Last stand Arnhem
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Thu Jun 03, 2010 3:51 am
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http://www.matrixgames.com/newsletter/june2010.html

#2: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Thu Jun 03, 2010 5:59 am
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#3: Re: Last stand Arnhem Author: Albeert PostPosted: Thu Jun 03, 2010 7:05 am
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GREAT!Very Happy

#4: Re: Last stand Arnhem Author: southern_land PostPosted: Thu Jun 03, 2010 7:18 am
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Pulling on helmet, flak jacket, thick gloves and cricket box... Very Happy

#5: Re: Last stand Arnhem Author: TejszdLocation: Canada PostPosted: Thu Jun 03, 2010 7:44 am
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Interesting screen shot....

#6: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Thu Jun 03, 2010 7:46 am
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Look at all those flippin' icons ????

#7: Re: Last stand Arnhem Author: Albeert PostPosted: Thu Jun 03, 2010 10:32 am
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Besides date you can also select time?

#8: Re: Last stand Arnhem Author: Dundradal PostPosted: Thu Jun 03, 2010 10:53 am
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Well this is a good start, let's hope that soon after comes news of patches for WAR and TLD!

#9: Re: Last stand Arnhem Author: pagskier PostPosted: Thu Jun 03, 2010 3:24 pm
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So it will be a new game with new maps and everything?

#10: Re: Last stand Arnhem Author: PeteLocation: Nijmegen, Netherlands PostPosted: Thu Jun 03, 2010 5:23 pm
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Great news ! Made my otherwise awful day.

Are there 2 Allied battle groups on the Valkenswaard map? Or is that just 1 icon?

#11: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Thu Jun 03, 2010 6:40 pm
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Oohh.. -YES!!  Cool

My first CC love, my favourite operation.

#12: Re: Last stand Arnhem Author: platoon_michaelLocation: Right behind you PostPosted: Thu Jun 03, 2010 7:57 pm
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Do the .ovm's have Tree's on them?
And why such small pictures?

#13: Re: Last stand Arnhem Author: Dundradal PostPosted: Thu Jun 03, 2010 8:45 pm
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On top of this...I just checked my matrix help desk and had a few messages.

The MMCC3 servers are being worked on (I guess all my shaking paid off) and do seem to be up more often. (I check every now and then, but don't stay on for long...got a Der Ost Front GC to finish  Laughing  )

#14: Re: Last stand Arnhem Author: Buck_ComptonLocation: Netherlands PostPosted: Thu Jun 03, 2010 9:44 pm
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Hey Schreck,

Looks good at first glance, looking forward to the real deal.

Nice to see some of the source's I gave you guys

Cheers Buck

#15: Re: Last stand Arnhem Author: CSO_SbufkleLocation: Canada PostPosted: Thu Jun 03, 2010 10:01 pm
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Will this have the three sector and point set up liek CC2 had? Or is it the Same Simtekized-CC5 engine all the releaeses have used?

#16: Re: Last stand Arnhem Author: dj PostPosted: Fri Jun 04, 2010 2:43 am
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Wow - this is good news.  Maps look great.

#17: Re: Last stand Arnhem Author: TejszdLocation: Canada PostPosted: Fri Jun 04, 2010 3:17 am
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Pete wrote (View Post):
Great news ! Made my otherwise awful day.

Are there 2 Allied battle groups on the Valkenswaard map? Or is that just 1 icon?


Zooming, it does look like 2 Allied icons....

#18: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 7:40 am
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Does anybody know what the little thing on the left bar labelled "Assault Crossing" mean?

#19: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 7:42 am
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Ahhh... I think I just worked it out...


... and I may have wet my pants in the process...  ;]

#20: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jun 04, 2010 9:02 am
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Questions so far regarding the screenshot

Date/Time
How many allied icons on 1 map
Assault Crossing icon/button
points and sectors (how naf)
ovm's with trees (pulled out of nowhere)

c'mon you're just not trying..........

#21: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 9:18 am
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schrecken wrote (View Post):
Questions so far regarding the screenshot

Date/Time
How many allied icons on 1 map
Assault Crossing icon/button
points and sectors (how naf)
ovm's with trees (pulled out of nowhere)

c'mon you're just not trying..........


Umm... what are... the... little red squares on the bridge maps??

I don't know.  Throw me a bone shreck.

#22: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jun 04, 2010 9:19 am
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they're scarabs

#23: Re: Last stand Arnhem Author: QMLocation: Australia PostPosted: Fri Jun 04, 2010 10:01 am
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schrecken wrote (View Post):
they're scarabs


A red hot processor chip.

#24: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 1:49 pm
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QM wrote (View Post):
schrecken wrote (View Post):
they're scarabs


A red hot processor chip.


Red light districts?

#25: Re: Last stand Arnhem Author: Albeert PostPosted: Fri Jun 04, 2010 4:25 pm
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Ok so, you can;

blow up bridges (also in cc2 right? never played tough)
have 2 battle groups at one map?
Let infantry make an alternitive river crossing, without using a bridge?

and;

the turns represent a shorter time as in previous cc?
Very Happy

#26: Re: Last stand Arnhem Author: Pzt_KanovLocation: México PostPosted: Fri Jun 04, 2010 7:58 pm
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This is good news, I just want to know:

Is there requisition points?

What changes are there to the multiplayer mode (if any)?

What changes are there to the scenario editor mode (if any)?

Can you blow up bridges?

Are there different flags for each nationality?

can you mount halftracks?

Any other information that you would like to share is fine too.

#27: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 9:37 pm
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Can you blow the bridges?  Is that what the red square represents?

I can't see anything on the battle dashboard to suggest there's a "blow the bridge" button like in CC2.  Is it an option for the German player to blow the bridges during their movement phase or something?

If so, I hope it has a chance of failure, or the German player suffers some kind of drawback for each bridge they nuke; I'd hate to think you could just blow up all the bridges on the first turn.  That would be naff.

#28: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jun 04, 2010 10:12 pm
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It would be, wouldn't it?

#29: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Fri Jun 04, 2010 10:47 pm
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Schrecken, could you possibly be any more esoteric?  Wink

#30: Re: Last stand Arnhem Author: southern_land PostPosted: Fri Jun 04, 2010 11:00 pm
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Shreck is like Yoda, only taller and more antipodean

Laughing

#31: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jun 04, 2010 11:11 pm
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One must walk toward the light if one seeks enlightenment

#32: Re: Last stand Arnhem Author: vonB PostPosted: Fri Jun 04, 2010 11:51 pm
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Ah so!  Glasshopper...  Cool

#33: Re: Last stand Arnhem Author: 0202243 PostPosted: Sat Jun 05, 2010 10:58 am
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why such a small pics?  Sad

#34: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jun 05, 2010 12:04 pm
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saves bandwidth

#35: Re: Last stand Arnhem Author: MafiLocation: Germany PostPosted: Sat Jun 05, 2010 5:23 pm
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platoon_michael wrote (View Post):

And why such small pictures?


...it is the iPad version ;-)

I think we can expect larger pictures on a PC.

#36: Re: Last stand Arnhem Author: pagskier PostPosted: Sat Jun 05, 2010 8:46 pm
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So much questions!

damn I want few answers at least!

#37: Re: Last stand Arnhem Author: pagskier PostPosted: Sat Jun 05, 2010 8:46 pm
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So much questions!

damn I want few answers at least!

I hope we can blow bridge!

#38: Re: Last stand Arnhem Author: diggin.robatLocation: Land of the krauts PostPosted: Sun Jun 06, 2010 7:25 am
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And the good old bridge element to move over and under it.

Now, that´s quite exciting - a remake of CC2! Do we get the original CC2-feeling back? Will the Oosterbeek-bridge be blown into our faces again? And the Königstiger to roast Shermans beside the tulips? "See your tank on the road explode". Last but not least: Will someone make some good tools to mod it?

diggin

#39: Re: Last stand Arnhem Author: CSO_Talorgan PostPosted: Wed Jun 09, 2010 10:33 am
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Notice how the shape of sectors on the strat map are with each re-release progressively evolving into hexes!

