The Longest Day - Bugs, Mistakes & Suggestions
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Close Combat Series -> Close Combat The Longest Day

#1: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Mon May 04, 2009 1:35 am
    —
Carried over from my first impression notes here:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7059
 
- VLs for Allies = US Flag...but CCTLD doesn't only cover the US Utah sector anymore.

- Only 1 type of Stens (graphically = Sten MkII)...so Brit Paras are shown using Sten MkII instead of MkV. Also Brit Para Officers using Enfield Revolver instead of Colts.

- US AB using M1 Carbine instead of M1A1 Carbine,

- Osttruppen Russian weapons should use their German designations.

- US AB gun crews wearing army uniforms

- There were new ranks graphics for US AB in CCWAR...with khaki M42 uniforms...these were out of place in CCWAR (US AB should be wearing green M43 by this time)...but should be used in CCTLD. The current CCTLD US AB ranks graphics are stock green uniforms (same as Army).

- Waffen-SS Panzer crews not using the Panzer black rank graphics from CCWAR.

- US AB Company HQ wearing Army uniform, should be Khaki M42 like the rest of the AB.

- Glitch carried over from original CC4-CC5 and CCWAR: Grenades should have "throwing" or "pulling pin" sound...not "grenade explosion".  The way the game works, if you assign "explosion" sound to grenades...when soldiers throw a grenade you'll hear an explosion...then you'll hear the real explosion when the grenade detonates...confusing.
Most mods have addressed this issue, BTW.

#2:  Author: Dima PostPosted: Mon May 04, 2009 7:40 am
    —
Quote:
- Glitch carried over from original CC4-CC5 and CCWAR: Grenades should have "throwing" or "pulling pin" sound...not "grenade explosion".

and when you click on Smoke Grenade in team screen - it still sounds like explosion?

#3:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon May 04, 2009 10:28 am
    —
^
I think so...will get back to you on this, Dima.
I'm at work and CCTLD isn't installed on my laptop...yet Wink

Edit: "distant explosion sound" when you click smoke grenade on the BG Screen.

#4:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue May 05, 2009 1:02 am
    —
Minor data files issue here:
http://www.matrixgames.com/forums/fb.asp?m=2106009

But Jim and Steve (S3T) are already looking into it and working on a fix.

#5:  Author: squadleader_idLocation: Soerabaja PostPosted: Tue May 05, 2009 5:53 am
    —
Since it's now possible to have multiple nationalities with separate, ranks/insignia, uniforms and medals...British Paras can now use Denison Smock rank graphics Very Happy


#6: Message d'erreur lors de l'installation de Longest Day (sous Author: pibzedogLocation: Paris (France) PostPosted: Thu May 07, 2009 8:10 pm
    —
salut
je ne parviens pas à le dézipper (avec et sans winrar), alors que Wacht Am Rhein s'intalle très bien et marche très bien.
j'ai un message d'erreur qui me dit "windows ne peut effectuer l'opération. impossible de créer le fichier de destination"
merci[/img]

#7: Re: Message d'erreur lors de l'installation de Longest Day ( Author: Sapa PostPosted: Fri May 08, 2009 5:30 pm
    —
pibzedog wrote:
salut
je ne parviens pas à le dézipper (avec et sans winrar), alors que Wacht Am Rhein s'intalle très bien et marche très bien.
j'ai un message d'erreur qui me dit "windows ne peut effectuer l'opération. impossible de créer le fichier de destination"
merci[/img]


Och jag förstår inte ett enda ord Confused

#8: Re: Message d'erreur lors de l'installation de Longest Day ( Author: MörserCarlLocation: Tokyo PostPosted: Fri May 08, 2009 11:21 pm
    —
pibzedog wrote:
salut
je ne parviens pas à le dézipper (avec et sans winrar), alors que Wacht Am Rhein s'intalle très bien et marche très bien.
j'ai un message d'erreur qui me dit "windows ne peut effectuer l'opération. impossible de créer le fichier de destination"
merci[/img]


Ja, den er fandme svær at forstå! Men jeg prøver alligevel.

I think the problem is regarding installation. After downloading, open the zip file, copy the file within the zip file to a separate directory and then launch the installation phase by double clicking the copied file. You cannot install directly from the zip file but must copy to a separate directory first. I think that's the problem you're describing.

#9:  Author: Sapa PostPosted: Sat May 09, 2009 2:33 am
    —
Thankyou!! Razz

/Mats

#10:  Author: mooxe PostPosted: Sat May 09, 2009 11:54 am
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What exactly does resting a battlegroup do? After leaving units in battles time after time thier morale drops, but experience rises to the max, will resting a BG get thier morale back up?

What does cohesion do? I would think it enable units that have been fighting together over multiple battles to work together more efficently, the more replacements they recieve the less effecicient they are. Is that how it works?

#11:  Author: Kojusoki PostPosted: Sun May 10, 2009 10:02 am
    —
Quite a good question mooxe - i was trying to find it at manual but i couldnt

Answer for Shrecken, regarding my blidness and flashes from muzzles when a player is a guest at H2H:

I am saying about situation when you are under fire, you can see "green or red lines" flying towards you, but no flashes where exacly are those "lines" from. Pretty important when attacking... My question was regarding this issue.
And I do confirm there are no flashes (but it would be right if BOTH sides CANNOT see them while not seeing a unit).

I have already doublechecked it in single palyer.

When I DO NOT see an enemy unit, which is shooting at me:
1). when I play vs AI I can see flashes
2). when I am guest I cant
There is an attachment "flash.jpg" showing situation when flasz is visible when playing vs AI

So I am not blind... Now what? Any other playing H2H as a guest - can you see the flashes?

Second thing: smoke
Look at the picture - seems smoke is not affecting LOS. Am I right?

Third thing:
I have one Pak 5cm missing at Elite level. Ill attach save game this evening. This Pak Was a great one with 20 or more kills but... next round (after the night battle) when he was not even touched, he disapeared from the BG.

We had similar thing at WaR(http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7067), but tonight we will have the evidence:)[/url]



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#12:  Author: TejszdLocation: Canada PostPosted: Sun May 10, 2009 3:59 pm
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Just tested smoke single player....

Here is what I saw;

- At first LOS is blocked no matter where it goes through the smoke.
- Then slowly LOS is not blocked by the the edges of smoke.
- Finally LOS is not blocked even when going through the center of the smoke for a bit before it disappears.



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#13:  Author: TejszdLocation: Canada PostPosted: Sun May 10, 2009 8:40 pm
    —
mooxe wrote:
What exactly does resting a battlegroup do? After leaving units in battles time after time thier morale drops, but experience rises to the max, will resting a BG get thier morale back up?

What does cohesion do? I would think it enable units that have been fighting together over multiple battles to work together more efficently, the more replacements they recieve the less effecicient they are. Is that how it works?


Resting a BG should increase both fatigue (physical state) and cohesion (morale/organization). As the fatigue value gets lower men will start a battle winded or fatugued. As cohesion gets lower each soldier's morale level is reduced so men are more panicky and whole BG's morale is lower so a force morale break happens sooner than normal.

#14:  Author: schreckenLocation: Sydney, Australia PostPosted: Sun May 10, 2009 10:39 pm
    —
Quote:
Here is what I saw;

- At first LOS is blocked no matter where it goes through the smoke.
- Then slowly LOS is not blocked by the the edges of smoke.
- Finally LOS is not blocked even when going through the center of the smoke for a bit before it disappears.



This sounds like it is working correctly.. it simulates the smoke dispersing... although the grapic stays the same.

#15:  Author: golani_2 PostPosted: Thu May 14, 2009 10:05 am
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How come there is no retret option for losing battlegroups like there is in WaR?

I think it was exallent, gets you to use up most of the maps and battels and is more realistic.

#16: Re: Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Fri May 15, 2009 2:12 am
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Actually didn't really think of it until you mentioned it....

Goto \Matrix Games\Close Combat The Longest Day\DATA
Make a copy of campaign.txt
Then open campaign.txt
Then edit the 2nd line below to be 1 instead of 0

# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
0

Save the file

#17: Re: Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Fri May 15, 2009 1:02 pm
    —
Nice tip, Tejszd!
BTW, am I the only one having probs saving the campaign.txt file using Excel (as tab delimited txt)?
The file saved with Excel gives me an error in the game (invalid number of days in campaign file).
No probs editing and saving the other files...just the campaign.txt
I can edit and save the file without probs using notepad.

#18: Re: Bugs, Mistakes & Suggestions Author: golani_2 PostPosted: Fri May 15, 2009 1:30 pm
    —
Took me a while to figure it out, but I did it.

I had a couple of chances but AI battlegroups don't retreat, only disabend or stay.

#19:  Author: Kojusoki PostPosted: Sun May 17, 2009 1:20 pm
    —
Smoke again:

I repeat - smoke does nothing:) I have no time to make a video, but when I throw smoke, LOS doesnt change - doesnt matter if it is the begining of teh smoking or end or middle. LOS is all time prfect. You tested it in the field. I tested in town. Maybe what you thought was a smoke issue, was a lower/higher terrain that made you LOS dark green?

Another thing:
when playing H2H, on the strategic screen, when you want to write something to the second player, you have a "slideshow" everytime you hit spacbar. As a slideshow I mean that when you hit spacebar, it shows the map with connections. And you are just writing a message. I think this describtion is not the best one - so just playing H2H try to write something while on the strategic map, but long enough to have some spacebars there:)

#20: Re: Bugs, Mistakes & Suggestions Author: Dima PostPosted: Sun May 17, 2009 8:57 pm
    —
Quote:
Maybe what you thought was a smoke issue, was a lower/higher terrain that made you LOS dark green?

yes, that map has marsh that breaks clear LOS Smile.

#21: Re: Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Fri May 22, 2009 10:08 am
    —
golani_2 wrote (View Post):
Took me a while to figure it out, but I did it.

I had a couple of chances but AI battlegroups don't retreat, only disabend or stay.


I confim, some BGs do not retreat while then can. They are being disbanded. Unless it is ok, becouse teh BG I am talking had 3 units all together, while i deployed only 1. This one, deployed unit surrendered and i though BG (2 units:) will retreat.
So maybe it is ok when you have only 2 units strong BG?

#22: map error Author: squadleader_idLocation: Soerabaja PostPosted: Sun May 24, 2009 2:36 am
    —
Found this playing the Isigny map.
Very minor coding glitches on the small map items (sandbags, equipments and stuff)...and a couple of noticeable coding errors.


#23: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sun May 24, 2009 2:49 am
    —
Theres lots of this. From my few games... Tanks partially on roofs of four story buildings, soldiers walking on roofs, maps showing minefields (Sword by the beach ramp) but theres no mines...

The Isigny map your showing looks a bit like St Mere Eglise turned 90degrees counter clockwise...

#24: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Tue May 26, 2009 12:46 pm
    —
Based on discussions here:
http://www.matrixgames.com/forums/fb.asp?m=2123831

OK...here's my first attempt...French Commando ranks for CCTLD.
I hope my French Naval ranks chart translation to CC ranks chart isn't too far off  Smile











...and French Medals from CC5 Meuse mod.





Last edited by squadleader_id on Wed May 27, 2009 5:29 am; edited 1 time in total

#25: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: reinald PostPosted: Tue May 26, 2009 1:17 pm
    —
mooxe wrote (View Post):
Theres lots of this. From my few games... Tanks partially on roofs of four story buildings, soldiers walking on roofs, maps showing minefields (Sword by the beach ramp) but theres no mines...

The Isigny map your showing looks a bit like St Mere Eglise turned 90degrees counter clockwise...


But those are issues with individual maps' coding and not the engine itself, right?

#26: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Dima PostPosted: Tue May 26, 2009 1:55 pm
    —
Quote:
But those are issues with individual maps' coding and not the engine itself, right?

correct.

#27: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Thu May 28, 2009 3:13 pm
    —
Suggestion or bug I am not sure.

Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though.

#28: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu May 28, 2009 11:59 pm
    —
mooxe wrote (View Post):
Suggestion or bug I am not sure.

Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though.


