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7A_Woulf

Rep: 22.1
votes: 2


PostPosted: Thu Jul 22, 2010 7:19 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Mortars with overhead obstruction is a kind of mad Russian roulette, when I play CC I think of the safety of my troopers and as long it's possible I place the mortars out in the open; -even if it's just a clearing or something.

As I said on other topics, I'm just starting to learning the mechanism of modding. Is it possible to prohibit the mortars from firing from woods? I noticed that they couldn't fire from within a ruin in Eindhoven.


"When the tough gets going, I run to live to run another day..."

"Is this trip really necessary?"
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Thu Jul 22, 2010 11:19 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Hoogley wrote (View Post):
squadleader_id wrote (View Post):
The "old way" of leaves elements coding that represented leaves covering all tree trunks could actually represent the tree crown and undergrowth under/around the tree.


Yeah, I see what you're saying.  Still, If your guys stand up - brush or no, canopy or no - they should get shot to pieces.

I'm not a terrain coding master - yet. Wink  Looking at your previous post, I see there are the following values:

Cover, Protection, and Hindrance - with sub-values Prone, Low, Medium, and High.  Plus there's Top Protection.

Top Protections is clearly for indirect fire.  Cover is, I think, for reduction of chance-to-hit (but not reduction of damage).  Protection is for reduction of penetration (in mm of steel I believe).  I gather Hindrance is for targeting LOS.  So, are Prone, Low, Medium, and High representative of firing angle?  Do they represent the target's position, the shooter's position, or the relative angle between the two?


AFAIK, they represent Cover/Protection/Hindrance or the terrain at those various set heights...so different values depending on the soldier's stance or vehicle height etc.
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Fri Jul 23, 2010 3:11 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

squadleader_id wrote:
AFAIK, they represent Cover/Protection/Hindrance or the terrain at those various set heights...so different values depending on the soldier's stance or vehicle height etc.


So, it's the stance/height of the target?  Shame.  If it was relative fire angle between shooter and target then you could work with it.  

Yeah... I don't think either the old or new way is representationally correct.  It's ridiculous to think that you can't see anything at all past two trees.  Maybe you'd loose complete LOS after, what,  about ten metres of trees?  But not two trees.  On the other hand, it's silly to think a wood is nothing but tree trunks with no brush or branches to contend with.

So, stuck with two options and neither is 100%.


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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HogansHeros

Rep: 28.5


PostPosted: Fri Jul 23, 2010 9:49 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

What would be a better solution would be to have forests as a mix of the old style trees and the new style trees. That way there would be some areas with longer LOS and some areas with short LOS. Kind of like how you have areas in the forest where you can see far, and then some "walls" of tree parts. Too bad that would take remaking every map, so its not going to happen.

Looking out my window I can see a group of Russian olive trees, one pine and some other trees, 10 or 15 in all. They are in an area 15 ft. wide and 75 or 100 ft long. Looking at it so its length runs left to right, so its 15ft thick, there are 3 areas where I can see through. 2 about 5 ft wide and not that tall but starting some distance off the ground, the other 10 ft wide and maybe 8 tall starting from the ground up. The rest of the area I cannot see though at all, but these areas have no tree branches at all, not even a leaf, from this angle/view.
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Fri Jul 30, 2010 11:58 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Ok, I have a complaint to make.  Vehicle pathing.

I just restarted the GC because I stupidly didn't apply a time limit to my first time through.  So, in the first battle, two of my tanks take themselves out due to crappy vehicle pathing, by basically driving in completely the wrong direction and, instead of moving over the perfectly usable road, drive through a creek and a hedge, thereby rendering themselves imobilised due to thrown tracks.  I haven't had much of a chance to use vehicles as yet, so I hadn't notice just how bad it was.

I'd give them more specific pathing, but you can't seem to mulit-point path due to some kind of bug in the pathing.

I can't remember if the first patch is going to fix this, but by god I hope it does.


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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schrecken

Rep: 195
votes: 15


PostPosted: Fri Jul 30, 2010 12:01 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

oddballs post at matrix

Erik had asked that I post the update list as there were some additional changes made from the list that was forwarded to Andrew Loveridge.