Very Happy

schrecken wrote (View Post):
Date/Time


Would it be unreasonable to think in terms of ten days x 6 hour turns = 40 turns?

schrecken wrote (View Post):
How many allied icons on 1 map


How many icons on one map; never mind whether they are Allied or not?! Why would they allow the Allies to stack and not the Germans? Think of all the fragments of units which came together west of Arnhem to hold up 1st Airbourne's advance!

So hexes, and now stacking! The strat map is beginning to feel like a boardgame of old.

:)

schrecken wrote (View Post):
Assault Crossing icon/button


Noted

schrecken wrote (View Post):
c'mon you're just not trying..........


24 red dots vs 15 green dots. Of course we can't tell whether one dot represents one or more battlegroups now! The way that some of them are grouped suggests one dot = one battlegroup. From that and the unoccupied areas on the stratmap it is impossible to tell how many combat maps the new game will have. Original CC II was theorised to have capacity for 50 although I don't know if anyone fully tested or exploited that.

#40: Re: Last stand Arnhem Author: CSO_Talorgan PostPosted: Wed Jun 09, 2010 10:44 am
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Another thought:

Only one of the two Allied units stacked on the strat map is mentioned (in blue) at the top.

So can only one fight?

#41: Re: Last stand Arnhem Author: papa_whisky PostPosted: Wed Jun 09, 2010 2:10 pm
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Or perhaps you get a selection from both force pools

#42: Re: Last stand Arnhem Author: Pzt_KanovLocation: México PostPosted: Wed Jun 09, 2010 5:06 pm
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papa_whisky wrote (View Post):
Or perhaps you get a selection from both force pools


I hope this is the case and not just a new graphic for BG's with elements from other units, something similar to CC4's VetBoB only that the joined unit graphics where on the BG screen and not in the strat map.

if you can join BG's what happens when you separate them? where do the units go?

Anyway, that doesn't worry me much I would like to know more about if they made changes to the scenario editor, I'm hoping that you can make custom single battles and assign Victory Locations, Deployment for both sides, custom force pool for both sides and requisition points! I would be happy with that but probably is just the boring CC5 scenario editor.

#43: Re: Last stand Arnhem Author: master_468 PostPosted: Mon Jun 28, 2010 10:07 pm
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sorry if it's a repost: http://www.youtube.com/watch?v=baeLCAVW8gM

#44: Re: Last stand Arnhem Author: QMLocation: Australia PostPosted: Mon Jun 28, 2010 10:40 pm
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master_468 wrote (View Post):
sorry if it's a repost: http://www.youtube.com/watch?v=baeLCAVW8gM


Nice!!

#45: Re: Last stand Arnhem Author: platoon_michaelLocation: Right behind you PostPosted: Mon Jun 28, 2010 11:10 pm
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Nice to see the bridge blow.

#46: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jun 28, 2010 11:28 pm
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Not if you are playing allies!

#47: Re: Last stand Arnhem Author: TejszdLocation: Canada PostPosted: Tue Jun 29, 2010 1:42 am
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Matrix has a product page (though you can not order yet):

http://www.matrixgames.com/products/386/details/Close.Combat.-.Last.Stand.Arnhem

#48: Re: Last stand Arnhem Author: HogansHeros PostPosted: Tue Jun 29, 2010 2:20 am
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Tejszd wrote (View Post):
Matrix has a product page (though you can not order yet):

http://www.matrixgames.com/products/386/details/Close.Combat.-.Last.Stand.Arnhem  


I like the sound of some of those options:
"Many new game features including troop point buying system, destructible bridges, ferry and assault river crossings, night-time battles, flare effects, and more!
. . .
Improved Battlegroup management – ability to stack battle groups, ability to merge battle groups, ability for one battlegroup to lend teams to another, ability for battlegroups to move through each other on the strat map."

really caught my attention

#49: Re: Last stand Arnhem Author: Sapa PostPosted: Tue Jun 29, 2010 4:53 am
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Must send Gratulations to the maker! Very Happy it looks fantastic!! and all my "negative"  opinions about just using US images as the sideselect images is fixed!! even used the flags from both US and UK on the Command screen! Great Work!!

Sure hope that uniform colours is corrected and that the Poles are not jusing the "broken english" voicefile from CC2 ;-)

Looks wery promising from the first look!! Smile) Thankyou for this!!!

WHEN CAN I BUY IT!!! Very Happy

#50: Re: Last stand Arnhem Author: TrogerLocation: L4W's place, Australia PostPosted: Tue Jun 29, 2010 6:49 am
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Battlegroup stacking!  Wow, now that really shows you folks were really listening. This seems to be the first re-release that is really going somewhere, bg stacking alone adds a whole new tactical dimension to the entire game. It seems as though it's use is limited but it's a step in the right direction.

For those who haven't read it yet, check out the article over at wargamer: http://wargamer.com/article/2905/close-combat-last-stand-arnhem

If I am reading this article correctly, the author points out that you have incorporated a scenario editor which allows you to create battles/ops/gcs just like you can in CC5 (fixed bg's/forcepools, no points, strat-map, etc) AND create battles/ops like you can in CC3 (choosing maps, points, support, etc), is that the case? If this is not the case, it should be a option you guys look into incorporating into future releases, it makes everyone happy.  Smile

And are the "night time effects" really worth it? Can it be disabled? I don't have TLD loaded to check.

"Improved AI

Further improvements have been made to the AI from to reduce some of the more inadequate performance issues, in particular with respect to vehicle pathing, the 'crawl of death', and Team and Unit morale and response in general.
" Should I start to roll eyes?

#51: Re: Last stand Arnhem Author: squadman45 PostPosted: Tue Jun 29, 2010 10:59 am
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Well, i am out of CC world but see this make me feel again the CC itch, even they do "new" maps i expect see the original CC2 maps isnt bad, form were and are great maps but the law of minimal effort used in CC releases...  Rolling Eyes

And cant add more, if the game is under or in 30 euros i buy it but if it is in the "new" 80 euros matrix rule i can say bye bye  Twisted Evil

#52: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Tue Jun 29, 2010 11:01 am
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*Drool* Looking damn good!  Cool

Itching in my fingers to buy it...  Wink

#53: Re: Last stand Arnhem Author: HogansHeros PostPosted: Tue Jun 29, 2010 3:24 pm
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Troger wrote (View Post):

For those who haven't read it yet, check out the article over at wargamer: http://wargamer.com/article/2905/close-combat-last-stand-arnhem


I had not seen that before, good find. This is an interesting idea they are implementing:

" a company-sized battle group will only have 6 unit slots available to it as compared to the lead element of a regiment-sized battle group which will have 15 units available to it.  If these two battle groups are brought together on one map, the resulting number of units fielded by the combined force will be larger than the size if either one of the companies were on that same map by itself."

#54: Re: Last stand Arnhem Author: HogansHeros PostPosted: Tue Jun 29, 2010 3:41 pm
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Sorry for the double post, couldn't find the edit button but did you guys see this:

http://www.matrixgames.com/forums/tm.asp?m=2509280&mpage=1&key=&#2509280
 
"Matrix Games, Slitherine Strategies (www.slitherine.com) and Strategy 3 Tactics are thrilled to announce that Close Combat – Last Stand Arnhem will be releasing in early July, 2010!"

#55: Re: Last stand Arnhem Author: platoon_michaelLocation: Right behind you PostPosted: Tue Jun 29, 2010 11:32 pm
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WoW
That's a lot of enhancements

#56: Re: Last stand Arnhem Author: dacman82Location: Perth, Australia PostPosted: Wed Jun 30, 2010 5:48 am
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This is all well and good but.... WHEN!!!!!???

#57: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jun 30, 2010 10:40 am
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Quote:
Drool* Looking damn good!  Cool

Itching in my fingers to buy it...  Wink


You said it!

I never considered buying the Matrix remakes, but this one is a MUST HAVE! Very Happy (And perhaps TLD as well Wink )

#58: Re: Last stand Arnhem Author: Dundradal PostPosted: Wed Jun 30, 2010 12:00 pm
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I own them all and why they have their faults, I find them to be worth the cost. I've already had great fun with a COI GC.