AFAIK only the beach maps plus a few others can be assigned Naval Support (they're highlited in yellow when you click Naval Support).
Naval Support icon in the interface needs to be changed from Arty/Howitzer graphics to Ship graphics though.

#29: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri May 29, 2009 12:47 am
    —
You missed the point... If you assign a unit from the beach to move inland, they cant have "backup" naval support incase the German unit is faster and blocks them on the beach from moving.

#30: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Fri May 29, 2009 1:12 am
    —
OK...got it now.
Hmm...feature or bug? How was this handled in CC5, BTW?

#31: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri May 29, 2009 1:15 am
    —
I think you could assign it in CC5. Maybe it was GJS... I remember doing it somewhere.

#32: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Fri May 29, 2009 1:58 am
    —
mooxe wrote (View Post):
Suggestion or bug I am not sure.

Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though.


I believe what you are seeing is fix for a CC5 bug/feature/problem where you could assign support to unit on a map that allowed support but then you ordered that BG to move inland and got support on a map that wasn't supposed to get support. Now when you direct a BG to move inland to map where support is not allowed support is removed.... Sounds to me like your asking for an enhancement which allows defensive fire support in case a BG can not advance inland as ordered.... Though if they were ordered inland the assigned support most likely would be for the area they planned to advance into not for where they are....


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#33: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri May 29, 2009 2:40 am
    —
Tejszd wrote (View Post):
mooxe wrote (View Post):
Suggestion or bug I am not sure.

Units leaving the beach heading inland cannot be assigned naval support. If the German unit inland is faster than the Allied unit, it could move to the beach and cut the Allied unit off from moving, and it wont recieve Naval Support. It does work properly with all other support though.


I believe you are seeing is fix for a CC5 bug/feature/problem where you could assign support to unit on a map that allowed support but then you ordered that BG to move inland and got support on a map that wasn't supposed to get support. Now when you direct a BG to move inland to map where support is not allowed support is removed.... Sounds to me like your asking for an enhancement which allows defensive fire support in case a BG can not advance inland as ordered.... Though if they were ordered inland the assigned support most likely would be for the area they planned to advance into not for where they are....


Well "defensive fire" works when you assign arty or air and get cut off during a move. So the mechanics of it are there, just not working for naval because inland maps cannot recieve it.

#34: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: cobra1983Location: Tuscany, Italy PostPosted: Mon Jun 01, 2009 3:32 pm
    —
Hi guys! I have a CTD problem. I'm playing CC on my notebook with 1440x900 resolution. No problem till i have to play the battle in Amfreville, on the first day of the GC. After the "Allies attack" screen it crashes to desktop. I tried using 800x600, and everything went fine, but it really sucks this way! :)

EDIT: It seems to work fine with resolutions up to 1280x800. With larger resolutions it crashes to desktop loading the Amfreville map.

#35: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jun 01, 2009 8:29 pm
    —
Amfreville  is the second smallest map.

Try Point du Hoc battle , the smalleest map.. see if that behaves the same.

And Bayeaux the next one up...

All the maps play on higher resolutions so I wonder what's up with your system...

#36: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Mon Jun 01, 2009 8:34 pm
    —
I run at 1440x900 and for Amfreville the screen auto resizes to display the map.

#37: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: cobra1983Location: Tuscany, Italy PostPosted: Mon Jun 01, 2009 9:25 pm
    —
schrecken wrote (View Post):
Amfreville  is the second smallest map.

Try Point du Hoc battle , the smalleest map.. see if that behaves the same.

And Bayeaux the next one up...

All the maps play on higher resolutions so I wonder what's up with your system...

I tried both the maps you told me at 1440x900, and everything went fine, then i tried again Amfreville and... got a crash to desktop.

My system:

OS: Windows Vista Ultimate 32 bit with SP1
CPU: Intel Core2 Duo T7500
RAM: 4 GB DDR2
Graphic card: NVIDIA GeForce 8600M GT 256 MB


Last edited by cobra1983 on Tue Jun 02, 2009 1:35 am; edited 1 time in total

#38: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Mon Jun 01, 2009 11:17 pm
    —
I play at 1680x1050...no crashes for smaller maps (incl. Amfreville)...they're displayed with black borders on the left and right.

#39: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Wed Jun 03, 2009 2:51 am
    —
I found one of the secrets on how a rerelease can be released so quickly. It was done by the cut and paste club! You will have to zoom in to see it. The "scar" can be noticed from the very left edge to the right edge of the map. Theres another one going through the parachute on the right. I just got tired of seeing the lines, at first I thought maybe it was just one map, but noticing them more often now.

Also noticed coding problems on La Fiere Causeway in the upper left corner. Team was firing down (lengthwise) multiple hedges, about 60m of them.



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#40: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jun 03, 2009 5:35 am
    —
Wow...nice find, Mooxe!
That looks really ugly and rushed...a few minutes on photoshop would have cleaned that up.
Let me know which other maps have these ugly cut-and-paste effect...I want to clean them up on my install.
As for coding errors...has anyone gotten around to checking the map coding with 5CC.
BTW, is the official CCTLD element file converted for 5CC available for download? Or do we have to convert it ourselves?

#41: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Wed Jun 03, 2009 9:30 am
    —
It is included when you DL the latest version of 5CC... I believe.

#42: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jun 03, 2009 10:47 am
    —
schrecken wrote (View Post):
It is included when you DL the latest version of 5CC... I believe.


Nope! 5CC's latest version = v1.14, released May 2009.
The latest TerrainElementTables added is CCWaRElements.txt...no CCTLD elements table conversion.

#43: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Wed Jun 03, 2009 8:33 pm
    —
Forward thinking included all tLD elements in the WaR Elements.txt file.

If you are have the latest 5cc you are ready to go.

#44: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Sat Jun 06, 2009 1:11 pm
    —
Thanks for the heads up about the elements file, Shreckie!

Cross-post from the Matrix forum:

A closer look at Hedgerow coding...

Hedgerows coding on new maps are different from the original CC5 maps (which are also included in CCTLD).
On the original CC5 maps (and the GJS maps), Hedgerows are coded with raised elevation (to represent the raised earth/mounds they were planted on).  On the new CCTLD maps, Hedgerows are on level ground...without elevation coding...also (new) Bocage element is usually added in the center of Hedgerows.

Anyone notice this? On the new maps it's easier to get LOS through Hedgerows 'cause they're not as high as Hedgerows on the original maps?

Original maps:





New map:

#45: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jun 06, 2009 11:05 pm
    —
But that map is a CC5 map and there are reports of LOS through that diagonal hedgerow??????

#46: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Sun Jun 07, 2009 1:04 am
    —
schrecken wrote (View Post):
But that map is a CC5 map and there are reports of LOS through that diagonal hedgerow??????




You mean La Fiere Causeway AKA Mederet above?
The LOS through that diagonal hedgerow is only possible in CCTLD (incl. CCTLD Classic CC5).

Try the Mederet map in stock CC5 and you won't be able to reproduce the LOS anomaly...a bug in the new exe or CCTLD elements file issue?
The map coding AFAIK is exactly the same.

#47: CCTLD Custom French Commando Ranks Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jun 10, 2009 5:06 am
    —
I've been kept busy with PJ's CC5: SOC v1.2 and my current CCTLD multiple Ops...but finally spared some time to go back to this 'project'.
Took a while to find a design that's easily identifiable as "ranks worn between the 2nd and 3rd button".
Latest revision...and should be the final version.







In game screenshot:

#48: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Thu Jun 11, 2009 12:06 am
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Way to go squadleader_id they look good!!!

#49: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Jun 11, 2009 12:43 am
    —
Tejszd wrote (View Post):
Way to go squadleader_id they look good!!!


Thanks, Tejszd!
I'm also planning a small fix for the German Panzer crew ranks when I have time...maybe also German Assault Gun crew ranks with historical uniforms (Assault Gun wrap).
Panzer crew ranks will be just gadget updates...but Assault Gun ranks will need some minor teams data editing.

#50: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Flamethrower PostPosted: Thu Jun 11, 2009 8:14 pm
    —
Tejszd wrote (View Post):
Way to go squadleader_id they look good!!!


ditto - nice work!

#51: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 7A_Bjorn PostPosted: Fri Jun 12, 2009 2:15 am
    —
squadleader - will the french commando ranks be part of a file we can download here at CCS?

Nice work.

#52: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Fri Jun 12, 2009 2:33 am
    —
Glad you like them, Guys...
Actually the French Commando ranks might be included in the official patch (along with Brit Para ranks - feat Denison Smock camo design)...but I'm not 100% sure...Jim's calling the shots on this one  Wink
IMO this a 'more efficient route of distributing them'...rather than making them available via a separate graphic/gadget sub-mod.

If you know how to fiddle with the CCTLD gadget files (use GadgetMunger)...I can send you the gadget files to test out...just send me a PM.

BTW, my next CCTLD gadget project is this one:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7162

#53: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Sapa PostPosted: Fri Jun 19, 2009 6:24 am
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How is it possible for this Brittish Bren team to take out my Gun through 3 - 4 buildings? maybe they have 20 mm Lahti AT ammunition in their Bren MG....  just asking.. Rolling Eyes

Mats



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#54: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Mon Aug 10, 2009 1:52 am
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Just bought the game yesterday and noticed that whilst playing the Omaha operation as the Axis, troops I place inside the bunkers are unable to get an LOS onto the beach. This makes the bunkers next to useless. Am I incorrectly placing my troops? Is this issue also present in the GC? Overall I'm thoroughly impressed. The AI's very daring, if not slightly suicidal at times. Maps are superb aswell.

#55: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Mon Aug 10, 2009 3:27 am
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For maps like Dog Green the LOS from the bunkers is along the beach not directly out to sea.

This was to protect the emplacements from naval gunfire and to give the emplaced troops a devastating Line of Fire all the way down the beach.

#56: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Mon Aug 10, 2009 9:39 am
    —
schrecken wrote (View Post):
For maps like Dog Green the LOS from the bunkers is along the beach not directly out to sea.

This was to protect the emplacements from naval gunfire and to give the emplaced troops a devastating Line of Fire all the way down the beach.


Yes, but my troops only have an LOS of 2 or 3 metres before its inexplicably blocked.

#57: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Tue Aug 18, 2009 6:17 am
    —
??

Any more info?



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#58: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Tue Aug 18, 2009 3:14 pm
    —
Sorry, I thought I would be able to shoot directly onto the beach from the front of those bunkers.

#59: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Thu Sep 03, 2009 6:13 pm
    —
I have noticed that company leaders are lower in rank than Platoonleaders if you don't put them as the leader of 1st platoon...  Shocked
so what's the difference between them exempt team and weapon config?
I should think that Cie leaders radius is bigger than those of a Pl commander

#60: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Thu Sep 03, 2009 9:02 pm
    —
look at the difference in deployment zones in the game en on the map in the left corner  Confused


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#61: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Thu Sep 03, 2009 10:39 pm
    —
You can still leave maps if you hold the appropriate exit VL's though, right?

One suggestion, if not plead, for the belated upcoming official patch; would it be possible to increase the size of the deployment area surrounding VL's that were captured when the enemies morale breaks? At the moment the captured area is too small to link with other VL's and you end up with the highly unrealistic result of your opponent being able to deploy between your controlled VL's.

#62: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Sat Sep 05, 2009 3:54 pm
    —
What is wrong with the grenade sound?  Mad

#63: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Sat Sep 05, 2009 9:09 pm
    —
0202243 wrote (View Post):
What is wrong with the grenade sound?  Mad


I thought grenade sound was fixed in the beta patch.
Grenade sound should be "sound of pulling pin" or "sound of throwing"...not "grenade explosion sound" resulting in double explosion sound in the game.

#64: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Sat Sep 05, 2009 10:19 pm
    —
squadleader_id wrote (View Post):
0202243 wrote (View Post):
What is wrong with the grenade sound?  Mad


I thought grenade sound was fixed in the beta patch.
Grenade sound should be "sound of pulling pin" or "sound of throwing"...not "grenade explosion sound" resulting in double explosion sound in the game.