EXE
# Fixed a bug where strategic AI attack moves could be canceled when multiple battle groups were attacking the same map from multiple directions.
# Tweaked strategic AI aggressiveness for case where a single battle group is evaluating an attack move by itself.
# "Save As" from the debrief screen now makes a copy of the post-battle saved game file, rather than saving the game state shown on the Debrief screen.
# Fixed a bug where a battle was expected on a map with no Allied battle group when 1) Axis static troops were on the map, 2) an Axis battle group was forced to retreat onto the map, and 3) the battle which caused the Axis battle group to retreat was not the last battle of the turn.
# Fixed a bug where an incorrect circular dependency was created when the last move in a chain of moves (with each battle group waiting on the one at their destination to move) is from a map that has a higher map index than any of the other maps in the chain.
# Numerous small changes to the tactical AI to improve AI team coordination and ability to choose and navigate an attack route across the map. AI will be somewhat more active and fire more often.
# Chance for misses and area fire to hit a soldier in the area reduced slightly.
# Chance for a stray hit to bypass terrain protection reduced significantly.
# Teams are now easier to spot if they are actively firing a machine gun or back blast weapon (bazooka, panzershreck).
CCResourceDLL.DLL:
# Rolled the displayed version number 5.60.01b
Other Fixes
# Tweaked or fixed elevations for: Arnhem Road Bridge, Ginkel Heath, Helmond, Renkum Heath, Groesbeek, Valkenswaard, Grave Bridge.
# Added floor element under patio canopy on building on Nijmegen Bridge map to trigger the roof graphic.
# Fixed Axis briefing text mispellings on Nijmegen Bridge.
# Fixed lighter color on South Oosterbeek rail gate RFM graphic.
# Fixed a voice cue for Germans speaking German where the cue was spoken in english with a british accent.
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Sat Jul 31, 2010 1:35 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

schrecken wrote:
# Numerous small changes to the tactical AI to improve AI team coordination and ability to choose and navigate an attack route across the map. AI will be somewhat more active and fire more often.


It's a little vague, but I gather this is what you're referring to.

I'm hoping that this rectifies both the multi-point pathing and the AI's choice of path.  This is the only complaint I've had so far.  I still don't have a problem with the reissuing of move orders, or the new LOS with trees.

schreck' - any word on the ETA for release of the patch?  I tried to download it after I read the Matrix forum announcement only to realise that it doesn't appear to actually be available just at this minute.


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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schrecken

Rep: 195
votes: 15


PostPosted: Sat Jul 31, 2010 7:14 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Other people mhave DL'd it fine

it's in the members club


http://www.matrixgames.com/community/
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Sat Jul 31, 2010 11:37 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

How come it doesn't work when you use the auto-updater?  It said there was no update.


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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BerndN

Rep: 1.3


PostPosted: Sat Jul 31, 2010 12:00 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Hoogley wrote (View Post):
How come it doesn't work when you use the auto-updater?  It said there was no update.


I believe the auto update method is only for final versions. This patch is a beta patch and they use the feedback to adjust things for the final or next beta patch.
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Sat Jul 31, 2010 12:36 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Ahhhh...  didn't realise it was still beta.


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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buuface

Rep: 56.4
votes: 1


PostPosted: Sat Jul 31, 2010 3:37 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

to get the betas you have to register your game serial number in the member section
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Hoogley

Rep: 15.7
votes: 4


PostPosted: Sat Jul 31, 2010 11:39 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Yeah, already done, cheers.

So, with the patch in, I still had the same issue.  On the Valkenswaard map, if I park all (or any) of my tanks on the driveway behind the house at the bottom of the map, when I then try to move them out they basically just go mental.  For some reason, moving along the clear and obvious route down the driveway to the road seems to be too hard for my tank drivers, who choose instead to try and reverse through the trees and out through the field, or try to execute a twenty-four point turn, or just won't move because they can't figure out which way to go.  So, they all pretty much lose a track and end up immobilised.

I don't know whether to think it's pathing or map coding that is the cause of my woes.  Maybe the coding for the road isn't wide enough for the AI to take it seriously as a viable route.  Don't know.  

As I said, this is the first cause for complaint that I've had with LSA.  It doesn't seem to have resolved itself with the patch, but moving the tanks to a different start position is an easy and obvious work around.  It just means I have to be on the lookout for similar issues later on.