#59: Re: Last stand Arnhem Author: ManoiLocation: Brussels PostPosted: Thu Jul 01, 2010 7:46 am
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Seems that I will have a CC game again on my computer soon! And don't ask me to draw 64 new maps for Stalingrad! Wink

#60: Re: Last stand Arnhem Author: Sapa PostPosted: Thu Jul 01, 2010 8:07 am
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Very Happy it seems that all the "old" foxes is coming out of their pots when CC 2 (the best game of them all) is almost back on track! just waiting that Trond (TT) will post soon Smile  and give me a heartattack!  Very Happy  Very Happy

Mats

#61: Re: Last stand Arnhem Author: DigsLocation: Ontario, Canada PostPosted: Thu Jul 01, 2010 10:11 am
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Check out this article over at The Wargamer. http://www.wargamer.com/article/2905/close-combat-last-stand-arnhem

#62: Re: Last stand Arnhem Author: southern_land PostPosted: Thu Jul 01, 2010 11:04 am
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Manoi wrote (View Post):
Seems that I will have a CC game again on my computer soon! And don't ask me to draw 64 new maps for Stalingrad! Wink


Common there are already 43 perfectly good ones, you're over halfway there Razz

#63: Re: Last stand Arnhem Author: ManoiLocation: Brussels PostPosted: Thu Jul 01, 2010 11:16 am
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Will LSA be easily modded?  Cool  (just a question!)

#64: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Thu Jul 01, 2010 11:31 am
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I suppose that LSA will be so easy than previous re-makes, for me this is very easy.

#65: Re: Last stand Arnhem Author: wurger PostPosted: Thu Jul 01, 2010 4:27 pm
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Nomada_Firefox wrote (View Post):
I suppose that LSA will be so easy than previous re-makes, for me this is very easy.


then i can't wait for your mod!  Very Happy

#66: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Thu Jul 01, 2010 9:40 pm
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I have some proyects on my head but I need the game before start some of them.Wink

#67: Re: Last stand Arnhem Author: Whistler PostPosted: Thu Jul 01, 2010 10:05 pm
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Wohaa, very nice! Can't wait Cool

#68: Re: Last stand Arnhem Author: lamurt PostPosted: Fri Jul 02, 2010 1:17 pm
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even the ui is of cc2 flavour, nice touch there capturing the feeling of why cc2 stands out from the rest of the post cc2 releases. Cool

#69: Re: Last stand Arnhem Author: Sapa PostPosted: Fri Jul 02, 2010 1:28 pm
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A new video :-D

http://www.youtube.com/watch?v=D44hOJistNM

#70: Re: Last stand Arnhem Author: Sapa PostPosted: Fri Jul 02, 2010 1:43 pm
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I love that man Southern_Land and his maps! Wink

Mats

#71: Re: Last stand Arnhem Author: Buck_ComptonLocation: Netherlands PostPosted: Fri Jul 02, 2010 4:30 pm
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To all the people within the LSA team.

I wish to congratulate you guys with the (at first sight) good looking game. Nice new innovations wich will be useable for the group of modders who are still around. I also must say that the maps for as far as I was able to recognize them look very good. Its also nice to see some parts of my own work back in this version of CC (Best, Arnhem, Ginkelse Heath).

I'm looking forward to an upcoming release date and i'm also able to announce to you guys that Pete and I chose to switch our future Rhineland modding project from TLD to LSA. Because of obviouse reasons I guess.

I also hope that people like Mafi keep on going with making tools to edit the cc games.

Currahee Wink

Buck

#72: Re: Last stand Arnhem Author: MF_Church PostPosted: Sat Jul 03, 2010 1:13 am
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Oh my ~~~ !   :)

Your basis OVERwhelming MODE!  my! that is very impressive!!!

Whatever doubt i had has vanished!   Bring it on! heheh.  Even b4 the summer is half over!  

Wow!  

:D

#73: Re: Last stand Arnhem Author: HogansHeros PostPosted: Sat Jul 03, 2010 2:47 am
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I was hoping they'd release it today (July 2nd) or the next day so us Yanks would get a 3 day weekend to play it.

#74: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Sat Jul 03, 2010 7:37 am
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Looking really great! And the creases in the TLD/WAR engine should be well ironed out for LSA *crossing fingers*.
Now all we need is a release date! Gimme gimme!!

#75: Re: Last stand Arnhem Author: pagskier PostPosted: Sun Jul 04, 2010 2:53 am
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It looks damn nice!!!
I`m stoked!

#76: Re: Last stand Arnhem Author: PeteLocation: Nijmegen, Netherlands PostPosted: Sun Jul 04, 2010 7:25 am
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Some very nice and exciting new features in that game. Who else noticed that you can not only destroy bridges but that they can also be repaired? And if guns  can be assigned fixed positions that would mean that fortifications can be more accurately represented in future mods. So yes, I am definitely looking forward to this game and from what I see now I think that this game is going to be the basis for many mods to come.

#77: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Sun Jul 04, 2010 8:09 am
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Quote:
So yes, I am definitely looking forward to this game and from what I see now I think that this game is going to be the basis for many mods to come.


Indeed Very Happy

#78: Re: Last stand Arnhem Author: MafiLocation: Germany PostPosted: Sun Jul 04, 2010 2:35 pm
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Buck_Compton wrote (View Post):
... also hope that people like Mafi keep on going with making tools to edit the cc games.



Hi Buck,

me is offline while FIFA-world cup is going on... Not a good date to post new games: mid-summer, FIFA-world-cup, vacation...

Cordially
Mafi

#79: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Mon Jul 05, 2010 1:55 am
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Mafi wrote (View Post):
Not a good date to post new games: mid-summer, FIFA-world-cup, vacation...

Cordially
Mafi


Unless you're in Australia - mid-winter, out of the cup in round 1, no vacation for 6 months.....

#80: Re: Last stand Arnhem Author: Buck_ComptonLocation: Netherlands PostPosted: Mon Jul 05, 2010 2:42 pm
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Mafi wrote (View Post):
Buck_Compton wrote (View Post):
... also hope that people like Mafi keep on going with making tools to edit the cc games.



Hi Buck,

me is offline while FIFA-world cup is going on... Not a good date to post new games: mid-summer, FIFA-world-cup, vacation...

Cordially
Mafi


Well there isn't a release date known... my best guess is somewhere after the summer vacations. But are you interested in making software for the game?

cheers
Buck

#81: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Tue Jul 06, 2010 2:57 pm
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I wonder how easy (or hard) it will be to mod the game?

If it's easy I would love to attempt a Historical mod to it ( If standard LSA aint 100% historical )

Have been waiting for YEARS for a historical CC5 mod on Market Garden, so this is should be fun Very Happy

#82: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Tue Jul 06, 2010 6:57 pm
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karlmortar wrote (View Post):
I wonder how easy (or hard) it will be to mod the game?

If it's easy I would love to attempt a Historical mod to it ( If standard LSA aint 100% historical )

Have been waiting for YEARS for a historical CC5 mod on Market Garden, so this is should be fun Very Happy


My guess is that it will be something like tLD; text files that we can change with Excel. Just as you, I'm looking forward to a 'real' historical mod to this game (but we can always hope that it's historical correct...)

Anyway, I'm already researching the German OOB for Hoogleys CC5 Market Garden mod. So when I'm done I'll send a copy of it to you as well.  Cool

Cheers

#83: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jul 07, 2010 7:45 am
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Sounds excellent!
I already have a fairly accurate OOB of german units and equipment for OMG, but maybe we should compare and see if we can get a historical as possible OOB?
Very Happy

#84: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Wed Jul 07, 2010 8:10 am
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Quote:
CC5 Market Garden mod

Is there a CC5 Market Garden mod?

#85: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jul 07, 2010 8:56 am
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Well, Buck had a OMG Mod for CC5 under development but cancelled it after he finished with Battle of the Scheldt.
I belive there also was a A bridge to far mod for CC5 which was not historical accurate at all. I belive that mod has been taken down.

#86: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jul 07, 2010 8:58 am
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Correction: The ABTF Mod for CC5 is still there, and btw: didn't you make it?

#87: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jul 07, 2010 8:59 am
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Correction AGAIN: never maind anny thing I said, I missunderstod things a bit.