I don't know what is wrong with the sound, but it sounds very strange to me... first sort of pulling the pin (very bad done), than 'throwing sound but no explosion  Shocked

#65: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: zcharlesLocation: Italy-Forum Iulii PostPosted: Sat Sep 19, 2009 6:34 pm
    —
Still don't have CCTLD;
Is it possible load-unload troops in carriers like in Modern Tactics? Are tanks able to crush small walls like in CCMT? Do they have move and move fast? It seems to me that there are differents name files; is the same for the sounds? Do they speak american, english, canadian and french? Or german and czech or similar? It whould be beautiful...
I read here there is still the olr granade sound problem... g...
Is someone actually fixing thoose bugs?
Thanks folks.

#66: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat Sep 19, 2009 6:44 pm
    —
No, you can not carry troops in vehicles TLD.

Tanks can crush small hedges and walls like CC5 but without the explosion bug that use to happen. Move and Move Fast are still available.

The grenade sound was changed to a pin being pulled in one of the patches, which fixed the double explosion heard before. Though some probably will wonder what the sound is by itself.

Matrix has released a number of beta patches and is still working on the final patch.


#67: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Sun Sep 20, 2009 1:12 am
    —
While we're discussing grenade sound.
Explosives should also be "lighting fuse" or "throwing satchel" sound...if not you'll also get double explosion in the game.

#68: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Wed Oct 14, 2009 9:54 pm
    —
Guys take a look at ST. Pierre du Mout - you will laugh. I promise. I founded the hiddis sea, beaches and rivers;)
Open scenario and right click on terrain;)

#69: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Wed Oct 14, 2009 10:26 pm
    —
Kojusoki wrote (View Post):
Guys take a look at ST. Pierre du Mout - you will laugh. I promise. I founded the hiddis sea, beaches and rivers;)
Open scenario and right click on terrain;)


Yep...wrong map txt file (from Pointe du Hoc) Wink
A mistake introduced in the beta patches.
Somebody discovered this one over at the Matrix forum months ago IIRC.

#70: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 14, 2009 10:35 pm
    —
I think the interim fix was import the txt file from the original release tLD


I think the error occurred because of the rather cryptic naming of the map files in tLD  pt du hoc can be confused withr to Pierre Du Mont or a whole bunch of other maps.

#71: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Thu Oct 15, 2009 12:06 am
    —
squadleader_id wrote (View Post):

A mistake introduced in the beta patches.
Somebody discovered this one over at the Matrix forum months ago IIRC.


Dont tell me it is a well known bug.... And we had a new patch recently AFAIK

How can I fix it!?

#72: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Oct 15, 2009 12:33 am
    —
The manual fix...from my post (5 months ago) at the Matrix forum:
"...if you kept backup of unpatched CCTLD (I always do before installing beta patches)...just replace the new Saint Pierre du Mont map code file (INPDHil.txt) with the old/unpatched file."

I completely forgot...but we actually discussed the issue here too:
http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7450
I posted the correct map txt file in that thread...enjoy  Wink

#73: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Oct 15, 2009 12:37 am
    —
Must be a bloody echo around here and at matrixgames forums.

#74: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Oct 15, 2009 12:39 am
    —
I know

Just repeat this line from above in an Indonesian accent.

"the interim fix was import the txt file from the original release tLD "

#75: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Oct 15, 2009 12:39 am
    —
schrecken wrote (View Post):
Must be a bloody echo around here and at matrixgames forums.


Echoes are still better than dead silence for weeks over there  Wink

#76: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Oct 15, 2009 12:47 am
    —
schrecken wrote (View Post):
I know

Just repeat this line from above in an Indonesian accent.

"the interim fix was import the txt file from the original release tLD "


Kojusoki was still confused due to your thick Aussie accent  Wink

#77: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Oct 15, 2009 12:55 am
    —
aaawww c'mon cobber, don't come the raw prawn with me!

#78: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Thu Oct 15, 2009 1:56 am
    —
Silence is bad;)

Squadleader - let me do the developer job and include "your" file into my "mod".
It will help people.

#79: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Oct 15, 2009 2:45 am
    —
Umm...I can't take any credit for the file, Kojusoki   Smile
And apparently the "official PR version" posted at Matrix is now that the file was corrupted during the beta patch installs...nice save, Shreckie!  Wink

#80: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Oct 15, 2009 4:41 am
    —
now you're not telling the truth


The post at matrixgames says the File was corrupted (ie it was given the wrong name, best guess).. it was hence the wacky coding.

#81: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Thu Oct 15, 2009 5:01 am
    —
It was a simple mixup of 2 files: INPDH.txt and INPDHil.txt...but none of the files were corrupted  Rolling Eyes

#82: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Tue Oct 20, 2009 4:51 am
    —
Hmm...had problems posting this earlier...turns out the forum rejects specific characters/symbols.

Installed the v55007b beta patch...went through some screens and played a quick battle to check out the changes...looks like some of the bugs were not addressed yet.
The elements.txt file hasn't addressed the see-thru hedgerows (Block LOS = 0)...and some minor (but annoying) data-gadget "typos" are still present.

Fixed Gammon bomb icon in Weapons.txt: in the fix list, but looks like this hasn't been fixed.


Allied Company HQ using the wrong gadgets, they're using basic infantry symbols instead of their specialized symbols (Airborne, Ranger etc).
The gadgets are available, just not linked to the data correctly.




Error in the gadget files?



US AB using the wrong rank gadgets in the battle screens (olive Army uniforms instead of the khaki uniforms correctly used in the soldier screens):


Also...to represent US AB units correctly (uniforms and ranks gadgets)...extra data slots are needed for GIR Platoon and Company HQ teams.
In the current alsteam data...we only have PIR Platoon HQ Teams and GIR Company HQ Teams.
That's why you will see GIR BGs with Platoon HQ teams wearing M42 jumpsuits and PIR BGs with Company HQ teams wearing olive drab.

German Tank and AG crew rank graphics are still not historically correct...I gotta get off my butt and finish my little Panzerwaffe rank mod Wink
French Commandos rank gadgets in this beta patch needs fixing too...it's not updated with the final version of the graphics.

#83: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Tue Oct 20, 2009 5:44 am
    —
Isigny - map coding glitches not fixed.
This was reported a few months ago...


#84: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: DigsLocation: Ontario, Canada PostPosted: Tue Oct 20, 2009 12:26 pm
    —
What kind of protection does having a stone floor provide anyway?. Does it mean it will protect you better from mortar and artillery fire, by hiding in the basement?.

#85: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Tue Oct 20, 2009 1:31 pm
    —
Digs wrote (View Post):
What kind of protection does having a stone floor provide anyway?. Does it mean it will protect you better from mortar and artillery fire, by hiding in the basement?.


Depends on the elements data, but basically stone floors and wood floors have different data values for variables like"HE effect" and "how long flamable"...but you can't really observe this in the game. On the other hand "explode effects" and "rubble to" is more visible in the game...those wood floors on the Isigny maps will turn into stone rubble when crushed/shelled  Wink

#86: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Senior_DrillLocation: 22134 PostPosted: Tue Oct 20, 2009 11:33 pm
    —
[quote="squadleader_id";p="45510"]
Digs wrote (View Post):
...... On the other hand "explode effects" and "rubble to" is more visible in the game...those wood floors on the Isigny maps will turn into stone rubble when crushed/shelled  Wink


Probably just a side effect from the ultra secret Gorgon shell, quickly withdrawn from service in Jun'44 after several members of artillery crews did not follow procedures and looked at the fuze setting without the protective goggles.  A few of the more dramatic poses were bronzed for monuments, but most of the testing and training accidents and the effects from the couple of dozen rounds fired in combat were quickly broken up into gravel for road repair.

Or it is just another data error.  Wink

#87: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Wed Oct 21, 2009 1:37 am
    —
I think you will find it is the very popular for 1944 Faux wood stone floor marketed by bedrock industries in southern Alsace.

Once Lino was invented it fell in popularity.

#88: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Fri Nov 06, 2009 2:22 am
    —
^^^

Looks like 1944 Faux wood stone floor was chosen for the official patch  Wink

#89: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Nov 06, 2009 3:30 am
    —
No accounting for taste ... is there?

#90:  Author: __Creeper__ PostPosted: Sat Nov 07, 2009 3:01 am
    —
Kojusoki wrote (View Post):
Answer for Shrecken, regarding my blidness and flashes from muzzles when a player is a guest at H2H:

I am saying about situation when you are under fire, you can see "green or red lines" flying towards you, but no flashes where exacly are those "lines" from.  Pretty important when attacking... My question was regarding this issue.
And I do confirm there are no flashes (but it would be right if BOTH sides CANNOT see them while not seeing a unit).

I have already doublechecked it in single palyer.

When I DO NOT see an enemy unit, which is shooting at me:
1). when I play vs AI I can see flashes
2). when I am guest I cant
There is an attachment "flash.jpg" showing situation when flasz is visible when playing vs AI

So I am not blind... Now what? Any other playing H2H as a guest - can you see the flashes?


Classic Bug, and the worst one ever, next to the 00:00 crash.

The guest never could see AT back-blast nor muzzle flash. Only Cannon blast and flame thrower. Also Guest Cannot rubble anything. Not being able to rubble walls is critical once you realize that as the Host, you can blast down house walls, and shoot clear to the back or even through to the next house. As it should be.

Don't know why these ones were never fixed, it really unbalances H2H. I always figured once somebody got access to the engine code, these 2 bugs would be the first to go. Their correction would improve all new Close Combat Mods across the board.

#91: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Nov 07, 2009 3:07 am
    —
They are both fixed , Back blast muzzle blast and rubble over a  year a go.  

Muzzle Flash fixed in an earlier tLD beta patch and now in the official patch.

Play the game and you will see


no need to say thanks it's done for the whining.


Last edited by schrecken on Sat Nov 07, 2009 3:19 am; edited 1 time in total

#92: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Nov 07, 2009 3:08 am
    —
Unless of course they have been unfixed in the most recent patch... but i couldn't be bothered checking right now.

#93: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Nov 07, 2009 3:29 am
    —
And Not to mention Hedgerows....

Oh damn I said hedgerows so I'd better spill the beans... yes the client can now see crushed hedgerows.

#94: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: __Creeper__ PostPosted: Sat Nov 07, 2009 6:42 pm
    —
Fixed?! really? Now I'm exited. The post I was quoting though was posted Sunday May 10th 2009, hardly a year ago.  Confused

Ok Im almost sold on the game but Iv always been a fan of the original (with a few of my own little tweaks to AT guns and force pools).  If I buy TLD the original comes with it right?  And most importantly.  Are these 2 bugs fixed in that version of the original ?

Thanks.

#95: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Nov 07, 2009 7:46 pm
    —
It's good to have to reply to someone who doesn't know what they are talking about... of course i have all the time in the world.

As stated above:

They are both fixed , Back blast muzzle blast and rubble over a  year a go.  

Muzzle Flash fixed in an earlier tLD beta patch and now in the official patch.






yes the client can now see crushed hedgerows fixed over one year ago.




Quote:
Are these 2 bugs fixed in that version of the original


Not fixed in CC5: Invasion Normandy, that still suffers all the bugs it ever has....  but it is fixed in the Classic CC5 that comes free with The Longest Day


All the above are fixed in Wacht am Rheine... except muzzle flash which is fixed on my machine and will be fixed for everyone with the next patch.

#96: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Nov 07, 2009 7:56 pm
    —
Just a thought

You can play Classic CC4 with all the above fixed (including Muzzle Flashes)

Download here : http://www.closecombatseries.net/CCS/modules.php?name=Downloads&cid=299
 
or

Here: http://closecombat.matrixgames.com/LongestDay/tLDmods.html

#97: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: __Creeper__ PostPosted: Sun Nov 08, 2009 3:38 am
    —
Great Im sold. Definitely worth the Buy.

What other differences can I expect to see in the "Classic CC5" That comes with TLD  ?

#98: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sun Nov 08, 2009 4:46 am
    —
__Creeper__ wrote (View Post):
Great Im sold. Definitely worth the Buy.

What other differences can I expect to see in the "Classic CC5" That comes with TLD  ?


Don't let me stop you from spending your money but....

