Wacht Am Rhein - Bug Reports
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Close Combat Series -> Close Combat Wacht am Rhein

#101:  Author: Kojusoki PostPosted: Thu Jan 29, 2009 8:54 pm
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lower quantity of the MG crew to 4and it will be fine

#102:  Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jan 31, 2009 8:03 pm
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Can someone please confirm if the graphic for the P-38 airplane is correct?
File name in the vehicle graphics.azp is (ap38lightning)
It just looks kinda odd to me compaired to the rest of the images.

Thanks

#103:  Author: Kojusoki PostPosted: Mon Feb 02, 2009 12:51 am
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dont you think that in H2H campaigns, having a look into the LAST FOUGHT enemy forcpool is realistic? I mean when fighting AI, you have intel what the enemyforcepool looks like. Now, you should note everything. From other hand, sometimes opponent does not show everything, so... I dont know what is good:)

The thing that ceratinly should be avaible, is looking at YOUR OWN BG - what does it have, not only active roster. This is especially important when making startegic movement...

Also, is there posibility to have more then one BG at the same map? Probably not, but worth asking:) I find it realsitic that sometimes armies were massed at one place...

Also, how about this - if my own BG is moving to a friendly map and enemies also, shouldnt it be realistic that friendly BG arrives much faster then the opponents one (like friendly BG receives i.e. +2 to speed)? So meetining engagments are only when facing neutral map, or there is no difference of speeds (enemy recon vs friendly slow infantry BG. Doesnt matter taht infantry receives +2 speed - even then it will be later then fast recon)

#104:  Author: sample PostPosted: Mon Feb 09, 2009 11:59 am
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in every case in which a mortar opened fire on a infantry team, the first round kills the leader, like a sniper rifle


Sad

#105:  Author: TejszdLocation: Canada PostPosted: Wed Feb 18, 2009 2:59 am
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Just noticed in the Matrix forum that they have provided a list of enhancements and fixes that are in the next patch which should be out very shortly. Here is the link and below that the list; http://www.matrixgames.com/forums/tm.asp?m=2036526

Features and Enhancements
o CC4 Classic main screen revised
o Hetzer now has remote mg not coaxial
o SS/and FJ now have their own uniforms and ranks
o Tank crews wear Panzer Black
o Improved bridge crossing
o Corrected spelling for Fuhrer Begleit Brigade
o Revised FP for FBB
o New Grille graphic
o New wrecks
o Weapons file now has M1 and M1A1 carbine for regular inf. and paras
o New 75mm gun so tank guns aren't shared
o Weapons penetration data and vehicle armor revised.
o HE explosive effects revised
o Weapons and vehicle data revised
o Aircraft MG's now have small explosion graphic so you can see where the strafe
o Elements file altered so there is less chance of getting tracked or breaking a wheel. (you will still have to be very lucky if you can drive through a forest unscathed)
o Smoke burn time extended
o Pathfinding over bridges (of all types) improved
o Changed the way BG reinforcements work - Original code = Existing FP was reset to whatever the base FP was for that date in the Fpools file. New method = Team quantity is set to the higher of the base FP or the existing FP. Team types in the base FP but not in the existing FP are also added to the existing FP
o Display frame rate capped to reduce video card load on certain systems.
o AT gun crews now less likely to engage non-vehicle targets when under a DEFEND order.
o Fixed: Halftracks and armored cars were not being used properly by the AI to fill out a BG when primary units were depleted.
o The REINFORCE button on the Battle Group screen is now enabled only if the new FP would give you more units than the current FP
o BGLEADERPIC now shown on the Battle Group screen if you're running the game with the /D option (i.e. CC4 Classic) Showing correctly
o Strategic Screen scroll speed reduced.
o Being able to trace a supply line is now the determining factor for losing units when a BG disbands, not the BG's current level of ammo supply
o BGs that disband while out of supply now lose units from their FP as well as active units. The chance to lose a unit in the FP depends on difficulty setting:
-- Recruit: 0%
-- Green: 5%
-- Line: 10%
-- Veteran: 15%
-- Elite: 20%
If you intentionally disband your own BG (using the 'Disband' button) the chance for losing a FP team is 5% less.
o Force Pools are now initialized as follows: Campaign = full team quantities from the FP file for that date/difficulty. Operation = 2/3 that quantity. Battle = 1/3 that quantity. Previously these were 2/3 for both Camps and Ops and full value for single battles
o Reinforcement button on BG screen now enabled if reinforcements are available to the BG and doing so would add teams to the FP

Fixes
o Map updates/fixes: The following maps have had graphics or data updated
-- Wardin
-- Wiltz
-- Neffe
-- Champlon
-- Martelange
-- Andler
-- 3 Ponts
-- Malmedy (Thanks Pvt_Grunt for your work on this!)
-- Rosieres
-- Bulingen
-- Baraque de Fraiture
o Fixed: Reinforcements now visible during preview even when there is a BG currently on the map where the reinforcements would arrive
o Fixed an issue with disbanded (and thus empty) BGs being left on the strategic map. Existing games with this problem should also play normally now.
o Ground conditions (dry/wet) now shown one the Strategic Screen regardless of current selection (map, BG, etc).
o Fixed the issue with BGs being able to move 'behind' an attacker on the first turn of the game. Now if opposing BGs are on the same map at the very start of the game they will not be able to move out of that map onto an enemy controlled map. This applies to the very first turn of the game only
o Fixed: Multi-player screen dialogs for modem and serial port settings were not displaying properly.
o Fixed: Viewing reinforcements on the Strategic Screen would not show reinforcement battle group if an active battle group was on the arrival map during the actual current turn.
o Fixed overview map red circle location placement in Close Combat IV Classic

AI Enhancements and Fixes
o Fixed: German AI was not allocating heavy artillery support properly.

