Last Stand Arnhem v5.60.01b Public Beta

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
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Andrew Loveridge
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Last Stand Arnhem v5.60.01b Public Beta

Post by Andrew Loveridge »

Hello Everyone,

We have an update that should be official next week, with a bunch of fixes/improvements, but would like some of you to have a look at it. It is in the Members Club, under the Registered downloads link. You will need to create a separate log-in, from your forum id, if you haven't already, and register your game.
Please remember this is a beta, and any feedback would be appreciated. Also remember that we are planning on addressing the main pathing issue in the next update. Steve, Jim, and their team have put a lot of time into this update and are already very busy working on the next.

Here is the current change list for this update;

V5.60.01b – July 28, 2010
  • AI
    • Tweaked AI aggressiveness for case where a single BG is evaluating an attack move by itself.
    • 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.
  • Logic
    • 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).
  • Bugs
    • Fixed Axis briefing text misspellings on Nijmegen Bridge.
    • Fixed a voice cue for Germans speaking German where the cue was spoken in English with a British accent.
  • Map
    • 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 lighter color on South Oosterbeek rail gate RFM graphic.
chiroho
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by chiroho »

Thanks Andrew. Great to be able to try this out.

I immediately noticed that minimap issues I have when running at 1680x1050 resolution on nearly square maps isn't addressed. Not sure if this is planned or not, I did report it previously, but I've attached a screen shot showing the problem.

The problem also happens when you preview the map from the battle screen. It's just a bunch of blurred lines.
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captskillet
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by captskillet »

Is this compatable with current saves?
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Dundradal
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Dundradal »

Thanks! I'll give it a try ASAP!
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Neil N
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Neil N »

Sounds like there are issues with your ovm and mmm map files for the map. Is it happening on all of the maps? Just checked this out and no issues on with either on my machine.
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

ORIGINAL: chiroho

Thanks Andrew. Great to be able to try this out.

I immediately noticed that minimap issues I have when running at 1680x1050 resolution on nearly square maps isn't addressed. Not sure if this is planned or not, I did report it previously, but I've attached a screen shot showing the problem.

The problem also happens when you preview the map from the battle screen. It's just a bunch of blurred lines.

A report was filed and it's on the radar. We'll definitely look at it for the second update. Thanks for being patient.

What was the thread you reported that in? I'd like to include the link in the bug report and I can't find it now. I just looked at the bug report and it has some screenshots attached to it but sometimes it's helpful to read what you'd wrote when you posted about it. Thanks.
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by TAIL GUNNER »

downloading now...

so I suppose the vehicle coding with regards to Battle Debrief screen and über-halftracks will be fixed in the next patch?

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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

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.
chiroho
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by chiroho »

ORIGINAL: RD_Oddball

ORIGINAL: chiroho

Thanks Andrew. Great to be able to try this out.

I immediately noticed that minimap issues I have when running at 1680x1050 resolution on nearly square maps isn't addressed. Not sure if this is planned or not, I did report it previously, but I've attached a screen shot showing the problem.

The problem also happens when you preview the map from the battle screen. It's just a bunch of blurred lines.

A report was filed and it's on the radar. We'll definitely look at it for the second update. Thanks for being patient.

What was the thread you reported that in? I'd like to include the link in the bug report and I can't find it now. I just looked at the bug report and it has some screenshots attached to it but sometimes it's helpful to read what you'd wrote when you posted about it. Thanks.

The original thread is here. Hopefully that gives you what you need.

And I work for a software company so I know the process for logging and resolving issues, and that it takes. I'm just wondering what is unusual about my settings that is causing the problem given that I've not had issues with any previous CC games that I can recall.
chiroho
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by chiroho »

ORIGINAL: Neil N

Sounds like there are issues with your ovm and mmm map files for the map. Is it happening on all of the maps? Just checked this out and no issues on with either on my machine.

No, not all of the maps. Those which are more rectangular seem to be fine. It's those which are square, like Grave for example, where I seem to have problems.

Not sure how those files could be messed up, as the install seemed to work cleanly, and the mini map displays correctly during the deploy phase. It's only once I start the battle the problem occurs.
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squadleader_id
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by squadleader_id »

Hmm...no data file revisions in the V5.60.01b patch? So "trees with leaves on the ground" has not been addressed in this patch?
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D.Ilse
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by D.Ilse »

downloaded.
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xe5
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by xe5 »

The AI changes are a noticeable improvement. In a couple of early GC battles vs an Axis AI it has kicked butt. The AI blows bridges better and moves on the strat map more intelligently. Graebner has primed Nijmegen Br and was waiting for 1/508 to arrive. It even feels like its deploy locations are better.
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

@ chiroho - Thanks for that. Will post it with the bug report. Good to hear of your background in software development. I seem to recall you mentioning that before if I'm recalling correctly. Typically when users run into problems with the narrowly shaped maps that result in a map size smaller than their display resolution that is related to their graphics drivers. But since this is isolated to the mini maps for you I didn't want to say that was it. We'll have a look at it.

SquadLeaderID - No data changes yet. The 2nd update will be more comprehensive.

@ Xe5 - Good to hear the results.
7A_Woulf
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by 7A_Woulf »

ORIGINAL: xe5

The AI changes are a noticeable improvement. In a couple of early GC battles vs an Axis AI it has kicked butt. The AI blows bridges better and moves on the strat map more intelligently. Graebner has primed Nijmegen Br and was waiting for 1/508 to arrive. It even feels like its deploy locations are better.

Can only second that! Great work [:D]
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D.Ilse
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by D.Ilse »

yea I played a quick game expecting an AI walkover.

I had two le MGs in a building that got charged by 2? teams and flanked on the side by another I wasn't expecting. And the 3rd? flanking team smoked right before they entered the building(right on one of the le MGs)

I got the better of them, but lost a MG in the process and had to move in two Ersatz buggers.
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DasHoff
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by DasHoff »

hopefully today i'll be able to dl and play a match with my friend; we will check out the MG situation and report back
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

Please do. Thanks!
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DasHoff
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by DasHoff »

ok, he had an mg42 in a 3 story brick house, and i had a rifle squad ambushing in a 2 story brick house. distance, around 160-200m. (the height of the building doesn't matter, does it?). By the time the mg42 had finished its 2500 rounds, it had killed 4/6 guys who had been lying in ambush. previously, those guys would've been dead within 300 or so rounds. I then replied with a 50 cal against him, which killed 4 guys before it ran out of its 350 rounds, which is what i would expect of a 50 cal machine gun. I still don't think you should be able to murder guys huddling in ambush, however (unless you had a 50 cal which could punch through the walls). haven't tried trenches yet, but blind firing on trenches has always been an easy way to kill enemy squads in CC, which is another thing which has always annoyed me. i've always thought that if you set a squad to lie down in ambush in a trench/shellhole, it should be pretty much immune to fire, unless a shell or a grenade falls into the trench, and that once the squad gets up and starts firing out of the trench they should start taking casualties. Obviously if the trench gets flanked and the enemy is firing down your trench, you should be gunned down easily

we also had an mg42 vs 30 cal mmg battle at the same distance, each of us in a 2 story stone house. this time i got the upper hand, and killed 2 guys within the first 300-400 rounds, but after that it stabilised and we both basically shot it out for a while and didnt really take any casualties. i find it odd that my squad firing out of a stone house at the enemy didn't get killed, but the guys lying down behind a brick wall were killed. i'm guessing stone is stronger than brick?
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D.Ilse
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by D.Ilse »

well brick is baked clay..while stone is rock.

brick vs cement(Non-reinforced vs Military Spec) would be interesting to the see the values for.

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