It's still Close Combat just like you remember it! The only advantage is.... some of the bugs are fixed.

After you buy it dont hesitate to post how much better than the original it is! Looking forward to hearing from you...........

#99: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: __Creeper__ PostPosted: Sun Nov 08, 2009 3:15 pm
    —
That actually is exactly what I wanted to hear mooxe.  The same game I love with the bugs fixed. Perfect. (would have liked to see the "change 2 units in your forcepool/roster feature" but I'll take it.

#100: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: __Creeper__ PostPosted: Sun Nov 08, 2009 11:46 pm
    —
Since we're on the topic of suggestions. I have one for tank pathing. Remove it all together, its not needed.

Have the vehicles follow the way points to a T until they bump into an impassable un crushable barrier or another vehicle, then continue to try.

Iv seen it work for other games.  In "Panzer Front" your tanks will without question follow any waypoints given, even off the side of a cliff. If it bumps into another vehicle or wreck, or a house, it will continue to bump it until you fix it with another order.

And Iv never had a "WTF R you Doing !" moment in that game.

#2 suggestion, of lesser importance.

Have all tanks choose to fire first and never mind adjusting their hull orientation to face the enemy tank. The player can take care of the rest if thats what he wanted.

#101: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Mon Nov 09, 2009 12:18 am
    —
Reported by kojusoki1 at Matrix.

Quote:
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 Smile


Quote:
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


Does this bug only happen on the 1st day? Or will it happen each time you disband someone on a night move?

#102: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Mon Nov 30, 2009 9:04 am
    —
im not sure if it is a bug or not, but for me it is:
SDKFZ 2222 in Pnz Div afair - they always have "wrong facing" message. You have MANUALLY set the proper direction to have them shot.

#103: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: __Creeper__ PostPosted: Mon Nov 30, 2009 1:04 pm
    —
Is that a mortar vehicle Kojusoki ?  If so I would consider it an awesome feature, or awesome bug. To bad it couldn't be applied to all mortar units as a way of dealing with instantaneous mortar responses.

#104: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Mon Nov 30, 2009 1:29 pm
    —
Well in CC5 mortar trucks are directional. They arent in TLD? SDKFZ 2222 I dont think is a mortar truck.

#105: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Tue Dec 01, 2009 7:45 am
    —
No, its light armoured car. ALL OTHER vehicles (halftrucks etc) which are directional, when set to fire at the location, they move/turn by itself. This particular bastard is a lazy one and do nothing.
What is more interesteing I THINK it has a turret also! I think it can be an issue - i dont know the "game engine" but maybe it is said that the vehicle has a turret, and by a mistake, the turn rate of the turret is set to 0. And once, a vehicle has a turret, game engine says "you turn turret instead of turning the whole thing". So he is trying to turn, but with 0 turn rate...

I used them both in one scenario and they didnt turn.

They are in both 21 Panzer Divis

#106: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Tue Dec 01, 2009 8:30 am
    —
For the SDKFZ 222 it is the Hull Mount Type which needs to be change to 2 from 1. Sent S3T the bug and fix....

#107: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Kojusoki PostPosted: Fri Dec 11, 2009 10:34 pm
    —
This information is not 100% checked, but it seems there is a problem with flamehrowers. I mooded game and "my" eng and assualt teams have flamers. In H2H games we have crashes pretty often, when morale drops or game ends. Or when flamer is used (its rare, more often in WaR).

Once we dont use those squads, so there are no flamers, game is stable. Now, it can be just a coincidence, but... i dont believe in coincidences...

#108: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sun Mar 14, 2010 5:37 pm
    —
Weather shows clouds with sunlight, turn shows night.


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#109: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Mon Mar 15, 2010 12:45 am
    —
mooxe wrote (View Post):
Weather shows clouds with sunlight, turn shows night.


Clear, overcast, light overcast and storm are separate from the turn. Thus the same graphic represents the sky conditions regardless of day or night. Think of the light ball as a full moon....

#110: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Wed Mar 17, 2010 10:14 pm
    —
Played a 30min battle with Davidssfx. Most of the game went without incident, a few exchanges of bullets here and there. Not many casualties for Germans. I mortar'ed his ATG into submission. A larger fireght erupts around the last minute but almost no ground is gained due to it. The battle ends with German disband!! I still owned the top three VLs and only suffered 7 casualties out of a full complement of 15 units. Morale was also higher for me.


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#111: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Thu Mar 18, 2010 12:28 am
    —
The disbandment was kind of strange ... I went back and looked at the German BG before the battle and it had no cohesion. This is before its 4th battle ... the one mooxe is referring too.

So I went back to this German BG's after 3rd battle cohesion ... and it was still pretty good.

Maybe there was a cohesion loss because this is the last major depot in the area and Allies have almost entire north captured and no connection to supply from the south.



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#112: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Thu Mar 18, 2010 12:39 am
    —
That brings up the 2nd point. I was resting all BGs regardless if they needed it or not. That BG in question went to no cohesion after being rested atleast two times.

#113: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Mar 19, 2010 7:50 pm
    —
Did the rested BG see any action during that period?

#114: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri Mar 19, 2010 8:39 pm
    —
I can't remember the exact battle sequences, but I am positive this BG was rested.

I just ran a test with reference to BG having no cohesion.

A German BG with 0 cohesion defedning the Brettville map against the AI attacking. I put all my Germans in the top left corner of the map in order not to have a fight. The AI deployed bottom right. The AI advanced over the 30 minutes and captured a total of 3 VLs, I held the rest. The battle ended as complete victory for Allies. So I suspect that any BG with 0 cohesion will always lose a map regardless.

The two damaged tanks are probably from crossing hedges or something, not a single shot was fired in this battle.



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#115: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Fri Mar 19, 2010 9:25 pm
    —
edit

Last edited by davidssfx on Fri Mar 19, 2010 10:27 pm; edited 1 time in total

#116: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Mar 19, 2010 9:25 pm
    —
hmmm..

maybe something else coming into lay here.
I have had plenty of battles with BG's with zero cohesion and they play fine....  and win/hold maps.

I have never seen cohesion improve.. has any one seen Cohesion improve?

#117: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Fri Mar 19, 2010 9:32 pm
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schrecken wrote (View Post):
Did the rested BG see any action during that period?


edit


Last edited by davidssfx on Fri Mar 19, 2010 10:32 pm; edited 2 times in total

#118: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Mar 19, 2010 10:02 pm
    —
mooxe

can you post that scenario here... could try and reproduce.

#119: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri Mar 19, 2010 10:07 pm
    —
I am trying it again. This GC has morale on btw, I suspect that may have something to do with it?

#120: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Mar 19, 2010 10:18 pm
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Morale failure means a loss of 3 additional VL's maximum.

#121: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Fri Mar 19, 2010 10:39 pm
    —
I thought the bug may be attributed to Davids sound mod we are using. So I tried the battle without the sound mod and same result, Germans disbanded without a battle, or any exchange of VLs.

Heres the file...

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=download&id=2993

#122: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 4:23 am
    —
Germans are removed from map even if a truce is called.

#123: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 6:47 am
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The save you posted is the Allied side.

It should be the Axis side for testing...

how come?

#124: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 7:00 am
    —
schrecken wrote (View Post):
The save you posted is the Allied side.

It should be the Axis side for testing...

how come?


http://www.closecombatseries.net/CCS/modules.php?name=Content&pa=showpage&pid=119

#125: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 7:30 am
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Has it been Hex edited?

#126: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 3:40 pm
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schrecken wrote (View Post):
Has it been Hex edited?


I don't know if mooxe hex edited it or not ... but since you said this:

"It should be the Axis side for testing"

... I therefore posted a link to a reference explaining how to switch sides, so testing could be done from the German side ... which you seem to think is important, or relevant.

mooxe tested it against the AI, (as mentioned in above posts) but we also tested it in multiplayer ... with an Allied save initiating the battle. During this multiplayer battle, we agreed to truce to see what the results would be ... it resulted in a total Allied victory, with a German BG disbandment.

#127: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 3:50 pm
    —
schrecken wrote (View Post):
The save you posted is the Allied side.

It should be the Axis side for testing...

how come?


In your question "how come?" ... are you asking:

1) how come it should be the Axis side for testing?
or
2) how come you posted an Allied save, when it should be an Axis save for testing?


Also, why should it be an Axis side for testing?

#128: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 7:10 pm
    —
Mooxe posted about a problem playing as the Axis side v the AI

I asked for the save.

He posted a save of the Allied side V the AI so someone has changed it... are they a programmer?


Man, if you run around delving into the code of the game then you are more than likely to get errors.

the errors that you report will always have a question over them if you have been hex editing.

It's like people reporting bugs in Firefox's mods.. they can only be expected.

#129: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 7:59 pm
    —
schrecken wrote (View Post):
Mooxe posted about a problem playing as the Axis side v the AI

I asked for the save.

He posted a save of the Allied side V the AI so someone has changed it...


When playing this campaign I have saved ("save as") after each battle, then gone back to the command screen and continued the next battle from that save. This way there is a record of each saved battle.
Not everyone does that, so some battles don't have a save file to replay them ... unless you go back to previous saves, and play until you get to the battle in question. That being said ... I think mooxe gave you a link to the Allied save which I had posted, since he probably didn't have a German save available for that exact battle.

No hex edited save files have been used thus far.

Thanks again for your help with this
... and as noted in other posts and forums ... there in NOT a cohesion bug in TLD.

#130: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 8:10 pm
    —
Yeah it was just the latest save file. The side you play does not matter, results are always German disband. Also doesnt matter if you truce, still get disbanded. Lastly, vs AI or human results are still the same. Anyways I am testing it right now between laptop and desktop on a stock GC.

#131: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 8:11 pm
    —
thanks

#132: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 8:43 pm
    —
Ok I just verified the bug, heres how I did my test.

Two PCs next to each other.
Stock GC
15minutes
Morale On
Line vs Line

I truced through about 10 battles to reduce cohesion.

It did not drop fast enough so as Allies I catured all VLs except one and this dropped German Cohesion to nothing.

Did one more battle against the 0 cohesion BG, truced out and no German disband.

Next strategic move I brought in a fresh Allied BG, truce out and no disband.

Next battle I forcibly disbanded the Germans by battle.

German BG respawned next morning and I had an Allied BG on the depot waiting.

Started battle, truced out, German disband.

So this is a bug with the 5.50.07 version. German BGs that have been disbanded at 0 cohesion will automatically lose any future battles while at 0 cohesion.

#133: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 8:52 pm
    —
Found two more bugs

- When there are no battles to be fought after executing strategic moves client side will hang after pressing next
- Client side hangs if host chooses a campaign thats already finished. Host will load it, client gets as far as 99% downloaded and stops moving.

Verified cohesion graphics do rise. However due to the extremely short campaign length this effect has a highly negligible effect on the game.

#134: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 8:56 pm
    —
mooxe wrote (View Post):


So this is a bug with the 5.50.07 version. German BGs that have been disbanded at 0 cohesion will automatically lose any future battles while at 0 cohesion.


I'm not sure this is a bug ... but I guess only the programmer can say whether it is or not.

I think it's actually a good feature, because a German BG returning from disbandment should not be able to hold a map (under attack) until is has rested for a day or more.
As it is ... the returning German BG is able to re-control a major supply depot, which will return flow of ammo and fuel to connected map BG's. But if an Allied BG attacks it again within several turns ... it will disband again under all circumstances.

This all makes sense to me ... if there isn't any German BG's left to re-enforce after a strategic move ... then a recently disbanded BG returns, but due to its fragile state ... isn't able to hold a map (under attack) until cohesion is restored, by a period of rest.


Last edited by davidssfx on Sat Mar 20, 2010 9:08 pm; edited 1 time in total

#135: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sat Mar 20, 2010 9:03 pm
    —
mooxe wrote (View Post):

Verified cohesion graphics do rise. However due to the extremely short campaign length this effect has a highly negligible effect on the game.


Just so I understand what you are saying ...
Will a BG, with no cohesion, gain back cohesion (as seen graphically) by resting after return from disbandment?