10/27/2008 – 4.50.2
Fixes
o Fixed Missing Save Game directory in Close Combat Classic
o Fixed a Crash Bug that could happen after a large amount of terrain damage was recorded for a map
o Fixed Map Issue in Close Combat Classic
o Fixed Error with Game Menu not displaying Catalog

#106:  Author: platoon_michaelLocation: Right behind you PostPosted: Sun Feb 22, 2009 12:35 am
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Quote:
The thing that ceratinly should be avaible, is looking at YOUR OWN BG - what does it have, not only active roster. This is especially important when making startegic movement...


Not sure I understand you.
Did you mean Force Pool by chance?

#107:  Author: Sapa PostPosted: Sun Apr 05, 2009 6:16 am
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When the third Panter got hit there was "watersplash" sound in the game Confused maybe it was full of blood.. Rolling Eyes

Yes im playing the latest patch.

Mats



splash.jpg
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splash.jpg



#108:  Author: squadleader_idLocation: Soerabaja PostPosted: Sun Apr 05, 2009 11:34 am
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^^^
Which map is that, Sapa?
Maybe there are ghostly rivers coded into the map...like those ghostly buildings in Stalky found Wink
Either that or the Americans were using water balloon tipped AP shells Very Happy

#109:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun Apr 05, 2009 8:10 pm
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What is the mortar firing at?

#110:  Author: platoon_michaelLocation: Right behind you PostPosted: Sun Apr 05, 2009 10:53 pm
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The name of the map in question is Leidenborn.
And while there is some water to the North it's so far out there that it will NEVER be a serious part of any battle on this map
Looking at where the Battle is taking place I never come to the conclusion that Mortors are being fired out near the water on this map.
In order to hear a splash sound.



You can make your stand all you want but I know what I see when playing this game.
Codding errors.
Graphic errors
An AI that SUCKS and cant even do the very thing the Germans did 60 years ago which is ATTACK!
And lack of respect for those who purchased and play the game.

Schrecken makes sure he says time and time again that Atomic was never on the side of the modding community and left us with crap in CCV but has he ever once looked at what he's selling now?

I think not.

Thanks for NOTHING.
You guys really piss me off when it comes to discussing WAR as it's always us against YOU.

Rest assured you will never get any more of my money for suuch a low quality piece of crud like I/we got in WAR.


Last edited by platoon_michael on Mon Apr 06, 2009 9:45 am; edited 1 time in total

#111:  Author: platoon_michaelLocation: Right behind you PostPosted: Sun Apr 05, 2009 11:04 pm
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Think about this.....
The reason they call this the most moddable version off CC to date is because you have to mod it in order to be able to play it.

#112:  Author: schreckenLocation: Sydney, Australia PostPosted: Mon Apr 06, 2009 12:16 am
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The Germans have already attacked to the north where the river is.

#113: Slush element coding bug Author: squadleader_idLocation: Soerabaja PostPosted: Mon Apr 06, 2009 12:46 am
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Ahh...Shreckie's usual antics at PR Very Happy
Sapa's an experienced CC player and modder...so I don't think he would have brought up this bug if he knew mortars were hitting water somewhere else on the map Wink

Don't you guys at S3T have some sorts of QC system to check and recheck basic errors? Wink
Okay...after 'investigating' the Leidenborn map "splash sound" bug Sapa ran into...take a look at this:



There are "slush" near those Panthers.
"Slush" element Explode Effect is coded = 2 (splash).
Unless "slush" in CCWAR are meant to represent "very deep muddy snowy moats"...then the explode effect should be = 1 (crater) Wink

#114:  Author: Sapa PostPosted: Mon Apr 06, 2009 5:56 am
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Schrecken! Sorry for this, next time i will not post anything... Crying or Very sad I thought you would be happy that people reports strange things in WaR.

i promise you! it will not happen again :stupid

Mats

#115:  Author: southern_land PostPosted: Mon Apr 06, 2009 6:03 am
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platoon_michael wrote:
I think not.



At last, something we agree on

#116:  Author: mooxe PostPosted: Mon Apr 06, 2009 9:31 am
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On the strategic map when grabbing a unit or support, the scroll speed slows down to almost nothing.

#117: elements file temporary fix? Author: squadleader_idLocation: Soerabaja PostPosted: Tue Apr 07, 2009 1:09 am
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How about a temporary fix for the elements file?
Based from the bug reports...IIRC some of the data anomalies are: Factory Window (block LOS value), Factory Wall (visibility hindrance values), Factory Floor, Slush (Explode Effects)...

#118:  Author: TejszdLocation: Canada PostPosted: Tue Apr 07, 2009 1:56 am
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Sapa,

It is not your fault that others take every opportunity to take shots at Matrix/S3T. Every game/mod out has some issues so it is not surprising that WAR has some too....

Squadleader_id,

Way to dig into it. I agree with you slush shouldn't make a splash sound and by finding the cause it should make it easy fix....

#119:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Apr 07, 2009 2:04 am
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Quote:
There are "slush" near those Panthers.
"Slush" element Explode Effect is coded = 2 (splash).


Thank you


re: reply to Sapa.

It's called narrowing down the field of investigation.

It wasn't the anti-tank shell hitting the panther that made a splash sound... I asked what was the Mortar firing at... it looks like it was firing at SLUSH!!!!!

#120:  Author: schreckenLocation: Sydney, Australia PostPosted: Tue Apr 07, 2009 2:37 am
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Quote:
On the strategic map when grabbing a unit or support, the scroll speed slows down to almost nothing.


This was slowed at community request.

You can use the scroll bars for fast movement or click on the mini map.

When grabbing a unit you won't need to scroll very far ie 1 map only



Close Combat Series -> Close Combat Wacht am Rhein


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