Exploding bridges and non-exploding bridges

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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CSO_Talorgan
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Exploding bridges and non-exploding bridges

Post by CSO_Talorgan »

Can the bridges in LSA be set to *not* explode? I'm wondering if the game could be modded into something that has nothing to do with Market Garden.

Conversely, I presume that there'd be a problem if you tried to use bridge maps from outside LSA in LSA? Even if LSA knew where the explosion graphic was supposed to happen, there would be a graphic missing - that of the bridge after the explosion!

... and of course there is the pontoon bridge on the morning after graphic too ...
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Andrew Williams
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RE: Exploding bridges and non-exploding bridges

Post by Andrew Williams »

just more modding needed 
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xe5
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RE: Exploding bridges and non-exploding bridges

Post by xe5 »

\Data\Base\Campaign.txt can be edited to delete all the bridge data and set the number of bridges at 0.

Conversely, Im confident LSA can be modded (campaign.txt & bridges.azp) to accommodate non-LSA bridge maps.

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GaryChildress
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RE: Exploding bridges and non-exploding bridges

Post by GaryChildress »

I'm thinking I may need to do my mod for TLD instead of LSA. At least then force pools could be fixed at 15 teams per battle group. I don't think my 1 to 1 mod would work very well with limited BG slots.
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Andrew Williams
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RE: Exploding bridges and non-exploding bridges

Post by Andrew Williams »

yes, it is a shame that this release was not more modder friendly.... data being locked into the exe was a thing of the dark ages which seems to have had a renaissance.
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CSO_Talorgan
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RE: Exploding bridges and non-exploding bridges

Post by CSO_Talorgan »


Thanks for the answers.
ORIGINAL: Andrew Williams

data being locked into the exe was a thing of the dark ages which seems to have had a renaissance.

Quite!
kojusoki1
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RE: Exploding bridges and non-exploding bridges

Post by kojusoki1 »

ORIGINAL: Andrew Williams

yes, it is a shame that this release was not more modder friendly.... data being locked into the exe was a thing of the dark ages which seems to have had a renaissance.

:))))

Gary: what I did, was:
1). As Steve mentioned setting points in the campaign editor (shift+click)
2). making a sqad of 10 ppl and adding 99 of them to a BG. It worked.

I know its very unelegant but its the way we can live with this. If you have still to few points... add 99 more or rise their morale, exp or whatever.
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