#136: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 9:13 pm
    —
davidssfx wrote (View Post):
mooxe wrote (View Post):


So this is a bug with the 5.50.07 version. German BGs that have been disbanded at 0 cohesion will automatically lose any future battles while at 0 cohesion.


I'm not sure this is a bug ... but I guess only the programmer can say whether it is or not.

I think it's actually a good feature, because a German BG returning from disbandment should not be able to hold a map until is has rested for a day or more.
As it is ... the returning German BG is able to re-control a major supply depot, which will return flow of ammo and fuel to connected map BG's. But if an Allied BG attacks it again within several turns ... it will disband again under all circumstances.

This all makes sense to me ... if there isn't any German BG's left to re-enforce after a strategic move ... then a recently disbanded BG returns, but due to its fragile state ... isn't able to secure a map until cohesion is restored, by a period of rest.


Well its either a bug or a very ill concieved feature. A BG with 0 cohesion can hold a map if its never been disbanded before. So I can fight for days upon days with 0 cohesion, I cant hold a map at 0 cohesion if the BG was disbanded previously, doesnt make complete sense.

With the short length of a TLD GC compared to how a BG recharges cohesion, there is not even enough time to recharge and be just a little bit effective.

You end up with a BG, unable to survive any battle, clogging up the depot and delaying functionable reinforcements.

I am not even sure if this only affects BGs with 0 cohesion. Maybe I should test at 50%, or 33%. Hmm..

#137: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 9:25 pm
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if you have time please test.

#138: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 9:26 pm
    —
repost from the GC thread

Cohesion and fatigue use an internal system in the game engine called a 'trait'.   When you adjust a 'trait' value the amount of increase / decrease is scaled based on the magnitude of the current value and the magnitude of the change.  The closer to the maximum the current value is, the less of any increase is applied, and vice-versa.

As an example, if you rest a BG overnight it should recover about 1/3 the amount of cohesion it is down from the maximum.  If your BG is at 50% cohesion and your rest overnight it will be at about 66%.  If it rests overnight again it will be at about 77%.  Resting a 1% cohesion BG over night should take it to ~33%.

Resting for one day turn in TLD (with 4 turns per day) will only get you back ~4% cohesion if you're at 50%.

There are only 10 graphical states in tLD so a 4% increase may not register graphically.

Also the cohesion gain from resting only happens when you finish a turn and go on to the next one, not when you hit 'execute' to go from movement to battles.

#139: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 10:24 pm
    —
Test 1

Used german unit  1057/91.

I disbanded a German unit on the 1st night turn forcibly.

Due to a bug previously reported, all disbanded Germans BGs returned on turn two on the same maps. The BG I forcibly disbanded returned with 0 cohesion.

Started a battle and truced immidietly. Result was German BG disbanded.

I then rested this BG until the 9th. There was no rise in the cohesion level.

Test 2

Used German unit 125/21 unit for this test.

Disbanded the unit forcibly.

BG returned next morning with 33% cohesion.

Entered a battle and truced, BG stayed on map.

Rested this BG and cohesion did rise.

After I beat this unit back down to 0% cohesion they still stayed on map after truce. The only thing missing from Test 2 is checking to see if the unit can hold a map after respawning with 0% cohesion.

Results

So there there is either some inconsistancies, bugs, or certain BGs can hold at 0 cohesion while others cant.

There is also inconsistancies with how a units regain cohesion. In my tests the 1057/91 could not regain cohesion after resting for 3 nights. 125/21 BG could regain cohesion after one night.

#140: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Mar 20, 2010 11:49 pm
    —
Tech report.

There are some additional cohesion penalties associated with losing a battle very quickly (in the first few minutes). This was added to help mitigate the suicide defense strategy. That is probably what is kicking in here, since it sounds like he is doing the truce immediately after the battle starts. If so that would be a bug, since a truce shouldn't be triggering this penalty, only a defeat.

#141: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sat Mar 20, 2010 11:58 pm
    —
schrecken wrote (View Post):
Tech report.

There are some additional cohesion penalties associated with losing a battle very quickly (in the first few minutes). This was added to help mitigate the suicide defense strategy. That is probably what is kicking in here, since it sounds like he is doing the truce immediately after the battle starts. If so that would be a bug, since a truce shouldn't be triggering this penalty, only a defeat.


The 1st time we came across this problem was in Amfreville. The German BG was previously disbanded an had 0% cohesion. We played thru the entire 30minutes, I still held 3 VLs, the battle ended on the timer - not morale. Germans were disbanded.

I think the cohesion effect really needs to be documented. The tech report brings up a previously unknown factor about cohesion.

What is the suicide defense strategy?

#142: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Sun Mar 21, 2010 1:52 am
    —
mooxe wrote (View Post):
Test 1

Used german unit  1057/91.

I disbanded a German unit on the 1st night turn forcibly.

Due to a bug previously reported, all disbanded Germans BGs returned on turn two on the same maps. The BG I forcibly disbanded returned with 0 cohesion.

Started a battle and truced immidietly. Result was German BG disbanded.

I then rested this BG until the 9th. There was no rise in the cohesion level.

Test 2

Used German unit 125/21 unit for this test.

Disbanded the unit forcibly.

BG returned next morning with 33% cohesion.

Entered a battle and truced, BG stayed on map.

Rested this BG and cohesion did rise.

After I beat this unit back down to 0% cohesion they still stayed on map after truce. The only thing missing from Test 2 is checking to see if the unit can hold a map after respawning with 0% cohesion.

Results

So there there is either some inconsistancies, bugs, or certain BGs can hold at 0 cohesion while others cant.

There is also inconsistancies with how a units regain cohesion. In my tests the 1057/91 could not regain cohesion after resting for 3 nights. 125/21 BG could regain cohesion after one night.



Hey mooxe ... thanks for doing all this testing Smile

#143: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sun Mar 21, 2010 3:01 am
    —
You're welcome... having two computers side by side makes it easy.

#144: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Sun Mar 21, 2010 4:17 am
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mooxe, the suicide strategy is when you have very few units or incapable units facing an enemy with superior numbers/tactics/equipment so you rush to them and try him to get as many of your units as possible in a small amount of time so your morale drops dramatically and the enemy doesn't expand much except for the 3 VL he is going to get by your lose on morale failure, sounds stupid but you can use it in CC5 to maintain an enemy BG on a map while you bring reinforcements giving very little ground.

I hope they fix this bug as I just got the game thinking all the major bugs were fixed.

Thanks for the testing too!

#145: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sun Mar 21, 2010 6:18 am
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Thanks for testing Mooxe!!!

#146: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sun Mar 21, 2010 7:04 am
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All the results of your testing have been reported and questions asked.


Is your wife away for the weekend?

#147: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Sun Mar 21, 2010 12:49 pm
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Shes away for two weeks... back this week!

#148: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sun Mar 21, 2010 5:24 pm
    —
mooxe wrote (View Post):
schrecken wrote (View Post):
Tech report.

There are some additional cohesion penalties associated with losing a battle very quickly (in the first few minutes). This was added to help mitigate the suicide defense strategy. That is probably what is kicking in here, since it sounds like he is doing the truce immediately after the battle starts. If so that would be a bug, since a truce shouldn't be triggering this penalty, only a defeat.


The 1st time we came across this problem was in Amfreville. The German BG was previously disbanded an had 0% cohesion. We played thru the entire 30minutes, I still held 3 VLs, the battle ended on the timer - not morale. Germans were disbanded.

I think the cohesion effect really needs to be documented. The tech report brings up a previously unknown factor about cohesion.

What is the suicide defense strategy?


It is neat to hear that the programmer was thinking of how to prevent the cheat or unrealistic behavior! It just needs a small fix so that it only happens on a morale break not running out of time or a truce....

Have to agree with Mooxe that some details are missing in the manual as I had never heard of this change before now....

#149: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Mon Mar 22, 2010 6:51 pm
    —
In order to try and clarify some key points regarding cohesion ... I'll organize discussion of different topics into numbered sections.

1) Additional Cohesion penalties

As posted by schrechen

"Tech report.

There is some additional cohesion penalties associated with losing a battle very quickly (in the first few minutes). This was added to help mitigate the suicide defense strategy. That is probably what is kicking in here, since it sounds like he is doing the truce immediately after the battle starts. If so that would be a bug, since a truce shouldn't be triggering this penalty, only a defeat."


Question:

a) What are these additional penalties?

2) A BG returning after being disbanded with "no cohesion" ... will always get totally defeated and disbanded no matter what the battle outcome, except an agreed truce.

2a) A BG returning after being disbanded with "no cohesion" ... will always get totally defeated and disbanded no matter what the battle outcome, even an agreed truce.

2b) A BG returning after being disbanded with "no cohesion" ... will always get totally defeated and disbanded no matter what the battle outcome, even an agreed truce. This is a bug ... and should not happen. This returning BG (with no cohesion) should function the same way as other "no cohesion" BG's that have not been disbanded previously.

Question:

a) Which is a correct statement "2)" or "2a)" or "2b)?

b) If the answer to Question "a)" is  "2)" or "2a)"... is this an additional cohesion penalty? And therefore we can conclude ... that, if a BG returns after being disbanded and with "no cohesion" ... it means it has been penalized with the additional penalty, and therefore will always be disbanded with a total map defeat ... under any battle result, (except or even an agreed truce)?

c) If question "b)" is true ... will the additionally penalized BG ever restore its cohesion to a level which it can hold a map after battle? ... and if so how long (turns/days) will it take?

For reference:
the Amfreville German BG returned (after being disbanded) with "no cohesion" and then fought a 30 minute battle. The battle ended with 3 German VL's left, and higher morale than its Allied opponent ... but resulted in a German BG disband and total defeat. This German BG had previously suffered from a battle result described as "forces were destroyed or routed" (at Pont L'Abbe) ... and ended before time was out.
It has also been noted by mooxe, that a BG can have its cohesion reduced to "no cohesion" and still continue to hold maps. It is not conclusive that, if BG's returning after being disbanded and return with no cohesion can do the same.

3) Additional cohesion penalty to prevent suicide strategy:
This penalty is a feature to prevent players from attacking quickly with most/all units ... in order to produce a morale failure among their own BG, so less VL's can be captured by the opponent and their own BG remains on map longer than under normal circumstances?

Question:

a) If statement "3)" is true ... then is this the reason for the cohesion penalty that causes a BG to return after a disbandment (with no cohesion), and not be able to hold a map ... as described in "2) Question: b)" ?

b) True or False:
The answer to question "a)" is yes ... but this penalty should not happen when a truce is agreed upon.

For reference:
The Afreville German BG that was disbanded, … described in "2) for reference:" … happened at Pont L'Abbe. The German player didn't try to use the suicide strategy, but we had both placed our units so close to each other that when the battle started ... it was an all out fire fight until the German BG failed and disbanded. Therefore, it may have activated the suicide strategy penalty against this BG. This may explain why it returned with no cohesion, and was in the penalized weak state that forced a total defeat and disbandment again, even when the battle results suggested it should have remained on the map for another battle.

4) Once a BG's cohesion falls to its lowest possible state ... it will not be able to hold a map when in battle, and will be disbanded with total defeat, under any battle result. The same is true whether the BG has been disbanded previously or not. Once a BG falls to this lowest state, it must not engage in battle for a certain amount of time until its cohesion is restored to a certain level, and then will be able to hold a map.
If this result is not seen consistently ... then there is a related bug.

Question:

a) is statement "4)" true ... yes/no?

edit:

5) Due to so many factors involved with cohesion and its related effects on BG performance ... some random unexplained results occur ... such as a previously disbanded BG returning with no cohesion, and its related effect of disbanding again with total defeat ... even when battle results suggest it should not have disbanded.

Question:

a) Which of the below best explains what is happening?

a1) Statement "5)" is true
a2) Statement "5)" is true and programmers are trying to figure out what's going on
a3) Statement "5)" is true and is a designed feature. Programmers feel these random unexplained results reflect the randomness of real life battle occurrences.
a4) Statement "5)" is true but is a bug. But Programmers feel these random unexplained results reflect the randomness of real life battle occurrences, and therefore are going to leave it as is.
a5) Statement "5)" is false
a6) Statement "5)" is false and programmers are working to correct any inconsistencies related to cohesion and its results on BG's ... that may be caused by a bug.


