Historical Grand Campaign
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Close Combat Series -> Close Combat Last Stand Arnhem

#1: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 7:03 am
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Working on changing the game to what i think should be more historical

Changing Grand Campaign, Teams, Battlegroups,Forcepool and Static BGs

Removed connection between Beek and Nijmegen Bridge. Now the 508 / 82 AB have to move throught Nijmegen to reach the bridge ;)

Removed Static BG from Nijmegen Bridge, reinforced Static BG in Nijmegen (you will never capture this without armour support from 30th Corps). You will have to wait or try to cross the Waal river to the west

Removed Static BG from Eindhoven, now the 30th Corps has a chance move north after fighting the Walkensvaard map and reach Son Bridge on Sep 18 (i dont think there was any heavy battle in Eindhoven?)

more to come;)

#2: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 8:25 am
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Static BG at Arnhem Road Bridge changed to Erzatz unit
Static BG at Arnhem Rail Bridge changed to Luftwaffe unit
Paul Gräbner moved South

Now there is maybe a chance for Frost to actually take the bridge, German reinforcements from North East delayed two turns Wink



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#3: Re: Historical Grand Campaign Author: QMLocation: Australia PostPosted: Sun Jul 17, 2011 8:56 am
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Excellent.  Nice work Mats!

#4: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 9:16 am
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Thankyou! :)

Mr Gräbner and the SS-Pz.Aufkl.Abt. 9 now have full force, i think he had about 20 vehicles and 200 men ;)



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#5: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 9:45 am
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Kampfgruppe Knaust now has several Tigers from Panzer Kompanie Hummel as support (couldnt stand the lack of German armour any more)


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#6: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 1:32 pm
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And the reworked Valkeswaard by Mr Schrecken btw great work! thankyou!  Very Happy


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#7: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 17, 2011 1:43 pm
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Some Panthers added to Battlegroups from the 10.SS Panzer Division


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#8: Re: Historical Grand Campaign Author: pagskier PostPosted: Mon Jul 18, 2011 12:12 am
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I`m really looking forward to play this!!

#9: Re: Historical Grand Campaign Author: southern_land PostPosted: Mon Jul 18, 2011 4:21 am
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Hmmmm Sapa is modding again    and so it begins... Bah hahahaha  

more addictive that crack Cocaine

#10: Re: Historical Grand Campaign Author: US_BrakeLocation: USA PostPosted: Mon Jul 18, 2011 4:57 am
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US Army 82nd paratroopers and a captured German Panther Tank, Holland, operation Market Garden 1944


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#11: Re: Historical Grand Campaign Author: Sapa PostPosted: Mon Jul 18, 2011 5:55 am
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southern_land wrote (View Post):
Hmmmm Sapa is modding again    and so it begins... Bah hahahaha  

more addictive that crack Cocaine


hmm..no im not modding just changing some details  Very Happy

#12: Re: Historical Grand Campaign Author: southern_land PostPosted: Mon Jul 18, 2011 8:55 am
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Sapa wrote (View Post):
southern_land wrote (View Post):
Hmmmm Sapa is modding again    and so it begins... Bah hahahaha  

more addictive that crack Cocaine


hmm..no im not modding just changing some details  Very Happy


yeah right.  that's like saying a few beers and a toke or three of pot doesn't lead to a ragfing heroin addiction Very Happy

#13: Re: Historical Grand Campaign Author: Sapa PostPosted: Mon Jul 18, 2011 10:00 am
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southern_land wrote (View Post):
Sapa wrote (View Post):
southern_land wrote (View Post):
Hmmmm Sapa is modding again    and so it begins... Bah hahahaha  

more addictive that crack Cocaine


hmm..no im not modding just changing some details  Very Happy


yeah right.  that's like saying a few beers and a toke or three of pot doesn't lead to a ragfing heroin addiction Very Happy


He he  Very Happy  I love you  Wink

#14: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 24, 2011 3:28 am
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Mainscreen


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#15: Re: Historical Grand Campaign Author: buufaceLocation: Thailand PostPosted: Sun Jul 24, 2011 4:40 am
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Sapa will you be making any changes to the Weapons or Vehicles data?

#16: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Jul 24, 2011 5:10 am
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Not anything planned at the moment....Teams, forcepools, static BGs, map BTDs (reworked map by Schrecken) and some graphics.