#88: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Wed Jul 07, 2010 12:46 pm
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Laughing

Hoogley is working on one too:

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=8226
 
-But I was a bit dizzy, it's for tLD...  Embarassed
(Hey I can't  keep track of everything, I'm just involved in this one!  Wink )

#89: Re: Last stand Arnhem Author: vonB PostPosted: Wed Jul 07, 2010 12:59 pm
    —
It's nice to think that there is so much going on in the Modding world that we can lose track of it...  Wink

#90: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Wed Jul 07, 2010 7:23 pm
    —
Woulf, When you have some time we can hit MSN and check the OOB?
I happpen to be one of those who have all the vehicles for 10+9ss Recon Abteilungs. Wink

#91: Re: Last stand Arnhem Author: buufaceLocation: Thailand PostPosted: Wed Jul 07, 2010 8:52 pm
    —
The game has been released !

#92: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Wed Jul 07, 2010 9:24 pm
    —
Cool  DL now!

But Karl, that means I have to dust of my Messenger; -haven't used it for months!  Crying or Very sad
*Woulf is looking for a computer-shovel to dig out Messenger*

#93: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Wed Jul 07, 2010 10:28 pm
    —
7A_Woulf wrote (View Post):
Laughing

Hoogley is working on one too:

http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=8226
 
-But I was a bit dizzy, it's for tLD...  Embarassed
(Hey I can't  keep track of everything, I'm just involved in this one!  Wink )

Now, he should use his stuff on the new CC2. This is the most logic on this moment.

I have bought the new CC2 and downloading it.  Cool

#94: Re: Last stand Arnhem Author: wurger PostPosted: Wed Jul 07, 2010 10:54 pm
    —
yeah, bought it, hopefully i can play it before i get back to Australia, downloading using china mobile wireless, 6 more hrs to go....

#95: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Wed Jul 07, 2010 11:22 pm
    —
wurger wrote (View Post):
yeah, bought it, hopefully i can play it before i get back to Australia, downloading using china mobile wireless, 6 more hrs to go....


Ooch! And I thought 2½ were a pain in the ass!  Shocked

#96: Re: Last stand Arnhem Author: Dundradal PostPosted: Thu Jul 08, 2010 3:11 am
    —
I still have to fully play through WAR and TLD but I'll be buying it within the week.

#97: Re: Last stand Arnhem Author: southern_land PostPosted: Thu Jul 08, 2010 3:14 am
    —
Cool i hope you guys enjoy it

#98: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Thu Jul 08, 2010 4:06 am
    —
Downloading...less than 10 minutes to go!
And luckily it's my day off too... Very Happy

#99: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Thu Jul 08, 2010 4:50 am
    —
0632 hours. If I had a job right now I would be there, drinking my morning coffee and planning to go out and start the day...

Instead I've been enjoying LSA the last four hours!  Cool
First impression; -Just as good as I expected! Charging across bridges, getting them blown in my face, nice big maps, decent FP's and squads.  Smile  (Never got through a full turn in 'Vanilla' tLD since I didn't like the units, but now I had to stop playing after turn 1 by pure determination, could have kept playing for hours.)

Downside: -Sadly, vehicle-tracking is at 'regular' CC standard, the tanks of XXX Corps took field-trips when I wanted them to follow the road.
And a word of advice: Enter bridges in the middle, had a squad from 82nd that partly missed the bridge-entrance and mingled around there until I move them back so they could form up before I could send them across the bridge.

IMHO, this game is well worth the money. Haven't had this much fun with CC since I started to play CC2 back in the dark-age of technology.   8)

Nite, nite all

#100: Re: Last stand Arnhem Author: Priapus PostPosted: Thu Jul 08, 2010 4:51 am
    —
Holy cow! I wasn't expecting this for another few weeks. Thanks matrix, hope this lives up to our collective expectations.

#101: Re: Last stand Arnhem Author: Sapa PostPosted: Thu Jul 08, 2010 4:57 am
    —
I hate it! Wink  The Germans blowed up the Son Bridge right in my face! Very Happy

After about 5 battles in GC, looks great, i love it!...but..it needs a sound mod... Crying or Very sad

Thankyou all people involved in making this great game! Very Happy  Very Happy  Very Happy

Mats

#102: Re: Last stand Arnhem Author: HogansHeros PostPosted: Thu Jul 08, 2010 5:05 am
    —
What do you guys think about AI?

I've found the vehicle path finding to be as bad as ever (told a half track to move straight down a dirt road 60m, came back later to find it lost in the woods further away from its goal than when it started). Enemy battle AI still lacks aggression, not making hard pushes even with clear advantage of men/tanks.

#103: Re: Last stand Arnhem Author: Sapa PostPosted: Thu Jul 08, 2010 6:12 am
    —
Sapa wrote (View Post):
I hate it! Wink  The Germans blowed up the Son Bridge right in my face! Very Happy

After about 5 battles in GC, looks great, i love it!...but..it needs a sound mod... Crying or Very sad

Thankyou all people involved in making this great game! Very Happy  Very Happy  Very Happy

Mats


...and a uniforms mod Crying or Very sad

#104: Re: Last stand Arnhem Author: dj PostPosted: Thu Jul 08, 2010 6:21 am
    —
No Mac for the re-release ?  It was after all the best-selling game of all, partially due to the large # Mac users that bought CC2.

#105: Re: Last stand Arnhem Author: Priapus PostPosted: Thu Jul 08, 2010 6:46 am
    —
Yeah, vehicle pathing is still poor and the AI is pretty crappy, but c'est la CC. Maps look great and 20 minute timer settings are a much appreciated addition.

#106: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Thu Jul 08, 2010 7:18 am
    —
Sapa wrote (View Post):


...and a uniforms mod Crying or Very sad


Well at least this time the devs went with the correct historical uniforms for the US AB.
To be more accurate...all it needs is a small mod so that the 504th PIR/82nd AB can wear M42 jumpsuits...nitpicky nitpicky Wink
But you're right, Sapa...the American M43 uniforms (on the tiny soldiers) needs a bit of retouching...those look like the greens from stock CC5.

German uniforms look great to me...CMIIW.

Very nice work, Dev Team!  Let's start porting mods! (after enjoying stock CCLSA of course!)

#107: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Thu Jul 08, 2010 8:49 am
    —
Stupid me needs to ask a question: If I download the game from Matrix G, can I burn the game onto a disc so that I won't loose the game (in case of PC crasch and efter that 2 year period of backup download) ?

#108: Re: Last stand Arnhem Author: vonB PostPosted: Thu Jul 08, 2010 10:33 am
    —
It is the FIRST thing you should do....

#109: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Thu Jul 08, 2010 11:44 am
    —
Stupied question2: So there is no problem in putting the files down on a Cd and  install to another PC if needed?
No need to do any strange stuff or cracks?

#110: Re: Last stand Arnhem Author: vonB PostPosted: Thu Jul 08, 2010 12:31 pm
    —
No question is stupid...

There is no problem writing the file(s) to any other medium large enough.  How could you do a System Backup otherwise?

If you read the license, then I am sure it says something along the lines of you can use it on one PC.  There is nothing that I know of that physically prevents you from installing it on as many PC's as you want.  So I guess the really really really 'PC' approach is to delete it from one PC before you install it on another.  Would I bother?  No, but then neither would I copy and distribute it, free or otherwise.  It is for my own use, and if I want to install it on 4 of my own PC's, then I will do so.  It may not be 'technically' correct, but if they want to take issue with that, I'm up for it.

So, no crack, hacks, strange, or other tiresome things to do.  Burn the download to a DVD. Install it on your PC.  Any of your PC's.

If LSA is different to any of the others, I'd be surprised (I haven't tried LSA yet...).

#111: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Thu Jul 08, 2010 12:40 pm
    —
I belive that that answered ALL of my questions.  Very Happy

Thanks vonB  Wink

#112: Re: Last stand Arnhem Author: dj PostPosted: Thu Jul 08, 2010 4:57 pm
    —
Priapus wrote (View Post):
Yeah, vehicle pathing is still poor and the AI is pretty crappy, but c'est la CC. Maps look great


I thought CC2 would have the best chance for AI performance with the strongest in the series.  Are the maps the same scale or are they big like CC5 style?