Last edited by davidssfx on Tue Mar 23, 2010 2:24 am; edited 9 times in total

#150: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Mon Mar 22, 2010 7:19 pm
    —
Maybe test the same situation (disband BG with no cohesion, get it to defend another map the next turn when it reappears) but wait until the end of the time to make a truce or to attack his troops but do not rout it or leave the no cohesion BG with less than 3VL. If it stays on the map there is no bug and all is working accordingly.

#151: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: mooxe PostPosted: Tue Mar 23, 2010 1:38 am
    —
Pzt_Kanov wrote (View Post):
Maybe test the same situation (disband BG with no cohesion, get it to defend another map the next turn when it reappears) but wait until the end of the time to make a truce or to attack his troops but do not rout it or leave the no cohesion BG with less than 3VL. If it stays on the map there is no bug and all is working accordingly.


Thats exactly how it happened the first time I noticed this bug. We also truced at the start of battle where Germans owned all but one VL on the map. A truce should not end in disband. Its a bug guys, plain and simple.

#152: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Tue Mar 23, 2010 3:07 pm
    —
I checked out some more Axis saves, related to a possible cohesion bug.  

1) The only German BG's (so far) to return back to the strategic map after being disbanded are:
a) 729/709 - disbanded with total defeat at Pont L'Abbe ... returned at Amfreville with no cohesion
b) 915/352 - disbanded with total defeat at Bayeux ... returned at Bretteville with no cohesion

2) After returning back from disbandment (with no cohesion), both of these BG’s were disbanded again … even though the battle results suggested that they should have not been disbanded.  
a) 729/709 – had 3 VL’s left, and higher morale than the Allied opponent
b) 915/352 – we decided to truce immediately to see what would happen … same result as 729/709. For testing, I replayed this battle against the AI. I forced Allied units into bad situations until their morale failed, and the Axis side still had more VL’s. It still ended as a total Allied victory, and German BG disbandment.

So, a simple question … excluding any result from an agreed truce.

These returning from disbandment German BG’s (with no cohesion), that have no ability to hold a map (within several turns of returning), even when end of battle results suggest they should hold… is this by design or a bug?

#153: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Tue Mar 23, 2010 9:17 pm
    —
OK ... found where the cohesion error started ... it was at the save 68 strategic turn.
I'm not sure what caused this cohesion error to happen ... perhaps a poor connection or something that caused data to get mixed up.
I've since tested this against AI, and found that the Amfreville BG 729/709 will hold the map even though it has no cohesion.

Also, an Allied BG returned with no cohesion ... so there must be a certain condition by which a BG is disbanded that causes them to return with no cohesion. I will look into its history and see what happened to it.
edit ... update:
The Allied BG that returned was the 231/50. I was testing for the cohesion error and forced this BG to morale fail at Bayeux before time ran out. It returned the next day at the beach with no cohesion.
So I'm thinking, from what I've seen so far ... that a BG which is disbanded before time runs out will return with no cohesion.

Recently disbanded German BG 919/709 returned at Pont L'Abbe with some cohesion, proving not all German BG's return with no cohesion.

So it appears, a BG returning with no cohesion will hold a map if battle results end in its favor. I'm sure there must be some disadvantage to having such a low state of cohesion, but not sure of what that is.  

To correct this cohesion error that occurred during this strategic turn ... the Campaign will start again from this point.

#154: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Wed Mar 24, 2010 3:27 am
    —
From what I tell ... there is NOT a cohesion bug
The problem we had in the campaign we were playing seems to have been caused by some data getting mixed up ... possibly from a bad connection between players, or something like that.

#155: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Wed Mar 24, 2010 7:01 am
    —
Upon further testing with Allied save 68 ... I have again encountered 729/709 being disbanded with total defeat when the battle results suggested they should have held.

I tried it earlier about six times and it worked as it should, but now with further tests ... I'm back to getting that problem again.
save 68 is right on a strategic turn ... so maybe that is the problem. For testing ... I've removed all but the save file I'm using. Having other saves at various stages seems to all blend together with the latest played result, which adds further confusion.
Sometimes the no cohesion BG's have appropriate battle results, and other times with the exact save downloaded again and put in the save folder by itself ... ends up with this same no cohesion BG failing to hold a map under any battle result.
you can try this from RD_DD's save 68 at the bottom of this page ... linked below.

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=7960&postdays=0&postorder=asc&start=105

#156: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Wed Mar 24, 2010 7:35 am
    —
Tried it again starting with save 67, which is at  Bayeux, one battle before the strategic turn.
Fought at Bayeux (against AI) and won as Allied commander. Then did the  strategic turn ... and moved 506/101 from Pont L'Abbed to Amfreville.  First battle after that is at Amfreville against 729/709. Battled hard,  and pushed the Allies to a morale break, but the battle still ended with  a total Allied victory, even though the battle results showed the Axis  side with higher morale. Axis side also had all but three VL's.
There definitely is some varying results which don't seem right.
 
sorry for the back and forth comments, but it seemed things had gotten  straightened out there for a while. Very strange testing session.

I think programmers built in another layer of AI that detects when someone is troubleshooting the game. This activates a program that produces varying results ... so no one will ever be able to figure this out.  lol [Smile]

#157: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Fri Mar 26, 2010 8:05 pm
    —
Having played half the campaign now I have tons of ideas and suggestions:

-The strat map looks weird at first, but then you get kinda used to it. You realize that this is the only way to have all the beaches on one strat map. Though honestly I would have prefered if you guys had concentrated in one sector, be it Omaha or Utah again but with different maps and another Strat map.

-Why you didn't gave us other features already implemented in recent CC releases? like workable halftracks that can carry troops, big ass maps like CCM, support for multiple players etc.

-There must be a way of having the cc2/CC3/CoI point system and battle editor H2H single battle implemented, it is the most fun, practical and easy way of playing online, while still having the option to play campaigns using the strat maps. Come' on even CC2 had this!

-I like the new small teams, though the MGs have one or two guys too many. Also, were there really that many .30 cals per company in normandy?

-Liked how teams need to truly be near a commander to be useful because they have lower ranks now, less leaders and more units being led by corporals and stuff (Asst. Leaders), also giving the command teams poor weapons to avoid using them as high morale and experienced assault teams.

-I don't like how the men retreat when under fire, get them to hit the dirt like other cc but retreating and canceling the order just makes them take more casualties and is annoying as hell!

-Some maps have the wrong element coded, on amfreville for example a hedgerow from the village in the south is coded as grass field and you can get LOS to the soldiers behind it from across the street in the middle. Some buildings still don't have interiors and troops look like they are on the roof on some maps.

-The initial beach landing battles are a bit overwhelming, them beign defended by few and poor morale troops does help though.

-Being an official release I would have liked to see the vehicles getting a professional treatment instead of being modded with the same tools, They still look great but having them tilt and give the impression of 3D would have been fantastic like in the stock games. I didn't like the look of the shermans though and the panthers look tiny! but they have nice skins.

-Most of the Bren groups do not have a gunner and loader assigned, so the leader gets the heavy gun AND gets to carry all the ammo so he lags way behind when moving, I have corrected this in my copy but would like to see it corrected officially.

-Liked the gun sounds, for a vanilla realease; the cannons are a bit soft compared to rifles though. Love LOVE! the different languages, uniforms, ranks that actually work as they should and the new maps are also amazing. The strat map is beautiful graphically too.

-The graphics for some weapons like mosin-nagants and the m1919a6 are already on the stock CC5 gadgets and even CC:TLD why you didn't use them? I have given every AB-MG team the 1919A6 instead of the A4 also there is never enough molotovs in any Close Combat game.

-Agree that mortars need to go, leave only the light ones.

-Also agree that the AI reminds me of CC2 somewhat.

-Allies should have an additional artillery support button when inland. Or make all maps have naval but change the icon from a battle cruiser to a cannon. This was one of the advantages of the allies.

-Great moddability potential, specially with campaign options and BG customization. Imagine a vet mod where the AI gets to use 15 units but the player only 10 or so and with fixed units like CC4.

#158: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat Mar 27, 2010 2:43 am
    —
Pzt_Kanov wrote (View Post):


big ass maps like CCM

cc2/CC3/CoI point system


TLD can use CCM maps.

Points per unit along with the total selected is displayed, so player just have to agree on the limit for each side ( it is not enforced though  Sad  )

#159: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Sat Mar 27, 2010 8:58 am
    —
Tejszd wrote (View Post):

TLD can use CCM maps.


Awesome! will they give us loadable transports some time? and fixed multiplayer game mode?

Tejszd wrote (View Post):


Points per unit along with the total selected is displayed, so player just have to agree on the limit for each side ( it is not enforced though  Sad  )


The no enforced part is the whole point, I want to be able to enter the game and choose a map, select deployment zones for each sides, establish Victory Locations with varying values (1,2,3; noted by increasingly proportional size font on the name of the VL) and set a number of determined points for each side. Note that all this was possible in CC2.

In addition, given the nature of CC5 and later games, I could alter the composition of the FP and the quantity of teams for each side or leave each opponent free to choose between the whole ***teams.txt be it with out quantity limits beyond that of the given points or, a randomized availability for each team, kind of like CC3.


Another suggestion:

To make night time more immersive, blur or erase the shadows, and when an explosion happens that illuminates something, make the game draw the shadows accordingly.

#160: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat Mar 27, 2010 4:43 pm
    —
For the CCM specific features I don't know what they will or will not be adding. Just wanted to let you and others know that the CCM or CCMT maps will work unchanged in place of an existing map (of course the standard work to replace a map within the strat map has to be done).....

Yes, would love to see a better editor (CCM / CCMT have the best editor of any CC game)....

For night (or even day) I do not believe that dynamic shadows will happen with the current game engine....

#161: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Tue Apr 13, 2010 3:32 am
    —
In CC5 when the weather was heavily clouded or rainy, some elements changed, like dirt turned into mud. I have not seen this happening on tLD. I think it was Atilla the GJS co-creator that discovered this or at least the first one I saw mentioning it. It doesn't do much but it was nice. Would be a factor on a mod where the use of roads is encouraged like CC4's VetBoB where you could hardly move outside of roads, though most of them where carpeted so they wouldn't turn into mud but off-road would be even more difficult I think.

#162: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Tue Apr 13, 2010 4:16 am
    —
Should happen in TLD too.

It must be Storm and the dirt elements will change to mud. Based on the time frame of the game I do not believe historically the weather changed to storm so you will need to create some single battles with random weather...

#163: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Thu Apr 15, 2010 6:26 pm
    —
This is starting to annoy me.


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#164: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 15, 2010 8:08 pm
    —
ah... you like the ghost through building mods?

After all it was a special WWII secret weapon used by both sides where everything from light timber walls to huge blocks of stone could be passed throgh by fully equipped infantry teams running at a full sprint.

i believe that the same changes are being made to vehicles so buildings will become superfluous.

Another suggestion is to remove hills, trees and watercourses from maps as once teams meet them they don't go where the great god with the mouse instructs them.

#165: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 15, 2010 8:16 pm
    —
And back on track

You have not issued the purple line order.

You have issued the purple DOT order.

The team will calculate the fastest way to get to that point.... this obviously is not by running through walls which inhibit speed... try it at home.

If you want to run through the houses use way points.

#166: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Thu Apr 15, 2010 9:03 pm
    —
I want to read your witty commentary on why is the same thing happening with the sneak order on flat terrain.

#167: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 15, 2010 9:57 pm
    —
Ok, stay tuned.

#168: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Thu Apr 22, 2010 5:32 am
    —
May I suggest using the WaR weapon images? they look so much better than the current ones.

#169: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu Apr 22, 2010 6:27 am
    —
Neil Nello did the WaR weapons... Don't know where the tLD images came from.

#170: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Thu Apr 22, 2010 7:47 am
    —
They look like original CC5 to me. Anyways, is he not part of tLD team? does it costs royalties or what?

