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

#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



Close Combat Series -> Close Combat Last Stand Arnhem


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