Final verdict on Mac release... no plans to port to Mac OS ?

#113: Re: Last stand Arnhem Author: DigsLocation: Ontario, Canada PostPosted: Thu Jul 08, 2010 5:24 pm
    —
Besides CDs or DVDs, put it on a flash drive or external HD. If you don't have a a DVD drive you can compress the exe using an archiving program like IZArc www.izarc.org then split the zip file into two parts in order to fit it on a two CD-Rs.

#114: Re: Last stand Arnhem Author: platoon_michaelLocation: Right behind you PostPosted: Thu Jul 08, 2010 8:41 pm
    —
Any chance you guys can post a lot screen shots for those of us who cant buy it right now?

thanks

#115: Re: Last stand Arnhem Author: lamurt PostPosted: Fri Jul 09, 2010 12:40 am
    —
ditto micheal.

#116: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Fri Jul 09, 2010 1:21 am
    —
There's plenty of screenshots over at Matrix Games.
Maybe some specific requests of what you wanted to see in the game...maybe I can post screenies of those.

#117: Re: Last stand Arnhem Author: pagskier PostPosted: Fri Jul 09, 2010 3:34 am
    —
I just played it
I really like the graphic,

It crashed every time a new video started
but other than that I enjoy the game

Best bridge blew up but I manage to cap all the others
Now I'm moving on arnhem bridge Laughing

#118: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Fri Jul 09, 2010 8:50 am
    —
Thanks for the answers and advices, lads Very Happy

Now i finaly have LSA in my posession! Muhahahahah! Twisted Evil

Took 22 minutes to download it Very Happy

#119: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Fri Jul 09, 2010 9:47 am
    —
Here some screenshots from game.

The new Arhem Rail Bridge, a big map and very good made.

The destroy bridge button.

The bridge before to be destroyed.

The explosion, very good the effect.


And the bridge now destroyed.

#120: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri Jul 09, 2010 9:58 am
    —
Downloading now, hope my connection holds up... iinet has been dodgy for weeks  Evil or Very Mad

#121: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 09, 2010 11:27 am
    —
use a download manager

#122: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Fri Jul 09, 2010 12:27 pm
    —
schrecken wrote (View Post):
use a download manager

It came through no problem  Laughing

First impressions - the strat map looks very old fashioned, but is easy to use. The keyhole effect of the post CC5 style interface suits this type of map. The maps are great as expected, I played the first map with the 2 stacked battle groups, I found it very simple to understand using the tabs to select the units.

I havent played many battles but by looking at the quality of the German teams on the map this will be a cake walk!...  Twisted Evil

#123: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 1:57 pm
    —
dj wrote (View Post):
I thought CC2 would have the best chance for AI performance with the strongest in the series.  Are the maps the same scale or are they big like CC5 style?


Maps are large, like TLD style. I have no intention of playing the AI anyway, so it isn't an issue for me. One niggling problem I've spotted so far is AT guns firing at infantry, giving their position away. GC anyone?

#124: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 2:22 pm
    —
Also, I don't like the fixed AA guns. Some of their positioning is extremely poor. On Sons an 88mm located inside an emplacement surrounded by sandbags is positioned too far back to have an LOS in the direction of the incoming allied troopers. Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.

#125: Re: Last stand Arnhem Author: vonB PostPosted: Fri Jul 09, 2010 2:40 pm
    —
Quote:
an 88mm located inside an emplacement


Could be there for AA purposes?  As was the primary role of the FLAK18/36...

#126: Re: Last stand Arnhem Author: MafiLocation: Germany PostPosted: Fri Jul 09, 2010 3:02 pm
    —
Priapus wrote (View Post):
Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.


like it was there in Sept. 1944... The Luftwaffe in that (and other areas) had no vehicles to tow their 88 around. There exists an photo of the 88 near the school of Son, blown up inside their sandbag emplacement (the school is north of the map's area).

Cheers
Mafi

#127: Re: Last stand Arnhem Author: Priapus PostPosted: Fri Jul 09, 2010 3:17 pm
    —
Mafi wrote (View Post):
Priapus wrote (View Post):
Why lock the guns positions? It takes away the freedom to determine the deployment of your own forces.


like it was there in Sept. 1944... The Luftwaffe in that (and other areas) had no vehicles to tow their 88 around. There exists an photo of the 88 near the school of Son, blown up inside their sandbag emplacement (the school is north of the map's area).

Cheers
Mafi


I wasn't aware that the luftwaffe was in such bad shape. Jeepers, not even able to redeploy their equipment!

#128: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Fri Jul 09, 2010 3:58 pm
    —
FJ Regiment von Hoffmann (near the XXX Corps kick-off point) had eight fabric new 76mm AT-guns, but no mean to transport them, so they had to place them along the highway; -They lost EVERY ONE during the initial bombardment on September 17!! At Arnhem 9th SS Panzer Div were offered an entire artillery Regiment at September 20; -But they had to move the guns themselves, since the artillery Regiment had no vehicles!  Shocked

Same old story, over and over again...

#129: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Fri Jul 09, 2010 8:00 pm
    —
I can't believe my eyes!
It can only be one thing: The staff car and body of General Kussin, Stadtkommendant of Arnhem.

ou are correct about the guns Woulf. However there has been some discussion about Hoffamn's guns if they were 76mm guns or an other type of PaK guns, but I stick with 76mm guns Wink



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#130: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 09, 2010 9:03 pm
    —
is that a body hanging out the door?

#131: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Fri Jul 09, 2010 11:50 pm
    —
Here's the 'classic' picture of Kussin:

http://www.defendingarnhem.com/Feldkommandantur642.html

So Karl can be right, that's the driver hanging out of the door, but where is Kussin on the left side?!?  Confused

Anyway, great game! Have nothing to complain about, hours of fun action and a beating heart while I'm storming the bridges!  Very Happy
("Never mind the bullets; -Go, go, go!!!)

#132: Re: Last stand Arnhem Author: diggin.robatLocation: Land of the krauts PostPosted: Fri Jul 09, 2010 11:57 pm
    —
It should be Kussin on the map, but the situation looked a bit different:





From Axishistory Forum

Interessting map detail.

#133: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sat Jul 10, 2010 2:18 am
    —
Well this should show us that a general is not too important for to win a great battle. Rolling Eyes

#134: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 4:14 am
    —
karlmortar wrote (View Post):
I can't believe my eyes!I


He must be driving a hummer, I had a jeep on the bridge and it was 1\3 the size of his car...

The game is awesome, I just don't like the points system...

#135: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 6:40 am
    —
Quote:
I just don't like the points system...


really...why not?

#136: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 6:56 am
    —
schrecken wrote (View Post):


really...why not?


Don't know, it's less realistic and less fun (for me).

Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.

Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).

All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.

I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-

1.Point system for those who are looking for more balance.

2. Force pool for those looking for realism.  

Having a force pool of pre-designated units and amounts is the best in my eyes.

#137: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 8:18 am
    —
it's a game... it's not realistic at all.

#138: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 8:36 am
    —
In that case I vote for having giant fire spewing robots.

C'mon, the devs didn't research and worked their arses off to dismiss it with "it's just a game, it's not supposed to be accurate"

#139: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 8:46 am
    —
points is a mechanic of the game...  no more or less realistic than a forcepool mechanic.

#140: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 8:51 am
    —
I don't see it that way.

#141: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sat Jul 10, 2010 8:56 am
    —
Quote:
1.Point system for those who are looking for more balance.

The great old CC2 used a point system. I find this on the new game other good option. So many options we have on game, this will be better.

Quote:
Force pool for those looking for realism.  

This show us how humans we are, they can edit fpool thousands of times and always we will find somebody which he does not like fpools.

If you want more, you can wait to the mods.Wink

#142: Re: Last stand Arnhem Author: Sapa PostPosted: Sat Jul 10, 2010 10:11 am
    —
Playing GC Sep 18 time 0600, using 1st BN / 508 PIR on Nijmegen Bridge map. Starting battle, choosing zome out view, game crashes to desktop.

Testing the singelbattle in the game, same result...

Could please someone else test this? maybe it is my computer?? its a large map ...

