Close Combat Last Stand Arnhem Updated to 6.00.02

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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Surtur
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Close Combat Last Stand Arnhem Updated to 6.00.02

Post by Surtur »

Hi everyone,

We have updated Close Combat Last Stand Arnhem to version 6.00.02. This updated fixes the flickering issue that people have reported.

The update is now available through GoG, Steam, and of course the Matrix website. As well as through the launchers Check for Update button.

Thank you for your feedback, support and patience on this one. Please let us know if there are further issues.

Cheers,

Surtur
davidss
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by davidss »

Hi Surtur,
Thanks for the update to LSA.
Is there a readme for the new version?
Anything else changed with this update?

Thanks
Tejszd
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by Tejszd »

Thank you for the patch!

Was there any other changes, as the patch file is 82MB?
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mooxe
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by mooxe »

I believe someone just zipped a bunch of files that were not updated and included them for some reason.

The launcher has been updated to brand Matrix a bit more... yay.

The flickering issue... I believe this is when you select a team in game the team name alternates in two colours continuously very quickly until you deselect them. The fix included here is the two colours alternate much slower now.
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Tejszd
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by Tejszd »

This was the change log posted in Steam for LSA v6.00.02;
• The name of the unit currently under the cursor now pulses at a slow and fixed rate
• Better game performance when flares are employed at night.
• Fixed painting issue with transition graphic (i.e. ‘Allies Attack’) going into a tactical battle

I noticed the user scenarios (\Battles)and saved games (\Save) locations have changed slightly too;
was = C:\Users\Darren\Documents\My Games\CloseCombatLastStandArnhem\Mod_Meuse\Games\Battles or Save
now = C:\Users[Name]\Documents\My Games\CloseCombatLastStandArnhem\Mods\Mod_Meuse\Games\Battles or Save
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mooxe
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by mooxe »

• Vehicles with minor damage (immobilized, gun out, etc.) no longer require a repair check and are always repaired

Why was this change implemented into WaR/TLD but not LSA?

and..

Why was this implemented at all?
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Astalon
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by Astalon »

Love the new launcher! However, click on 'Change Settings' and I receive this message: 'Windows cannot find '\settings.exe.' Neither Patch Notes nor Game Manual open either but they don't have error messages.
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SteveMcClaire
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by SteveMcClaire »

ORIGINAL: mooxe

• Vehicles with minor damage (immobilized, gun out, etc.) no longer require a repair check and are always repaired

Why was this change implemented into WaR/TLD but not LSA?

and..

Why was this implemented at all?

Players in TLD were reporting that their vehicles and towed guns would disappear from the force pool after battles. It was because they'd taken minor damage and lost a weapon or been immobilized / tracked. Given the very limited number of vehicles / guns in some German force pools this was an issue I wanted to address, and auto-repairing minor damage was the least-invasive way of resolving the issue for TLD.

LSA has significantly more vehicles and guns in play and it much less of an issue there.

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mooxe
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by mooxe »

ORIGINAL: Steve McClaire
ORIGINAL: mooxe

• Vehicles with minor damage (immobilized, gun out, etc.) no longer require a repair check and are always repaired

Why was this change implemented into WaR/TLD but not LSA?

and..

Why was this implemented at all?

Players in TLD were reporting that their vehicles and towed guns would disappear from the force pool after battles. It was because they'd taken minor damage and lost a weapon or been immobilized / tracked. Given the very limited number of vehicles / guns in some German force pools this was an issue I wanted to address, and auto-repairing minor damage was the least-invasive way of resolving the issue for TLD.

LSA has significantly more vehicles and guns in play and it much less of an issue there.


Thank you.

I am finding that at least in the GJS mod, 100% of tanks immobilized are removed after battle. This is happening while in full supply to.
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SteveMcClaire
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by SteveMcClaire »

ORIGINAL: mooxe
I am finding that at least in the GJS mod, 100% of tanks immobilized are removed after battle. This is happening while in full supply to.

Ok, I will take a look at it. Thanks.

EDIT: Just an FYI, but it's going to be a few more days before I can look at this in detail.
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SteveMcClaire
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by SteveMcClaire »

Sorry for the delay on this.

The code for LSA is substantially different than TLD. The first check it makes (for all teams, vehicle or infantry) is to disband teams with > 50% casualties.

Assuming the damaged vehicle team is not disbanded by crew loss, there is a base 40% chance to repair. This is reduced to 20% if the BG is out of supply. If BG cohesion below is below 67% there is a further 'roll' that needs to be less than BG cohesion or the vehicle isn't recovered/repaired.

Steve
davidss
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02

Post by davidss »

Thanks for the above info Steve.

And, I'm writing to confirm the repair vehicle feature in LSA mod GJS 9.4 does work using the latest Matrix patch version 6.00.02

For example:
Recently playing the "Breakout" Operation in LSA GJS 9.4 ... and can confirm 100 percent for sure that the Vehicle repair feature does work.

During a battle ... I had a Tiger II immobilized on a road by a 17 pdr ATG. The Tiger II and 17 pdr exchanged a few more rounds each, but the Tiger II prevailed ... knocking out the 17 pdr.
Over the course of the same, above mentioned, battle ... I also had a Tiger I immobilized while "Moving" through a treed area.

Looking at this Battle Group next turn ... the Tiger II was repaired and came back, but the Tiger I didn't get repaired and was removed from the Force Pool.

In my opinion ... the repair vehicle feature is a very interesting part of the game. Please leave it in LSA, going forward ... if there is ever another patch.

Thanks again :)
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