Battle Editor

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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Seuse13
Posts: 2
Joined: Wed Jan 13, 2016 1:26 am

Battle Editor

Post by Seuse13 »

Does Last Stand Arnhem have the battle editor from the original A Bridge Too Far? The one where you can change the deployment zones and victory locations. Thanks
Tejszd
Posts: 3466
Joined: Sat Nov 17, 2007 4:32 pm

RE: Battle Editor

Post by Tejszd »

No, you can edit individual VL locations like CC2/CC3/COI.

The battle editor in LSA allows you to;
- set a date or date range
- select 1 to 44 maps
- put supply depots on maps if more than 1 selected
- place BG's to appear on what maps per day (for a single map you can place 2 to 4 BG's and set the points for each BG if desired)
- set support/weather
mickxe5
Posts: 466
Joined: Sat Apr 09, 2016 6:27 am

RE: Battle Editor

Post by mickxe5 »

Tej is right that the stock game editor cannot change VLs and deploy areas like CC2/3s could. But Mafi's BED9 tool edits VLs. However this is permanent in the sense that these VL edits affect all battles/ops/camps from that point forward.

Also, there is a backdoor to editing deployment using a saved game file in the manner that Sgt Wilson's CCReq tools for CC4&5 did. This involves hex editing one or more of the 64 blocks of 1600 bytes that control deployment for each map. While its not possible to edit the deploy areas at the start of the first battle on a map (aka the entry VL zones), deployment, VL control and other battle data can be customized prior to the second battle on a map. A useful technique for creating highly customized battles and small ops. If there is interest I'll put together an illustrated how-to.
Tejszd
Posts: 3466
Joined: Sat Nov 17, 2007 4:32 pm

RE: Battle Editor

Post by Tejszd »

Editing a save game allows for a mod maker to create some very specific battle situations. Is there anyway though to make these saved games usable in the Battle list so they can appear there and are not over written in the saved game folder???

Another feature missing from CC3/COI is the ability to place individual maps in the maps folder and to create battles using them. It was on the players wishlist but nothing was every implemented to allow it (ex. a 2nd maps directory and the ability for the editor to select a single map from it).
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