/Mats

#143: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 10:19 am
    —
Sapa wrote (View Post):
Playing GC Sep 18 time 0600, using 1st BN / 508 PIR on Nijmegen Bridge map. Starting battle, choosing zome out view, game crashes to desktop.

Testing the singelbattle in the game, same result...

Could please someone else test this? maybe it is my computer?? its a large map ...

/Mats


Works fine here.

#144: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Sat Jul 10, 2010 11:05 am
    —
works fine for me too.

What are your PC specs Sap?

#145: Re: Last stand Arnhem Author: Stwa PostPosted: Sat Jul 10, 2010 12:32 pm
    —
schrecken wrote (View Post):
points is a mechanic of the game...  no more or less realistic than a forcepool mechanic.


I agree with this, and I also agree with the first comment about realism as well.

All that being what it is, I do think the world divies up into those that want a point system enforced and those that do not.

I know for instance, I would not like a points system of any kind in CCMT.

I am under the general belief that point systems are mainly beneficial to H2H players who want this kind of balance.

But as a single player, we load one side up a bit all the time, especially in CCMT.

#146: Re: Last stand Arnhem Author: MF_Church PostPosted: Sat Jul 10, 2010 1:07 pm
    —
The BattleMaker needs the point system for great individual battles.  

Hence the Classic Map battles for fun and tournaments.

:D

#147: Re: Last stand Arnhem Author: Sapa PostPosted: Sat Jul 10, 2010 1:23 pm
    —
schrecken wrote (View Post):
works fine for me too.

What are your PC specs Sap?


As i thougt its my pc, im playing with 256 mb ram and i noticed that minimum was 512, had to try anyway Smile the game works nice on my pc, its just the zoom out option that doesent work on the Nijmegen Bridge map, can Matrix buy me a new computer..please Wink

Thankyou for the answers anyway!  Very Happy

#148: Re: Last stand Arnhem Author: Stwa PostPosted: Sat Jul 10, 2010 2:32 pm
    —
golani_2 wrote (View Post):
schrecken wrote (View Post):


really...why not?


Don't know, it's less realistic and less fun (for me).

Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.

Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).

All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.

I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-

1.Point system for those who are looking for more balance.

2. Force pool for those looking for realism.  

Having a force pool of pre-designated units and amounts is the best in my eyes.


Look, all they really have to do, is create a switch where the user can determine and SET the number of points allowed to some OUTRAGEOS value. Then a user can SET the number to 999,999,999,999,999,999,999 as a example. Would that make things better   Question

#149: Re: Last stand Arnhem Author: golani_2 PostPosted: Sat Jul 10, 2010 2:48 pm
    —
Stwa wrote (View Post):
golani_2 wrote (View Post):
schrecken wrote (View Post):


really...why not?


Don't know, it's less realistic and less fun (for me).

Still haven't figured out when I get more points, how many DO I get, how to refit a unit etc.

Why should "selling" a unit bring me only half it's worth? especially if that unit got "upgraded" under my command (i.e earned morale and experience).

All these things are probably much better for the H2H players- enables to balance the sides, but I'm an AI player, I'd prefer the game to be as historically accurate and realistic as possible.

I wished Matrix would have (or maybe they can still do it with a patch) released it with two possibilities-

1.Point system for those who are looking for more balance.

2. Force pool for those looking for realism.  

Having a force pool of pre-designated units and amounts is the best in my eyes.


Look, all they really have to do, is create a switch where the user can determine and SET the number of points allowed to some OUTRAGEOS value. Then a user can SET the number to 999,999,999,999,999,999,999 as a example. Would that make things better   Question

Not sure, wouldn't you then have an endless amount of units?

#150: Re: Last stand Arnhem Author: dj PostPosted: Sat Jul 10, 2010 6:06 pm
    —
Wow why can't you Canadians get along?   Rolling Eyes

Yes the AI seems to be struggling again.  The maps/scale seems to be too large.  Performance might have decreased in comparison to the original CC2 possibly due the map sizing.

However it is good to get an update on this old game.  The strategic maps / movement / options is no joke.  You really have a ton of options i.e. merging, resting, disbanding.

Nice to see the original video clips again.  Although the video resolution seems to be a lot smaller for some reason.  Maybe it was because I had a Mac computer previously when I played CC2?

My only complaints thus far is the sub-par AI performance and why no Mac OS version?  Mafi are we the only Mac guys?

#151: Re: Last stand Arnhem Author: Priapus PostPosted: Sat Jul 10, 2010 6:20 pm
    —
I'm pleased with it. The strategic options are fun and add a new layer to the game. Considering the amount of online play I've got out of TLD so far, I don't think the price tag is too outrageous. Of course, if you intend to only play the AI then I probably wouldn't bother shelling out.

#152: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Sat Jul 10, 2010 8:27 pm
    —
My initial excitement was somewhat dampened when I suffered my first German 'counter-attacks' (playing allied vs. AI), the AI did well on the defences but every attack have been gunned down by my troops; -No crawl of death, but running back and forth like confused chickens...  Rolling Eyes

And I find the point-system a bit hampering, fells like you have to play at Recruit level to get points for 'funzies' like guns and tanks, but at the same time I like it; -It's preventing the creations of 'überforces' and gives the feeling of "I'm sorry Captain, you have to fight with what you got. We can't send you any tanks right now."

Being an old CC2 I'm still pleased with the over-all impression of the game, trying to get a friend to buy it too, so I can get some h2h games going.

#153: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sun Jul 11, 2010 10:06 am
    —
Have fun, who has not pirated anything on his live? I do not go to be the hypocrit here.

Quote:
difficulty to connect multiplayer, an AI who wont attack and a huge price tag

I agree with this, the multiplayer system is a complete bullshit, the battlehq is a system useless and the price............is too high, specially for european people, the tax added is so stupid and one authentic steal.

But LSA is a fun game, it is not bad made and probably it can be mod very easy. Personally as I told you, I´m not a hypocrit, I´m sure at 100% that if ST3 and Matrix had not released these new editions from the old CC, we had not played a single CC game more because nobody had made a new game more or because the old games do not run on new machines.

Now the unique thing that I would like know here is this. What does game need for to add room on a good multiplayer site like gamespy by example?

#154: Last stand Arnhem on the Macintosh Author: MafiLocation: Germany PostPosted: Sun Jul 11, 2010 10:28 am
    —
dj wrote (View Post):
... and why no Mac OS version?  Mafi are we the only Mac guys?


Hi dj,
a direct question deserves a direct answer: yes, we are few on the Mac. Perhaps this is the reason why there is no Mac version. As usual. The release of CC1/CC2 for the MacOS was a result of an agreement between Microsoft and Apple to produce apps for the Mac by MS, and the fact that the Atomic team was primarily developing on the Mac themselves at those times. Nowadays this is totally different. Sad to say... first of all for the PPC-owners.

For i386-Macs I recommend to use ParalellesDesktop5, running the game in windowed mode.

Cheers
Mafi

#155: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Jul 11, 2010 10:36 am
    —
Seriously though,
The AB sniper has a Garand with a scope, not as good as the Springfield. 4 points is all it's worth.
The US rifle team with a 30 cal is a good idea, but the normal rifle team with a BAR is better for attacking / asault.
62 points for a 81mm mortar seems a bit rich, but then CC3/2 and points were never my favorite system -  too many subjective arguments from people who dont agree with the person who's 100% correct  - ME!

#156: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Jul 11, 2010 12:02 pm
    —
So far the GE have blown 3 bridges in front of me ..  that's their job, I dont see how I could have captured them with my trooprs refusing to advance under fire.. the opposite of the crawl of death.
Meanwhile the DW continues to watch vampire sex in True Blood, It's not the Ge FJ troops that are my enemy in this battle , but the stinking Vampire popculture......

#157: Re: Last stand Arnhem Author: golani_2 PostPosted: Sun Jul 11, 2010 12:17 pm
    —
pvt_Grunt wrote (View Post):
Seriously though,
The AB sniper has a Garand with a scope, not as good as the Springfield. 4 points is all it's worth.
The US rifle team with a 30 cal is a good idea, but the normal rifle team with a BAR is better for attacking / asault.
62 points for a 81mm mortar seems a bit rich, but then CC3/2 and points were never my favorite system -  too many subjective arguments from people who dont agree with the person who's 100% correct  - ME!