I have plans for Voicies and weapon sounds too, music allready changed to CC2 theme ;)



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#17: Re: Historical Grand Campaign Author: stienerLocation: Gibsons B.C. canada PostPosted: Tue Jul 26, 2011 8:07 am
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any idea when the mod will be ready Sapa?
IMHO to make it more historical, i would have only added maybe 4 tiger 1's to knaust..not 15, and added 5 or 6 mk 4's and a couple of 75mm paks to Euling instead of panthers.  Smile  just my opinon tho  Cool

#18: Re: Historical Grand Campaign Author: 0202243 PostPosted: Sun Jul 31, 2011 8:26 am
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Very Happy  looks nice
can't wait to try this one out

thx sapa

#19: Re: Historical Grand Campaign Author: Sapa PostPosted: Tue Aug 02, 2011 6:02 am
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Removed allmost every mortar in the game, couldnt stand getting massacred all the time with hits eeevveeeryyy time :(

Now you can actually play the game and its fun! :)

....posts about the armor, have you red the book "A bridge to faar"?  Maybe this is totally wrong but there are a lot more Tigers and Panthers in that one than i have putted into the game...would really be nice to have an accurate source about the Geman armor strength in Market-Garden because every source i have seen shows different datas and facts...hmmm..

#20: Re: Historical Grand Campaign Author: Sapa PostPosted: Tue Aug 02, 2011 6:27 am
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Removed 50% of the Tiger I force for Kampfgruppe Knaust ;)

#21: Re: Historical Grand Campaign Author: buufaceLocation: Thailand PostPosted: Tue Aug 02, 2011 9:12 am
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Sapa rather than removing motars why not edit the data files to reduce thier deadliness??

Removing them utterly is taking away an important tactical element from the game (mortar smoke and surpression)

#22: Re: Historical Grand Campaign Author: Sapa PostPosted: Tue Aug 02, 2011 11:45 am
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Because i hate them and the girlie soldiers runs anyway in the wrong direction when they got under surpression from one bullet...and the smoke..i cant really say i miss it...

Its rather nice to see a "88" survive a 15 minute battle ;)

#23: Re: Historical Grand Campaign Author: pagskier PostPosted: Tue Aug 02, 2011 3:10 pm
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But mortar are iomportant to supress ennemy in open no?

#24: Re: Historical Grand Campaign Author: Sapa PostPosted: Tue Aug 02, 2011 4:24 pm
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Yes in Last Stand Arnhem they kill 50% of the enemy troops and 99% of the AT-guns, thats why i removed a lot of them...

thats my opinion Wink

#25: Re: Historical Grand Campaign Author: pagskier PostPosted: Wed Aug 03, 2011 1:43 am
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yeah I agree with you
TBH I'm looking forward to this mod to start to play again LSA! I found it quite dissapointing campaing wise...

But having mortar in battlegroup is usually quite important to ground your ennemy, could it be possible to reduce their effectiveness instead?

#26: Re: Historical Grand Campaign Author: buufaceLocation: Thailand PostPosted: Wed Aug 03, 2011 3:19 am
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yes Sapa its easy enough to reduce thier blast radius or kill rating to make them more similar to mortars in cc5. Without having to remove them entirely from the game

#27: Re: Historical Grand Campaign Author: Sapa PostPosted: Thu Aug 04, 2011 5:32 am
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-Herr Kapten! The Americans are attacking! 10 to 1 !!!

-Dont worry soldier..we have a mortar  Very Happy



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#28: Re: Historical Grand Campaign Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Thu Aug 04, 2011 8:34 am
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Sapa I'm not sure where you stand, do you like LSA mortars or not? Please make your feelings more clear.  Razz

#29: Re: Historical Grand Campaign Author: Sapa PostPosted: Thu Aug 04, 2011 9:34 am
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Hehe  Cool

#30: Re: Historical Grand Campaign Author: Sapa PostPosted: Sat Aug 20, 2011 1:58 am
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some more changes


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#31: Re: Historical Grand Campaign Author: platoon_michaelLocation: Right behind you PostPosted: Sat Aug 20, 2011 2:05 am
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Those flags look very Nice.

#32: Re: Historical Grand Campaign Author: Sapa PostPosted: Tue Aug 23, 2011 4:51 pm
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Thankyou :)

Battlegroup names on flags



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#33: Re: Historical Grand Campaign Author: TejszdLocation: Canada PostPosted: Wed Aug 24, 2011 1:15 am
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Looks good Sapa!