#171: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Sun May 02, 2010 8:21 pm
    —
Another suggestion I have is, if you're not locking the BG's at least lock them when a BG is out of supply, the reason is because when you suffer casualties in an out of supply BG (which means they are surrounded) dead men don't get replaced next turn, but currently you can send one depleted team to the Force pool and select another full one, surrounded BGs should be penalized by having to battle with whatever they have left from previous battle. If doing this is too difficult I think making all teams disorganized when their BG is surrounded is going to have the same effect as disorganized teams cannot be unselected.

Also mountable vehicles like CCM and CCMT.

#172:  Author: pagskier PostPosted: Sun May 02, 2010 9:06 pm
    —
golani_2 wrote (View Post):
How come there is no retret option for losing battlegroups like there is in WaR?

I think it was exallent, gets you to use up most of the maps and battels and is more realistic.


I jumped from CC2 to TLD and I miss that
you can't retreat!
when you play 30 min with no morale it's uite harsh

#173: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 7A_WoulfLocation: Sweden PostPosted: Mon May 03, 2010 9:34 am
    —
Pzt_Kanov wrote (View Post):
Another suggestion I have is, if you're not locking the BG's at least lock them when a BG is out of supply, the reason is because when you suffer casualties in an out of supply BG (which means they are surrounded) dead men don't get replaced next turn, but currently you can send one depleted team to the Force pool and select another full one, surrounded BGs should be penalized by having to battle with whatever they have left from previous battle. If doing this is too difficult I think making all teams disorganized when their BG is surrounded is going to have the same effect as disorganized teams cannot be unselected.

Also mountable vehicles like CCM and CCMT.


In the manual it says something like "...your battle group is the Battalion-sized lead unit of a Regimental-sized combat unit..." (or something like that) and then your BG is just two weakened Platoons with supporting units from one of the Companies of that Battalion. So in the scale of the game, even if your entire Regiment is cut of and isolated, you still have access to units from units higher up in the hierarchy.

As long as CC use the unit-scale is as it is now, the only penalties for being isolated should be logistical (as they already are) and maybe some influence on the units moral?  Rolling Eyes

Mountable vehicles? Hmm...
As far as I know, only the Russians rode their tanks and (the few) Leaned-and-Lease HT's into battle. Germans and the western Allies were a bit more cautious, dismounting before they went into combat. And mountable vehicles may lead to a game-play problem as well, in Warhammer 40.000 we called it "the Rhino-rush" (a 'Rhino' is an AFV); -Players loads up their transport vehicle, rush them to objectives (VL's in CC) or into assault-range and dismounts. In CC we would at least have the chance to fire at them, but can anyone see a squad of GI's cramping down in their HT, driving like hell to capture an intersection or jump out a few meters from the Gerry-mg, tossing grenades and charging the survivors?  Wink

#174: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Mon May 03, 2010 5:58 pm
    —
7A_Woulf wrote (View Post):


In the manual it says something like "...your battle group is the Battalion-sized lead unit of a Regimental-sized combat unit..." (or something like that) and then your BG is just two weakened Platoons with supporting units from one of the Companies of that Battalion. So in the scale of the game, even if your entire Regiment is cut of and isolated, you still have access to units from units higher up in the hierarchy.

As long as CC use the unit-scale is as it is now, the only penalties for being isolated should be logistical (as they already are) and maybe some influence on the units moral?  Rolling Eyes


Yeah but surrounding and systematically reduce your opponent by means of attrition would also be representing the surrounding of the whole parent unit. It happens in CC4 and is very satisfying doing it and frustrating when it happens to you. It also happens in CC5 but as I said, you can select and un-select units which beats the whole purpose.

7A_Woulf wrote (View Post):

Mountable vehicles? Hmm...
As far as I know, only the Russians rode their tanks and (the few) Leaned-and-Lease HT's into battle. Germans and the western Allies were a bit more cautious, dismounting before they went into combat. And mountable vehicles may lead to a game-play problem as well, in Warhammer 40.000 we called it "the Rhino-rush" (a 'Rhino' is an AFV); -Players loads up their transport vehicle, rush them to objectives (VL's in CC) or into assault-range and dismounts. In CC we would at least have the chance to fire at them, but can anyone see a squad of GI's cramping down in their HT, driving like hell to capture an intersection or jump out a few meters from the Gerry-mg, tossing grenades and charging the survivors?  Wink


I was thinking more of having that option AND big maps, CCMT, CCM big, good thing that big maps are portable to TLD or so I've read somewhere. Also half-tracks are very vulnerable, so rushing to the front with them might be very risky but at the same time they could be a surprising asset. I still think it should be available as an option for modders at least. Infantry on tanks, I don't think that is possible, I mean infantry sitting on top of them.

I don't know why they implement some things in some re-releases and then they are not available in others, instead of keep adding to the existing options.

I would also like to thank the developers for fixing the winter weather for maps(broken in cc5), now you can have winter mods with actual winter effects like vehicles not moving if they are not winter equipped and winter uniforms for winter equipped teams. Also new ambient sounds should be available when in winter, though I have not tested this.

#175: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Sapa PostPosted: Mon May 03, 2010 6:29 pm
    —
"I would also like to thank the developers for fixing the winter weather for maps(broken in cc5), now you can have winter mods with actual winter effects like vehicles not moving if they are not winter equipped and winter uniforms for winter equipped teams. Also new ambient sounds should be available when in winter, though I have not tested this. "

Have you played CC3 / Cross of Iron?  Wink

#176: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Mon May 03, 2010 6:48 pm
    —
Sapa wrote (View Post):


Have you played CC3 / Cross of Iron?  Wink


Only CC3, I have the original trilogy. That is why I was thanking them, because in cc3 and cc4 you have winter working perfectly, but then in CC5 it is broken.

#177: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Sapa PostPosted: Mon May 03, 2010 7:26 pm
    —
Then im looking forward to all the wintermods for TlD...

#178: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Mon May 03, 2010 7:54 pm
    —
You can Play CC4Classic in tLD now...


see it here
http://closecombat.matrixgames.com/LongestDay/tLDmods.html

Direct DL
http://closecombat.matrixgames.com/LongestDay/mods/CCTLDModCC4Classicv1.00.exe

#179: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: papa_whisky PostPosted: Mon May 03, 2010 11:30 pm
    —
I think randomly and temporarily reducing the force pool of surrounded BGs would be good. Mobile reserve of any BG is likely to be limited and the greater chance that units that you might need are otherwise committed.

#180: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: CSO_Linebacker PostPosted: Tue May 04, 2010 10:21 pm
    —
schrecken wrote (View Post):
Neil Nello did the WaR weapons... Don't know where the tLD images came from.


Yeah, not exactly sure who took over the graphics duties for TLD when my computer became 'incapacitate' after WaR.  I think alot of the weapons icons were just carryovers from CC5.

#181: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Tue May 11, 2010 8:20 am
    —
Not sure if an error or bug, but the Mortar Barrage is linked to weapon class 19, '81mm mortar' when I think it should be linked to weapon class 2. 'Arty Explosion'.

I say that I'm not sure it's a bug, because I've never messed with the barrages in other CC and I don't know if the mortar barrages has always been linked to the weapon class 19.

Can the mortar barrage be modded so as to be linked to another weapon or do I have to always mod weapon class 19 if I want to change the mortar barrage??

#182: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Tue May 11, 2010 9:01 am
    —
^^^
Nice find, Kanov!
I always thought that the barrage in TLD (and WAR) looks kinda flimsy...

#183: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Tue May 11, 2010 4:45 pm
    —
Maybe something to had to the campaign.txt? so we can edit what weapon get's called when using the artillery. Would be nice if it was different for each side.

#184: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Tue May 11, 2010 7:55 pm
    —
Hasn't that always been a pain?

Same with the Axis/Allied  grenade/smoke etc.

#185: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Tue May 11, 2010 8:44 pm
    —
Yes, I think you're right schrecken probably most modders would have struggle with that, but as I said I've never tried to edit barrages and such so it's new for me. Tried looking for threads about it because I was looking the weapon the barrage uses but didn't find anything until I tried most weapons with HE Blast size 2.

As for grenades, I looked into it and apparently, I don't know how or why, but both sides use the same grenade but the name is different because it somehow links to weapon class 129 through 132 that have actually no data but the name. Pretty weird. Grenades can be made into another weapon though, but they will appear with the rifles instead of the little grenade square in the BG screen.

So another suggestion to the bunch:

-Editable barrages in length, number of rounds per shot and type of munition, different for each side.

#186: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Tue May 11, 2010 8:55 pm
    —
haha!

this was introduced into CCM6

#187: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Wed May 12, 2010 4:59 pm
    —
schrecken wrote (View Post):
haha!

this was introduced into CCM6


Great! easier to implement into TLD in a patch then. Also mountable Half-tracks.

#188: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat May 15, 2010 8:26 pm
    —
user report

Night turns are a nice feature, but game engine seems not to see them. i.e.: para brigade makes a dop in one of teh empty maps. Map belongs to them. But when opponent moved there Turn1, this is a meeting engagment. Somewhow.

#189: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat May 15, 2010 9:50 pm
    —
schrecken wrote (View Post):
user report

Night turns are a nice feature, but game engine seems not to see them. i.e.: para brigade makes a dop in one of teh empty maps. Map belongs to them. But when opponent moved there Turn1, this is a meeting engagment. Somewhow.


Have to try it again but it could just be the intro screen to the battle that is wrong and not the actual deployment....

#190: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: stiloah PostPosted: Thu May 27, 2010 4:33 pm
    —
Hello all, fairly new here,

I encountered something interesting today, when I loaded up my campaign, all the green movement arrows showed up in every direction. As well, in battle there were coulored rings around all the units, what's this all about?

#191: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Thu May 27, 2010 7:27 pm
    —
you have your "Space Bar" depressed.

#192: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Fri May 28, 2010 1:05 am
    —
Pressing space bar while on the strat map shows the maps that linked by displaying an arrow (note: the arrow points one way but you can move both).

Pressing space bar while in battle displays the command radius of the squads leader (soldiers within the circle get benefit).

#193: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Fri May 28, 2010 2:55 am
    —
I still don't get used to the Brits/Canadians using american flags, any way to have multiple flags? it could be like in CC2 where the Flag used in the battle map was the nationality of the command/first team. Or at least have the allies flag be a star or something. Also waving flags like CC2, I think this was an error as the animation was there in subsequent CC but the game didn't play it for some reason.

#194: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: stiloah PostPosted: Fri May 28, 2010 3:35 pm
    —
hey thanks, I didn't have the space bar depressed, things were loading up that way, pressing it seemed to resolve the issue though and...I learned something, I was unaware of that feature

#195: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Dundradal PostPosted: Fri May 28, 2010 3:36 pm
    —
Let's hope some of the stuff mentioned here is fixed in the patches that are hopefully coming sometime this summer!

#196: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: salhexe PostPosted: Fri Jul 02, 2010 2:04 pm
    —
This error in Tailleville map.


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#197: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Fri Jul 02, 2010 9:30 pm
    —
Road rubble blocks los on Arromanches, is this wad?

#198: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat Jul 03, 2010 2:07 am
    —
salhexe wrote (View Post):
This error in Tailleville map.


Just tried the Tailleville map on my installation of TLD and I have interior image for that house? Can someone else test the map/house?

#199: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: ANZAC_TackLocation: Australia PostPosted: Sat Jul 03, 2010 9:16 am
    —
1)universal carrier(bren gun carrier) limited ammo, driver and gunner same person(why?), has single smoke thrower, why not a few grenades also? im pretty sure it was the norm...(by hand)

2)no getting into vehicles like moderntactics, why get rid of this feature? a few guys into bren gun carrier for a ride would be awsome...

3)why cant gun/tank crew take orders and fight?

4)21st panzer team icons all appear negative image , white when looking at bg information.

5)ship to shore artillery icon is land artillery icon, the limitation of first map from sea for bombardment is limited to sea side maps only, original 2/3 maps inland had naval barrage.

6) just finished grand campaign as allies, never once saw the reinforcement icon for any BG, is this germans only? maybe cause i almost never played cc2, i dont know how to use? was always zero value.