Eh, I'm overly concerned yet.  Smile


"I have come here to kick ass and chew bubblegum... and I'm all out of bubblegum." - They Live
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7A_Woulf

Rep: 22.1
votes: 2


PostPosted: Sat Jul 31, 2010 11:57 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Yesterday I lost my 136-points-Command Sherman since they thought it was better to drive in the forest by the Lumber mill on the Valkenswaard map instead of following the road where I had put their two way-points. They threw a track and was lost from the rooster for the next battle.  Mad

-While the line Sherman I deliberately tried to move through a forest, with the result that they also lost a track, returned repaired... Annoying act of fate in combination with bad patching!

But with the Beta patch the AI is giving me a hard fight, even if I'm winning through pure attrition in the end.  Cool


"When the tough gets going, I run to live to run another day..."

"Is this trip really necessary?"
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Tejszd

Rep: 133.6
votes: 19


PostPosted: Sun Aug 01, 2010 1:32 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Patch 1 was never supposed to deal pathing, they said that would be in patch 2 (probably just needed more time to fix right)....,
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7A_Woulf

Rep: 22.1
votes: 2


PostPosted: Sun Aug 01, 2010 2:40 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Tejszd wrote (View Post):
Patch 1 was never supposed to deal pathing, they said that would be in patch 2 (probably just needed more time to fix right)....,


I know, just a case of the human nature of nagging!  Wink


"When the tough gets going, I run to live to run another day..."

"Is this trip really necessary?"
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Thu Aug 05, 2010 7:13 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

my apolgies  for posting last 3 bugs for NEW patch in normal forum, delete and or move if wish "the armour is to thick', 'maps edges'  and  'game crashes to desktop' they should all be here.

also when i target a enemy, even if they remain in view/seen all units stop firing,like the order is unissued after approximately 2 minutes. i will keep testing this, but it seems consistant. possiably the target has gone from view while i was not looking, so im not 100%, ill also try to time this 'dissengagment'


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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Thu Aug 05, 2010 12:14 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

TESTING for another 3 hours, yes my soldiers break firing, stop firing for no apparent reason, usually if small enemy squad goes prone, or hides.

its usually 200 meters and over, infantry, lmg,mmg almost all weapons bar guns/morters/tanks stop firing when they loose interest!

also sound:
when a rifle is beig fired out of screen viewing area, its makes a different sound of distant gunfire, but has a pre crackling sound added to recording. most notable m1 garand, springfield sniper.

pathing on bridges is abinable, even infantry have problems crossing the smaller cobble stone bridge on first map for XXX at bottom of map.i have to sneak tanks 30/40 meters a movement, approx 1/3rd make it LOL

tank pathing, i have resorted to moving tanks no further then 50 meters a time without checking where there going! its painfull after CCIII, its is micromanaging i dont want to do! forget waypoints, they cancell before soon as i press move! tried sneak, it seems better! today a firefly and command sherman out of action going in circles, then get tracked going over stone wall 100 meters left of where i said to go!

need some cheap US and GB half teams, LOT more scouts!!! AB and tank units, im resorting to snipers and bazookas as scouts! HELP! cheap small units of infantry please!

morters take a long time to set up at beginning of game compared to almost all CC before it...one took 2 minutes stuffing about cleaning it i swear! must of needed some brasso for the sargent major or somethin..


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vonB

Rep: 32.6
votes: 5


PostPosted: Thu Aug 05, 2010 12:21 pm Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

Does a succession of waypoints on Move Fast make any difference?  Better? Worse? No difference?
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ANZAC_Tack

Rep: 22.3
votes: 1


PostPosted: Fri Aug 06, 2010 4:45 am Post subject: Re: Close Combat: Last stand Arnhem Bug Report Reply with quote

waypoints cancell as soon as order issued, the road/bridge pathing is so buggy on the entry map, its pointless. i tried fast/normal and crawl speed with 2 up to 7 little waypoints, its like watching me walk after drinking 20 of my own special brew! seriously, its so annoying!

god i'd pay to be back on the testing team, i'd of torn em to shreds for such shoddy work! i dont like going around in circles, issuing orders on a lance corprel (yes that was my dizzy real rank lol) level every 20 seconds to every vehicle for 20 minutes, its NOT FUN PEOPLE!

BUT overall the game is freakin awsome lol love the strat map movements!


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