#34: Re: Historical Grand Campaign Author: Therion PostPosted: Wed Aug 24, 2011 2:19 pm
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Sapa wrote (View Post):
-Herr Kapten! The Americans are attacking! 10 to 1 !!!

-Dont worry soldier..we have a mortar  Very Happy

CC mortars are a joke - instant communications, instant aiming and instant projectile impact.

#35: Re: Historical Grand Campaign Author: platoon_michaelLocation: Right behind you PostPosted: Fri Aug 26, 2011 2:08 am
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May I suggest putting the text under the flags within a colored box that provides better contrast?

I can't read what currently is displayed

#36: Re: Historical Grand Campaign Author: Sapa PostPosted: Fri Aug 26, 2011 6:00 pm
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Try these Very Happy


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#37: Re: Historical Grand Campaign Author: tedy28 PostPosted: Sat Aug 27, 2011 4:36 pm
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This command icon ?Smile))

#38: Re: Historical Grand Campaign Author: dj PostPosted: Sat Aug 27, 2011 5:18 pm
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Last Stand Arnhem desperately needs some improvements / mod's.  No offense to any of the developers that may visit these forums.  The AI is actually worse than the original CC2 product released over 10 years ago.  I had hoped for at least on par but it actually is worse.  Compensates by basically reducing force pool allocation on your side and beefing up the AI numbers but then it just ends up as turkey shoot with zombie AI...the strategic map in particluar, the AI is paralyzed and can never seem to make any movements, etc.

Good job on this Sapa.  Maybe your Hobbit pal can make you a few new maps again.

#39: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Aug 28, 2011 7:48 am
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I agree, playing my changed game with both sides and it feels rather nice right now. I really cant understand how the stupid mortars slipped through the game testing??? they are better then snipers...but i suppose its a matter of taste...

One other thing i dont understand is..when is the destroyed bridges repaired? reached several maps with the XXX:Corps and the bridges stayed destroyed battle after battle...hmm



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#40: Re: Historical Grand Campaign Author: papa_whisky PostPosted: Sun Aug 28, 2011 11:02 am
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With regards to the mortars the minimum range should be increased to something close to realistic, the blast power reduced, but the blast radius increased. Hopefully this will give suppression.

MG42 seems way too deadly. If a team comes under persistent MG42 fire it is always wiped out.

With the strat map I would like to see the immovable teams not be absorbed when a friendly unit passes through, as it so often means that a bridge is then left undefended.

Bridges  take time to repair.

#41: Re: Historical Grand Campaign Author: dj PostPosted: Sun Aug 28, 2011 4:16 pm
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There are definitely some issues with the detonating / repairing bridges in LSA vs CC2 original game.  That is another aspect of LSA that seriously needs to be fixed.

#42: Re: Historical Grand Campaign Author: BordicLocation: Gothic Line, Italy PostPosted: Sun Oct 16, 2011 5:27 pm
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Any news?  Embarassed

#43: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Oct 16, 2011 7:29 pm
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No use to release untill Matrix fix the crashes in the latest patch with a new patch  Crying or Very sad


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#44: Re: Historical Grand Campaign Author: TejszdLocation: Canada PostPosted: Sun Oct 16, 2011 10:53 pm
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The screen looks good Sapa!

#45: Re: Historical Grand Campaign Author: chessmasterLocation: Antwerp and Ghent PostPosted: Mon Oct 17, 2011 2:06 am
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looks great  ! well done !!

a few notes:

- Maybe there should also be a more intensive campaign.. (like the inland campaign in GJS) thats starts after 2 days of fighting? I find the first day very boring, because it deals with moving up the allied troops. I understand that this aspect of not waisting any time is important. But maybe a historical after 2 days of fighting would be more interesting for players who want to have more intense experience. When some german units arrive.

- Indeed make the mortar less effective BUT also make the guns stronger to withstand the mortars as well, a 50 - 60 percent chance of taking them out would be great.

- Would be interesting if you had A choice to take a static bg with you or not when a mobile german battlegroup passes a long, it would improve strategy for the german side.

- Would it be possible to split up groups ? That would be a good thing for the whole game. Even splitting up a very big bg in to 3 very small bg s.. would be very interesting. How exactly the split up would be I leave to you guys.