7) team voice cues seem still to be confused, as british i hear a lot of american terms/voice cues...if wanted i can write them all down...but its like only 5/10% of cues. like panicked units etc...

8) allied tanks get tracked VERY easy, if i try to cross a hedgerow small, i should not get tracked like 80% of the time, medium yes maybe, even small rubble on roads...tracked....its damned annoying...cross country, and trees nearby, tracked....i micromanage tanks on well surfaced roads to drive, its bloody annoying and rediculous...

9) when i order soldiers from 1 house to say one 3 doors down, they rou around, outside onn main road, them maybe back inside, the long way, pathing seems very bad...like the idots cant find the door, and run into ambushed in open areas, i have to micromanage way to much in this game, its SOOOOOOOOOOOO frustration...bad coding, pathing ...omg

#200: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Sat Jul 03, 2010 11:40 pm
    —
Tejszd wrote (View Post):
salhexe wrote (View Post):
This error in Tailleville map.


Just tried the Tailleville map on my installation of TLD and I have interior image for that house? Can someone else test the map/house?


I've just confirmed the error as reported by Salhexe in Tailleville with ver 5.50.07...and it's fixed in the latest public beta patch (ver 5.50.09b).

#201: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: TejszdLocation: Canada PostPosted: Sat Jul 03, 2010 11:54 pm
    —
Thanks squadleader_id!!!

Admin/Mooxe,

Maybe this thread should be closed/locked and any bugs remaining in the new patch (ver 5.50.09b) could go in its thread?

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=8303

#202: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: ANZAC_TackLocation: Australia PostPosted: Sun Jul 04, 2010 11:02 am
    —
using the patched version.

1) all MMG/HMG maximum rge is set at 500 meters!!!!!!
WTF a lee enfield from 1914 had long range area fire signts to 3 bloody miles!
i have personally fired a 7.62mm nato rimless open sights at man size targets at 900 meters in militray rifle compitions(omark bolt action), and the m60,and fn fal/SLR L1A1,L1A2,L2A2 at 750 meters(accurately), this is total rubbish, i cannot fire a browing or mg42/34 over 499 meters, what is this garbage?

sorry for rage lol

im trying to defend on big beaches, and half my weapons have NO range LOL...joke

#203: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Tue Jul 13, 2010 12:57 pm
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ANZAC_Tack wrote (View Post):
6) just finished grand campaign as allies, never once saw the reinforcement icon for any BG, is this germans only? maybe cause i almost never played cc2, i dont know how to use? was always zero value.


Does anyone know if the Germans do indeed recieve reinforcement for all BGs? To be honest, I've never got far enough in a TLD GC to potentially recieve the reinforcement button. If this is the case I should probably be preserving those precious beach BGs instead of leaving them to their fate.

#204: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Tue Jul 13, 2010 11:02 pm
    —
No BG's , Axis or Allied can reinforce in tLD so you had better look after your men.

#205: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Wed Jul 14, 2010 12:12 am
    —
Haven't played in a while but I seem to remember that the beach BG's do get some additional units in the last day or so but only like 1 or 2 of them, Snipers are the only ones I remember right now that they get, probably a couple of MG's too.

#206: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Wed Jul 14, 2010 12:37 am
    —
There is a scheduled replacement mechanism... no reinforce button though

#207: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: vonB PostPosted: Wed Jul 14, 2010 10:10 am
    —
Quote:
WTF a lee enfield from 1914 had long range area fire signts to 3 bloody miles!


With the flip up/down back sight and pillar fore sight?  Can't remember the calibration, but I do remember 2,000 yards on the back sight markings...

Used to competition shoot (Bisley and elsewhere) starting with .303.  Expected to put 7 rounds through a 4" black dot at 500 yards.  Never managed to put all 7.  Highest score I remember was 32, so must have been 4 bulls and 3 innners.  That's with a comfortable firing position, a sling, and plenty of time, oh, and the target doesn't move!...

Snap and Marling were my favourites as it involved a bit of action.  We starrted at 50 yards rifles slung low and raced to 100 yards (due to the limitations of our firing range), took up a firing position, and then had to knock down a standard 'Head' target.  With the remaining ammunition we scored on a full size 'Man' target.  It was time limited.  I remember it being no small matter to try and focus and keep a steady aim with the heart pumping and breathing hard.

#208: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Wed Jul 14, 2010 1:21 pm
    —
schrecken wrote (View Post):
There is a scheduled replacement mechanism... no reinforce button though


Crap, I've already lost all my AT guns with one of the beach BGs. Suppose I'll have to make sure they only engage the paratroopers. I wish the new points system was available for TLD...

#209: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: graves101Location: Ontario PostPosted: Fri Jul 16, 2010 8:03 am
    —
So, does every BG in the TLD campaign recieve reinforcements at designated times? Does anyone have a general (or vague) idea what comes in the reinforcing? I can see some BGs have certain troops selections with 0 available even on line setting, so I'm guessing these are some of the units that will appear later on? (ie, wolverines, etc).

Also, we are playing the GT mod, but have turned on the returning of disbanded BGs. If a beach BG is completely wiped out, say, on the first day, is that BG gone completely? Or does it return when it gets those designated reinforcements that some are mentioning. Or, do you have to physically keep the WN 12, etc, BG alive to only get the extra reinforcements (snipers, MG teams, whatever).

Lastly, we've run into some issues with mortars and AT guns, I know (or, I bet, because I personally haven't read up much on the matter) they are poorly coded and AT guns/opened-topped vehicles are very vulnerable to indirect fire. Whenever Priapus is forced to set up a sIG or Pak outside of a building, it's pretty much guaranteed I'll knock it out once he fires off a shot, presenting the target. I'm certainly glad we are only using the small mortars with the mod, but has anyone tried to alter the code to give AT or Marders more longevity from mortars? I even knocked out an 88 inside a concrete bunker at Omaha, with 60mm mortars. Now that seems very unlikely.

#210: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Fri Jul 16, 2010 5:19 pm
    —
You can look at the scenario editor and change the dates to see what teams the Beach BG's or others are receiving in said date.

Also you can look at the files and use the workbook.

#211: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: graves101Location: Ontario PostPosted: Fri Jul 16, 2010 6:20 pm
    —
Thanks, now I see what becomes available.

But still, do beach BGs, etc, disappear completely if disbanded and they have no present reserves? Or do they return on the days they are supposed to receive reinforcements?

#212: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 16, 2010 8:53 pm
    —
They Disappear

#213: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Fri Jul 23, 2010 6:23 am
    —
The Gammon bomb new icon does not appear in game, in fact the Gamegdg file has the same date as the original one I have. Also the ScrnGDG file seems to get installed twice (overwritten), once at the beginning and appears in the installation program progress a second time near the end.

#214: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Mon Jul 26, 2010 7:44 am
    —
Pzt_Kanov wrote (View Post):
The Gammon bomb new icon does not appear in game, in fact the Gamegdg file has the same date as the original one I have. Also the ScrnGDG file seems to get installed twice (overwritten), once at the beginning and appears in the installation program progress a second time near the end.


Can someone confirm this error?

#215: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Mon Jul 26, 2010 7:48 am
    —
Just noticed soldiers disappearing after surrender. Happened to units under my command, but AI Allied surrendered with normal hands waving, while walking to the rear ... was Ost I was using.

#216: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Mon Jul 26, 2010 9:18 am
    —
I mentioned this in a previous post, but noone responded. Is road rubble supposed to block LOS at ground level? This has been a real pain on the Arromanches map.

#217: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: squadleader_idLocation: Soerabaja PostPosted: Mon Jul 26, 2010 9:56 am
    —
davidssfx wrote (View Post):
Just noticed soldiers disappearing after surrender. Happened to units under my command, but AI Allied surrendered with normal hands waving, while walking to the rear ... was Ost I was using.


Surrendered soldiers are only visible when you have a friendly unit with LOS to them.
When your soldiers surrender dan start the shameful walk to the enemy rear area...you will probably loose LOS to them.

#218: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jul 26, 2010 10:09 am
    —
most rubble elements are 2 metres high  except bridges which is zero


errr... that was in the last official patch , I think, don't know if it's changed for the beta patch

#219: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Mon Jul 26, 2010 4:13 pm
    —
squadleader_id wrote (View Post):
davidssfx wrote (View Post):
Just noticed soldiers disappearing after surrender. Happened to units under my command, but AI Allied surrendered with normal hands waving, while walking to the rear ... was Ost I was using.


Surrendered soldiers are only visible when you have a friendly unit with LOS to them.
When your soldiers surrender dan start the shameful walk to the enemy rear area...you will probably loose LOS to them.


hahaha ... I never thought of that ... thanks  Smile

#220: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Mon Jul 26, 2010 4:31 pm
    —
When playing windowed mode, then pausing mid game and letting the screen saver come up crashes my game when I move the mouse so the screensaver goes away, an error appears and the game quits.

#221: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Priapus PostPosted: Mon Jul 26, 2010 8:33 pm
    —
schrecken wrote (View Post):
most rubble elements are 2 metres high  except bridges which is zero


errr... that was in the last official patch , I think, don't know if it's changed for the beta patch


Maybe it's just Arromanches then. All the rubble is coded to be ground level but still blocks line of site.

#222: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Sat Oct 16, 2010 4:22 pm
    —
cobra1983 wrote (View Post):
Hi guys! I have a CTD problem. I'm playing CC on my notebook with 1440x900 resolution. No problem till i have to play the battle in Amfreville, on the first day of the GC. After the "Allies attack" screen it crashes to desktop. I tried using 800x600, and everything went fine, but it really sucks this way! :)

EDIT: It seems to work fine with resolutions up to 1280x800. With larger resolutions it crashes to desktop loading the Amfreville map.


is there allready a solution for this problem?????

#223: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Oct 16, 2010 10:12 pm
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Have you tried windowed mode?

#224: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Sat Oct 16, 2010 10:18 pm
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schrecken wrote (View Post):
Have you tried windowed mode?


nope, how i play in windowed mode?

#225: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: schreckenLocation: Sydney, Australia PostPosted: Sat Oct 16, 2010 10:49 pm
    —
Go To options

Click the windowed mode check box

#226: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: 0202243 PostPosted: Sat Oct 16, 2010 11:02 pm
    —
schrecken wrote (View Post):
Go To options

Click the windowed mode check box


ow seems i missed it...  Embarassed

nice this seems to work  Razz

#227: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: davidssfx PostPosted: Mon Oct 18, 2010 8:26 pm
    —
Just did a new install, with 09b patch ...

Seems "439 Ost / 716 Inf Div" doesn't have a 5cm mortar, but the data (forcepools and BGgroups) suggests it should.

#228: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: angelvillain PostPosted: Mon Oct 25, 2010 11:14 am
    —
hi, im playing TLD bloody omaha. When Im do dragbox with the mouse over a unit/units (we call it unit A) its even including DEAD soldiers from another unit (Unit B) that once was on that spot on the map, earlier when they died, and the rest of the unit B is far away now ... the problem is that the soliders that are ALIVE from Unit B will now do the same action that I only want the Unit A to do...  Why God?? Whhhhy??
Oh man...I barely understod this question myself....

#229: Re: The Longest Day - Bugs, Mistakes & Suggestions Author: Pzt_KanovLocation: México PostPosted: Mon Oct 25, 2010 6:14 pm
    —
angelvillain wrote (View Post):
hi, im playing TLD bloody omaha. When Im do dragbox with the mouse over a unit/units (we call it unit A) its even including DEAD soldiers from another unit (Unit B) that once was on that spot on the map, earlier when they died, and the rest of the unit B is far away now ... the problem is that the soliders that are ALIVE from Unit B will now do the same action that I only want the Unit A to do...  Why God?? Whhhhy??
Oh man...I barely understod this question myself....


That's not a bug, maybe an undeveloped feature. You can locate surviving troops of a team by clicking on that unit's incapacitated soldiers, to avoid selecting another team by way of its incapacitated members, i.e. you want to select two teams that are on top of some incapacitated soldiers from a unit that its still active but far away on another part of the map, use the CTRL key to select multiple units or give orders one by one.



Close Combat Series -> Close Combat The Longest Day


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