The Sniper with the M1C raised my eyebrow as well, I thought they only became fully operational and widespread in Korea.

As far as MG infantry vs. Infantry, Infantry are meant to be better in assault, MG in cover fire, for some reason though the regular infantry is priced higher then the MG (about 4 points I believe).

Did I mention I don't like the points system?  Very Happy

#158: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Sun Jul 11, 2010 7:39 pm
    —
Quote:
Being an old CC2 I'm still pleased with the over-all impression of the game, trying to get a friend to buy it too, so I can get some h2h games going.



Woulf, I feel that this game only MUST be played h2h, so if you have time and want to I can play GC with you. Maybe play and steer up an historical GC? (Historical moves etc etc).

Also take notes and see what can be corrected for a Historical Improvment LSA Mod? Wink

#159: Re: Last stand Arnhem Author: ronsonLocation: England PostPosted: Mon Jul 12, 2010 7:03 pm
    —
Have bought both WaR and TLD, before I buy this game can somebody do me a favour and tell me if this game features the 'Homing Missile' mortars of the other two remakes?

By this I mean is it a racing certainty to KO guns with a few mortar bombs, or do you need a concentrated barrage of them to do any damage?

I eagerly await your replies.

Cheers
Ronson

#160: Re: Last stand Arnhem Author: karlmortarLocation: Falköping,Sweden PostPosted: Mon Jul 12, 2010 7:17 pm
    —
You can knock out 88's with 4-5 mortar rounds from a single 60mm mortar if you are close enough.

I myself knocked out a 20mm FlaK with 2 rounds Very Happy
Funniest thing is that the last round landed about 20 meters (according to game) apart from the gun.

#161: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Mon Jul 12, 2010 10:58 pm
    —
One nasty piece of shrapnel there Karl!  Wink

Since I have the habit to place the mortars far, far, back it takes a few more rounds than that, but as long as you got a mortar FlaKs aren't a problem. Someone should look into this at both LSA and tLD, bringing the vulnerability to 'modded CC5-standard'  Wink  

...and talking of FlaKs; -Is it common knowledge that German FlaKs don't have fixed placement when you put the Germans on Recruit level? Damn, I was in for a nasty surprise when I played around with the settings to get a nice game going!  Shocked

#162: Re: Last stand Arnhem Author: Ivan_Zaitzev PostPosted: Tue Jul 13, 2010 1:17 pm
    —
Didn't knew about this release!
Looks pretty damn good the old CC2 with the new graphics and options. Looking forward to play it.

#163: Re: Last stand Arnhem Author: zon PostPosted: Tue Jul 13, 2010 4:50 pm
    —
Am I going crazy or is the Arnhem North map in LSA a clone of the Nijmegen City map from CC2?

#164: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Tue Jul 13, 2010 5:10 pm
    —
you're not going mad mr. zon!!

-Just looked at the map preview of LSA, the map is a clone, might just be some minor changes (if any) But a nice map anyway, remember all the hard fire-and-movement battles I've played on it in CC2  Smile

#165: Re: Last stand Arnhem Author: zon PostPosted: Tue Jul 13, 2010 7:01 pm
    —
Well, it's a fine map. Just who got it wrong, Matrix et al or Atomic?

#166: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Tue Jul 13, 2010 8:08 pm
    —
I'm not sure it's a mistake involved in the maps, guess it's a simple re-use. The two Nijmegen maps are more or less historical correct (although it would be fine to know what map NijmegnX.jpg is...  Confused )

#167: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Thu Jul 15, 2010 3:38 pm
    —
Back in the 'good-old-days' of CC2 the bridge could fail to blow on the first attempt sometimes, is this a possibility in LSA too? Have mostly played the allies, so I haven't seen it.

#168: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Thu Jul 15, 2010 8:43 pm
    —
Bridges can fail to blow, yes

#169: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Fri Jul 16, 2010 12:16 am
    —
Nice, thx Schrecken  Smile

#170: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Fri Jul 16, 2010 2:11 am
    —
I'm not sure if anyone has mentioned this...bailed out vehicle crews don't hang around the battlefield anymore...they quickly try to exit the map like in CC3.
Nice new feature! Well done, Devs!  I hope this will be implemented in CCWAR and CCTLD soon!

#171: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 16, 2010 3:37 am
    —
they are coded to run for your entry VL if possible.

#172: Re: Last stand Arnhem Author: zon PostPosted: Fri Jul 16, 2010 5:03 am
    —
Can they take VLs while they flee?

#173: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 16, 2010 5:16 am
    —
Good question... they shouldn't.

#174: Re: Last stand Arnhem Author: Andreus PostPosted: Fri Jul 16, 2010 11:28 am
    —
If they got bailed, they won't be recycled into a new vehicle, right? (Like in CCV)

#175: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Fri Jul 16, 2010 8:44 pm
    —
As I understand it there vehicle can be repaired and they can crew it - % chance

#176: Re: Last stand Arnhem Author: BordicLocation: Gothic Line, Italy PostPosted: Sat Jul 17, 2010 7:39 am
    —
As a CC player since the late 90s I have really appreciated about this re-release and already downloaded! Thanks! :D

I don't know if it was already reported, but could the stratmap be zoomed in and out and, in case, with the use of the mouse wheel?

As already reported it is a bit annoying that after you look closer at the BG in the Arnhem sector, for instance, you go back to Eindhoven sector squares...

#177: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sat Jul 17, 2010 9:43 am
    —
schrecken wrote (View Post):
they are coded to run for your entry VL if possible.

I had found better if they can combat enemy.

#178: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Sat Jul 17, 2010 10:26 am
    —
Nomada_Firefox wrote (View Post):
schrecken wrote (View Post):
they are coded to run for your entry VL if possible.

I had found better if they can combat enemy.


But that's not realistic and this issue has been discussed before.
When their AFV/Vehicle is destroyed...crews don't hang around to fight as infantry in real life.

BTW, what about Command Crews? I haven't had time to experiment in LSA...do they stay and fight as command units (like previous builds) or do they also hightail it to the nearest exit VL?

#179: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Sat Jul 17, 2010 9:59 pm
    —
squadleader_id wrote (View Post):

When their AFV/Vehicle is destroyed...crews don't hang around to fight as infantry in real life.

I find more unrealistic this.

#180: Re: Last stand Arnhem Author: squadleader_idLocation: Soerabaja PostPosted: Sat Jul 17, 2010 11:37 pm
    —
Nomada_Firefox wrote (View Post):
squadleader_id wrote (View Post):

When their AFV/Vehicle is destroyed...crews don't hang around to fight as infantry in real life.

I find more unrealistic this.


You've been playing too much Star Wars games, My friend Smile

#181: Re: Last stand Arnhem Author: Ivan_Zaitzev PostPosted: Sun Jul 18, 2010 1:52 am
    —
Can somebody tell me something about Polish forces in LSA?
I´m very interested in the Polish Brigade, in game and historically.
I played a lot the "Polish Drop" operation in the old CC2.
So, can somebody maybe post some pics of the maps involving the brigade, the battlegroup or something like that?

Thanks!

#182: Re: Last stand Arnhem Author: Sapa PostPosted: Sun Jul 18, 2010 11:48 am
    —
Here you go!


Driel North.jpg
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Driel North.jpg



Driel Drop Zone.jpg
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Driel Drop Zone.jpg



Polish Para.jpg
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Polish Para.jpg



#183: Re: Last stand Arnhem Author: Ivan_Zaitzev PostPosted: Sun Jul 18, 2010 4:22 pm
    —
Thanks Sapa!
Those maps look great!
Is it possible to cross the Rhin using the ferry so you can support the british forces or this can only be done by capturing the Arnhem bridge?

#184: Re: Last stand Arnhem Author: Sapa PostPosted: Sun Jul 18, 2010 4:35 pm
    —
You can cross by the ferry i think! Havent tried that one yet... Wink

#185: Re: Last stand Arnhem Author: 7A_WoulfLocation: Sweden PostPosted: Sun Jul 18, 2010 6:11 pm
    —
...or by assault-crossing when you have established contact with XXX Corps and the major supply dump down south.