- Is it me or does the AD-HOC infantry only show up in the battegroup-roster when every other unit for example ersatz, zugtrupp,..  in the roster is taken up in the active roster or dead. For example I had a bg that has fought a lot.. and it had lost several whole units to to lose because the soldiers of that particular unit were disbanded to the back of the bg because only 50 percent of the unit was alive. There were at least 20 men send back to the back of the bg.. that makes up for 5 or 4 units of ad hoc... but they seem to be only available when other units are almost out of the picture..

- I assume there is Ad-hoc infantry for the allied? Never came to the point, that I had a lot of losses, so i don t know. Would be interesting for the arnhem sector.

- What about capturing abondened tanks, guns, jeeps, howitzers, flak guns or even mortars that are left behind? That is a feature I am waiting on for a very long time now. Would be amazing to have a price in your battlegroup roster to use by ad hoc infantry as an active unit. for example if a tiger is captured, but because your ad hoc infantry does not really had any training with the tank the units starts with no training when you allocate it for a battle. But if you for example lost a tank in the previous battle but the crew survived they would be better at handling the tank and the tank starts at a better experience level!


Thanks for the feedback fella's!
If I can help with anything just ask.

#46: Re: Historical Grand Campaign Author: buufaceLocation: Thailand PostPosted: Mon Oct 17, 2011 10:08 am
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Very Nice Ideas Ske

But i dont think splitting groups or re-using captured enemy vehicles is possible n CC.

Modding wont change that it would have to be a new game.

#47: Re: Historical Grand Campaign Author: Sapa PostPosted: Mon Oct 17, 2011 1:57 pm
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Now the AI actually attacks on Schreckens reworked Valkenswaard map Wink

Thankyou! Very Happy



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#48: Re: Historical Grand Campaign Author: Sapa PostPosted: Mon Oct 17, 2011 2:03 pm
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And the Arnhem Bridge now have just a bridge guard unit  Wink


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#49: Re: Historical Grand Campaign Author: Sapa PostPosted: Mon Oct 17, 2011 2:10 pm
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[quote="chessmaster";p="61717"]looks great  ! well done !!

[u]a few notes:[/u]

- Maybe there should also be a more intensive campaign.. (like the inland campaign in GJS) thats starts after 2 days of fighting? I find the first day very boring, because it deals with moving up the allied troops. I understand that this aspect of not waisting any time is important. But maybe a historical after 2 days of fighting would be more interesting for players who want to have more intense experience. When some german units arrive.

- Indeed make the mortar less effective BUT also make the guns stronger to withstand the mortars as well, a 50 - 60 percent chance of taking them out would be great.

- Would be interesting if you had A choice to take a static bg with you or not when a mobile german battlegroup passes a long, it would improve strategy for the german side.

- Would it be possible to split up groups ? That would be a good thing for the whole game. Even splitting up a very big bg in to 3 very small bg s.. would be very interesting. How exactly the split up would be I leave to you guys.

- Is it me or does the AD-HOC infantry only show up in the battegroup-roster when every other unit for example ersatz, zugtrupp,..  in the roster is taken up in the active roster or dead. For example I had a bg that has fought a lot.. and it had lost several whole units to to lose because the soldiers of that particular unit were disbanded to the back of the bg because only 50 percent of the unit was alive. There were at least 20 men send back to the back of the bg.. that makes up for 5 or 4 units of ad hoc... but they seem to be only available when other units are almost out of the picture..

- I assume there is Ad-hoc infantry for the allied? Never came to the point, that I had a lot of losses, so i don t know. Would be interesting for the arnhem sector.

- What about capturing abondened tanks, guns, jeeps, howitzers, flak guns or even mortars that are left behind? That is a feature I am waiting on for a very long time now. Would be amazing to have a price in your battlegroup roster to use by ad hoc infantry as an active unit. for example if a tiger is captured, but because your ad hoc infantry does not really had any training with the tank the units starts with no training when you allocate it for a battle. But if you for example lost a tank in the previous battle but the crew survived they would be better at handling the tank and the tank starts at a better experience level!


