New 4.50.10b Beta Patch Available!

Based on Atomic Games’ award-winning Close Combat series, Close Combat: Wacht am Rhein brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Wacht am Rhein remake comes with a brand new Grand Campaign including a new strategic map with 64 gorgeous hand-drawn tactical maps, over 70 scenarios, tons of new interface and unit graphics, countless engine improvements, and much more!
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: New 4.50.10b Beta Patch Available!

Post by Tejszd »

Yes, 25 slots are in the force pool....
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

And they will show up if you extend the FPool slots by another 5
ImageImage
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

I know the Force Pool slots on the Battle group screen works cause I expanded that graphic ,just wasn't sure about the one on the Scenario Editor.


Edit:
A quick test adding 21 teams filled the last slot so it looks like it does.
Now to expand the graphic to 25.[:D]
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

David

Do you have any bandwidth?

I can send you updated graphics from February 2009
ImageImage
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

I have 3,920,839kb left for the next 22 days.
New minutes start in 22 days.

How big is the file I need?
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

There's a very small typo between the two STRBGNAME_16 and 17
One is spelled PanzerGrenadier
One is spelled Panzergrenadier

For what it's worth
User avatar
stolidog
Posts: 76
Joined: Sat Nov 01, 2008 2:15 pm
Location: Virginia

RE: New 4.50.10b Beta Patch Available!

Post by stolidog »

Is it or is it not possible to modify WaR to have night turns as previously stated?

If so where is this possible?
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

Only in the beta release and then you still have to Edit campaign.txt
ImageImage
User avatar
stolidog
Posts: 76
Joined: Sat Nov 01, 2008 2:15 pm
Location: Virginia

RE: New 4.50.10b Beta Patch Available!

Post by stolidog »

Ok I got the beta release [atch, this is what my campaign text file looks like, where do I edit for night turns?:

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
# weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
0
# Axis air resupply minimum (Clear weather only)
0
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
2
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
50
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans: Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,1,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,1,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
#########################################################################
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

just add this and change 1 for 0's where you want a night turn (you may want to adjust turns per day etc)

I'd suggest changing it to 1 turn per day so you get 1 day and 1 night

# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
1
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################
ImageImage
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

Plt_michael has tried it and reports that it works.
ImageImage
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: New 4.50.10b Beta Patch Available!

Post by Andrew Williams »

Is this issue part of the fix?

tm.asp?m=2299124



I tried both your stalled games with the 10b BETA patch and they played fine.


They both crash with the official 07b patch
ImageImage
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: New 4.50.10b Beta Patch Available!

Post by Tejszd »

ORIGINAL: Platoon_Michael
I also don't understand why I have 2 teams 1 each from different BG's that are shaded out as being disorganized yet each team had upwards of 8-10 kills apiece in there last Battle.

The disorganized text appears on a random team or teams as the BG loses cohesion (communication/organization) thus the team will not get replacement troops or be able to be swapped out for another....

TLD does this too....


advo
Posts: 41
Joined: Tue Dec 23, 2008 4:47 pm

RE: New 4.50.10b Beta Patch Available!

Post by advo »

Greetings,

We have made a new beta patch available for you to try in the Members Club. It is a comprehensive update with a long list of changes. You will need to register your game, if you haven't already, and click on the Registered Downloads. We hope to make this official, if no issues are found. Let us know how it works for you.

Under the specified reference is only patch 4.50.12.b, and where 4.50.10b? Or it has entered in 4.50.12b?

Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: New 4.50.10b Beta Patch Available!

Post by Tejszd »

4.50.12b includes everything that was in 4.50.10b, just update to it....
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

Would you please fix this long standing error in CC so that the game can support 10 men teams?
The Workbook (As did QClone) allows the user to have 10 Solders to a Team (I.E.0-9)
But the game can only support 7 of the colored heads on the Strategic Map.

If you use more than 7 Soldiers the extra heads cross outside the box and does not remove those extra heads when switching to a different BG leaving one with the graphic error seen below.
Looks to me that there is plenty of room to support expanding the boxes to include 10 Soldiers.


Thanks.

Image
Attachments
GraphicError.jpg
GraphicError.jpg (242.69 KiB) Viewed 326 times
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

The same holds true on the Soldier Screen.
It only supports 7 Soldiers.
This screen requires the biggest overhaul as it would need more slots for weapon sounds and for graphics for the Moral,Health,leadership etc.etc.




Image
Attachments
UO0010.jpg
UO0010.jpg (125.22 KiB) Viewed 326 times
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

Yet on the Battlegroup screen it can support 9 Soldiers (Colored heads)

Image
Attachments
UO0009.jpg
UO0009.jpg (147.23 KiB) Viewed 326 times
User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

So to recap what we have here is........

Workbook supports 10 men teams
Battlegroup Screen can only support 9 men teams
Soldier Screen can only support 7 men teams
(Sounds for Weapons need to be added for the 10 men teams as well as other graphics for Moral,Health,Leadership,etc.etc.)
Strategic Map can only support 7 men teams

User avatar
Platoon_Michael
Posts: 969
Joined: Sun Mar 09, 2003 5:14 am

RE: New 4.50.10b Beta Patch Available!

Post by Platoon_Michael »

Opps
Wrong thread [:D]
Post Reply

Return to “Close Combat: Wacht am Rhein”