From the manual:

"Ferry crossings are a special type of connection between two maps. In Close Combat: Last Stand Arnhem, they exist between Heveadorp - Driel North and Pannerdon - Doornenburg. To use a ferry
you must have full control the maps on both sides of the ferry (i.e. no enemy units are present on either map). Any type of Battle Group can use the ferry, but only one Battle Group per turn can use it. If there is a battle on either map involved in the ferry crossing, the ferry is considered destroyed and no one can make a ferry crossing there for the rest of the game."

And Assault crossing:

"An assault crossing site is a special type of connection between two different maps on opposite
sides of a river (similar to a ferry crossing site). In Close Combat: Last Stand Arnhem the maps
where an assault crossing can occur are Weurt – Waal North Bank and Heteren – Renkum.
Ferry sites can also be used as assault crossing sites. An assault crossing can be made by
Infantry, airborne, or engineer Battle Groups only."

-Guess I've violated some copyright now, even I am a internet pirate!  Razz

#186: Re: Last stand Arnhem Author: Ivan_Zaitzev PostPosted: Sun Jul 18, 2010 7:53 pm
    —
7A_Woulf wrote (View Post):
-Guess I've violated some copyright now, even I am a internet pirate!  Razz


There is no violation if you use it for illustrative purposes, and you sir, illustrated me!  Very Happy

#187: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Mon Jul 19, 2010 2:36 am
    —
I always seem to miss the release announcements.  I need to keep myself in the loop more.

Well, from what I've played over the last two days, It's pretty awesome.  I really do have to eat my words about S3T generally just adding what constitute little more than tweaked upgrades to the original engines; this one is unprecedented.  They've really done a job adding everything that needed to be added to make this game work as I would want.  Big ups to the guys; pats on the back all round.

I'm playing the GC as the game defaulted: no time limit, end on morale break, and it's made me realise a couple of gameplay niggles I have:

a) Not being able to clear a map because I scared the buggery out of ze Germans before I could claim enough SPs to knock them off the map is annoying as all hell.

b) Having to play a short map battle consisting of "mop up the field" for every single one of these previous battles is just a little bit boring.

That said, these are small niggles.  I still enjoyed myself immensely.  I know I've played more turns on this than TLD.  This is a definite recommendation to all CC fans.  Without a doubt the best to date.

Unfortunately, we had to be working on an OMG mod at time of release.  Typical.  No problems though, we'll work it out.  ;)

Aside: I think I've finally worked out tactics for the new team AI so my assaults don't stall the first moment somebody gets shot at.

#188: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Mon Jul 19, 2010 3:22 am
    —
Now, S3T (or somebody) just need to fulfill my life's wishes and make a new breed of CC game with the following:

* Overhead locked 3D view with wide field zoom in/out, from meters to miles.  

* Sprawling campaign map that covers an entire operational zone in vast detail.

* Campaign map moves in real time with "time-freeze" to play out engagements as they occur.

* Seamless zooming from campaign map down to battle map (the biggest pipe dream on this list!)

* integrated 3D map making & campaign modding tools.  The ability to add huge lists of soldiers, teams, weapons, BGs, etc.

* Ability to merge/attach/detach BGs based on unit tiering from Company level all the way up to Divisional, with no BG quantity limit.  Ability to attach particular unit types to combat BGs as support (like tanks, AT gun units, AA units, and so on).

* Divisional support proximity determines support availability (like off map artillery, etc).

* Pre-battle strategies including aerial recon, bombing runs, artillery barrages, attacking strategic targets (like supply routes, airfields, ports, etc), and the like.

* Ability to organise defensive setup of units outside of battles (like digging trenches, building sandbag emplacements, etc).

* Support management including supply route (truck and aerial) management and troop replacement management.

* tweaks of all of the features from CC to date.

Simple request, n'est pas?  Very Happy

#189: Re: Last stand Arnhem Author: southern_land PostPosted: Mon Jul 19, 2010 7:23 am
    —
Hoogley wrote (View Post):


Unfortunately, we had to be working on an OMG mod at time of release.  Typical.  No problems though, we'll work it out.  ;)

.


I genuinely feel for you there dude.  I hope you'll still release it

#190: Re: Last stand Arnhem Author: schreckenLocation: Sydney, Australia PostPosted: Mon Jul 19, 2010 7:28 am
    —
On the positive side

You now have lots of maps done

:)

#191: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Mon Jul 19, 2010 7:40 am
    —
schrecken - I'm with you there.  Wink

#192: Re: Last stand Arnhem Author: QMLocation: Australia PostPosted: Mon Jul 19, 2010 7:54 am
    —
southern_land wrote (View Post):

I genuinely feel for you there dude.  I hope you'll still release it


Here too.

#193: Re: Last stand Arnhem Author: Nomada_Firefox PostPosted: Mon Jul 19, 2010 10:54 am
    —
schrecken wrote (View Post):
On the positive side

You now have lots of maps done

:)

And when you and your people release the LSA workbook, he will can move all to the LSA very fast.

#194: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Thu Jul 22, 2010 6:19 am
    —
I've got a question:  Why couldn't S3T have added the three platoon tabs from CCMT to CCLSA?  

I'm not saying it would have definitely improved LSA, but since they have adjustable limits on max number of teams per BG anyway, it would have been nice to max out the options for modders at least.

LSA has big maps, so it probably would have handled the increased number of units on the field.  Probably would have made the game more exciting and tense.  Just think: last stand actions with one solitary, reduced strength platoon running out of ammo versus an entire freshly reinforced company.

Missed opportunity me thinks.

#195: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Sun Jul 25, 2010 4:30 am
    —
Man, I love this operation.

The ebb and flow between being attacker and defender is what makes it so damned exciting.

I ordered 1 Bat/508 PIR to try and take Nijmegen bridge, figuring there was no point in waiting around for the rest of the division to assault our main objective.  Amazingly, despite losing a number of squads and all VLs but one, 1st Battalion managed to claw possession of the south end of the road bridge which at least stopped the Germans from blowing it up.  It's now midday on Sept 18th, and 1 Bat/508 PIR is down to 1 Plt Commander, 2 rifle squads, a .30cal, a bazooka, and a sniper, but they've managed to scrape the vast majority of the VLs out of the German's hands after some serious cat and mouse fighting.

But, even though the tide has swung my way for the moment, one small tactical mistake on my part or any reinforcements arriving for the Germans would quickly tip the whole cart over.

It's that kind of knife edge tension that makes a game worth playing; fancy 3D graphics or none.  Very Happy

#196: Re: Last stand Arnhem Author: Ivan_Zaitzev PostPosted: Sun Jul 25, 2010 3:28 pm
    —
I have to agree with you Hoogley, its the Close Combat that hooked me the most, and I have only played it for two days.  Exclamation

#197: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Jul 25, 2010 11:30 pm
    —
Hoogley wrote (View Post):


Amazingly, despite losing a number of squads and all VLs but one, 1st Battalion managed to claw possession of the south end of the road bridge which at least stopped the Germans from blowing it up.


I guess this answers my question - Do you need to hold ALL the VL's to stop the bridge being blown?

Answer is NO?

#198: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Mon Jul 26, 2010 1:59 am
    —
pvt_Grunt wrote:
I guess this answers my question - Do you need to hold ALL the VL's to stop the bridge being blown?

Answer is NO?


In the manual it says that capturing part of the bridge will reduce the chance of the bridge blowing successfully.  Not sure by how much.

#199: Re: Last stand Arnhem Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Mon Jul 26, 2010 7:19 am
    —
Hoogley wrote (View Post):

In the manual it says that capturing part of the bridge will reduce the chance of the bridge blowing successfully.  Not sure by how much.


Ahh yeah the "manual" ... I forgot to read that thing, I just post my stupid questions here  Wink

#200: Re: Last stand Arnhem Author: HoogleyLocation: Brisbane PostPosted: Mon Jul 26, 2010 8:01 am
    —
Nobody reads digital manuals but me anyway.  Wink  I'm a rulebook junky.



Close Combat Series -> Close Combat Last Stand Arnhem


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