Thanks for the feedback fella's!
If I can help with anything just ask.[/quote]

Dima reworked the mortars for me and now they are back in the game! Thankyou Dima!  Very Happy

#50: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Nov 27, 2011 11:55 am
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For you people waiting on this i have to say, gave it all up..no use in going further until Matrix patches up the game and fixes the crashes..

im sorry  Crying or Very sad

Mats

#51: Re: Historical Grand Campaign Author: lemonman PostPosted: Sun Nov 27, 2011 6:22 pm
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Sapa wrote (View Post):
For you people waiting on this i have to say, gave it all up..no use in going further until Matrix patches up the game and fixes the crashes..

im sorry  Crying or Very sad

Mats


Sorry to hear that you stopped Mats. Hope that Matrix will release the missing patches so that you can continue. Still CC seems to be the only game which allows a gameplay of a special type.

#52: Re: Historical Grand Campaign Author: stienerLocation: Gibsons B.C. canada PostPosted: Sun Nov 27, 2011 7:43 pm
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like lemonman said......im not holding my breath for matrix to fix the crashes and other issues still out standing. matrix = joke. i gave up on LSA and started playing GJS again in the hopes that after all this time matrix would have fixed more stuff wrong with LSA......but of course they havent. surprise.

#53: Re: Historical Grand Campaign Author: pagskier PostPosted: Sun Nov 27, 2011 9:31 pm
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I was waiting for this too!
Now I'll wait for GJS onlY!

#54: Re: Historical Grand Campaign Author: BordicLocation: Gothic Line, Italy PostPosted: Mon Nov 28, 2011 1:04 am
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Sapa wrote (View Post):
For you people waiting on this i have to say, gave it all up..no use in going further until Matrix patches up the game and fixes the crashes..

im sorry  Crying or Very sad

Mats


Then we wait! Sad

#55: Re: Historical Grand Campaign Author: BordicLocation: Gothic Line, Italy PostPosted: Sun Nov 25, 2012 12:18 pm
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any rethinking about modding LSA?

#56: Re: Historical Grand Campaign Author: Sapa PostPosted: Sun Nov 25, 2012 1:49 pm
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No..sorry... Sad

cheers Mats

#57: Re: Historical Grand Campaign Author: Stwa PostPosted: Tue Dec 11, 2012 8:35 pm
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So what is going on with LSA. I was thinking about getting it but after skimming this thread, why would I do that?

I heard the GC has a flaw when bridges are blown, cut-off AB units start receiving supplies, and tanks, and stuff, because their forcepool supports more than just the AB units?

And, I guess from this thread, the game crashes all the time in the GC, and still no fix?

And last, I was wondering about the map codeing. Are doors and windows coded on the maps, or do you have to use a "walk through walls" element file?

Any responses would be greately appreciated.

#58: Re: Historical Grand Campaign Author: HogansHeros PostPosted: Wed Dec 12, 2012 2:15 am
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You can walk through walls, but I think there is already a mod for that. I've not had too many crash problems, but the time or two I've hit one basically halts the campaign. The supply problems are a bigger issue for me. Supply flows over destroyed bridges, including the material to fix bridges. Have 3 bridges destroyed? Just keep a link open and they will all repair at the same time. Supposedly a patch is in the works, but there has not been any news about it in long enough that I'm not convinced that it is actually coming.

#59: Re: Historical Grand Campaign Author: TejszdLocation: Canada PostPosted: Wed Dec 12, 2012 3:30 am
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The beta patch http://www.matrixgames.com/forums/tm.asp?m=3060830 that came out March 14/2012, after the posts above in this thread, fixed most issues. There are a couple outstanding bugs that have been mentioned in the Matrix forum that they said would be fixed in the non beta/official patch.

#60: Re: Historical Grand Campaign Author: Stwa PostPosted: Wed Dec 12, 2012 3:38 am
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Thanks guys!

#61: Re: Historical Grand Campaign Author: slipper PostPosted: Fri Dec 14, 2012 10:58 pm
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Now that some of the problems have been fixed in the last patch (march 2012). I was wondering if there are any plans for the historical campaign mod or anything similar to be completed for LSA at all please?

regards

slipper

#62: Re: Historical Grand Campaign Author: ccmac PostPosted: Thu Apr 06, 2023 1:34 pm
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Sapa,

If you are still around, please upload your historical campaign mod.

Thanks

#63: Re: Historical Grand Campaign Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Jul 05, 2023 2:16 am
    —
Sapa? are you still working on this? or is it done? can u update us please?



Close Combat Series -> Close Combat Last Stand Arnhem


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