the inf squads with gammon bombs, not just the para's??
havent hit much with the piat, they dont hide well for some reason.
5] the canadian BG's should have a far higher morale than they do. the germans had a very hard time fighting them and always praised there fighting capability's.
6] the green rifle squads need to have a higher morale. the allied inf at normandy including the replacements were very well trained. some ..not all may not have had much battle experience but they were all good troops. as it is now the green rifle squads get cut to bits every time.
7] oh ya...german 105 and 150 assault guns need to be toned down. very un realistic. see posts above.
8] can anything be done about the exploding fences at merville?? inf is cut to bits moving around that map.....its ridiculous.
9] the allies really need more heavy arty support than what is given right now IMHO. at least double. the allies always had tons of arty support, and its not reflected right now.
the planes are a waste of time. ive dropped tons of bombs and never knocked out a single thing yet.... and yes it is the typhoon im talking about.
10] oh ya.....the M10 TD needs to have the turret rotation sped up...this a must too Cathartes. the M10 is painfull and almost use less in any kind of a fight, and the M10 17 PDR's are really needed to even some of the cat odds.
11] the canadian BG's seem to lack points to buy troops and equipment, compared to all the other allied BG's. any one else seeing this?
12] based on how many panthers there are in the mod the allied Ind tank BDE's seem to be a wee bit short on Fire Flys IMO. i no your only supposed to have 1 FF for every 4 shermans but considering the amounts of cats in the game and no reinforcement button i think we could sweeten the pot a bit.
if nothing else is changed...numbers 1, 7, 9 and 10 need to be changed for sure IMO.
again, GREAT MOD Cathartes. your thought on the above??
thanks
RD Steiner
WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND !
Last edited by stiener on Thu Oct 17, 2013 2:10 pm; edited 1 time in total
Posted: Thu Oct 17, 2013 2:48 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
oh ya.....KG Von Luck needs to be held back 1 turn so the 6/6 AB at ranville have a chance to deploy. other wise von luck can show up at the same time as 6/6 AB in ranville and over run the small AB deploy area with his tanks and game over.....
WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND !
Posted: Fri Oct 18, 2013 10:00 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Hi Mark yes ive always liked CC and i really llike the options in LSA. really miss those options in PITF. when you get a good connection drop me a line and we'll get something started bro. good to hear from you.
i hope Cathartes is out there some where listening too......he seems to have dropped out of the picture?? this mod can be almost perfect with a few adjustments IMHO. hope he comes back and makes the imporvments.
rumour is he's helping Matrix on the next CC installment........battle for Caen???
WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND !
Posted: Sat Oct 19, 2013 12:21 am Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Stiener,
Cathartes is obviously very busy with a new release but most of the points you mentioned will take you less than half an hour to change with LSA workbook.
I bet Mark can help you as AFAIK he has an experience in CC data tweaking.
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