RE: No bridge, big problem? (Full Version)

All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem


Dundradal -> RE: No bridge, big problem? (8/7/2010 3:50:12 PM)

Nice work, I've noticed a few of these moves situations and wasn't exactly sure what was behind the inability to move at times.

xe5 -> RE: No bridge, big problem? (8/7/2010 9:45:56 PM)

If the Allies attack the Arnhem Road Bridge map from the south (Elden) they automatically de-prime the bridge because the southern bridge VL will be neutral. To avoid making the Allies this 'gift' I'd suggest moving the 'to Elden' VL over to the lower left map corner.


xe5 -> RE: No bridge, big problem? (8/7/2010 10:08:24 PM)

Westervoort blown bridge looks like its working OK. The BG that arrived from the south cant cross the blown bridge to the north.


xe5 -> RE: No bridge, big problem? (8/7/2010 10:09:34 PM)

And the BG that arrived from Velp to the north cant cross the blown bridge to the south.


RD Oddball -> RE: No bridge, big problem? (8/8/2010 6:26:23 AM)

Added to the bug report. Thanks for the extra info. Steve is on it.

stolidog -> RE: No bridge, big problem? (7/29/2011 11:01:06 PM)

Notice this playing an operation. Then tested it in a campaign. Attacked Son from the South or East and the germans have blown the bridge. The Allies still cant move from Son South to Best. Shouldn't they be able to?


petersolo -> RE: No bridge, big problem? (7/30/2011 2:37:32 AM)

So there is no point in playing a GC until this is sorted. Hard to believe that a game on bridge capture and control has it so wrong. Thanks xe5, your investigation of this is great work.


Tejszd -> RE: No bridge, big problem? (7/30/2011 3:05:58 AM)

Great work xe5!!!



Only an issue in custom operations? My stock campaign doesnt seem to have these problems. BGs are confined to the 'right' side of the river when bridges are blown.

So these problems are only if you make a custom Operation using the editor?

petersolo -> RE: No bridge, big problem? (7/30/2011 5:03:01 AM)

I'm sure xe5 said he played a GC h2h and still had problems.


xe5 -> RE: No bridge, big problem? (7/30/2011 4:24:50 PM)

Unfortunately the situation stolidog describes is still a problem. Im seeing it in custom ops, the stock Eindhoven Sector op and the stock GC (shown below). Similarly, Allied BGs at Best are unable to move to Son after the Best bridge is blown.


xe5 -> RE: No bridge, big problem? (7/30/2011 9:22:53 PM)

The other bridges that have "dual" entry/exit VLs (Heumen, Hatert, Blankenberg & Honinghutie) dont have the above problem.

I thought the problem might be traced to the "River Line" tile data for Best & Son in Campaign.txt/Bridges but the tile data checked out OK.

Not sure how much this matters... in Campaign.txt, the VL0 value for the Veghel bridge data is '7' when it should be '5'.

stolidog -> RE: No bridge, big problem? (7/31/2011 10:16:12 PM)

It looks like the VL0 value is 5 for veghel, it appears the names of veghel and st odenrode are switched in the Campaign.txt file, assuming that the game is using the data based on the Map ID numbers, St Odenrode is Map 8, veghel is 11:


xe5 -> RE: No bridge, big problem? (7/31/2011 10:50:32 PM)

Good catch.

Was thinking about why the "dual" exit VLs work on Heumen/Hatert/Blankenberg/Honinghutie but not Son or Best. Changing the Son & Best river line data to read from low->high values like the H,H,B&H maps didnt work. So the main difference is that the 4 'dual' VL maps with North-South river lines work but the 2 with East-West river lines dont. I switched the Son & Best map files with Heumen & Honinghutie, edited their .BTDs to approximate Son/Best, copy/pasted the corresponding bridge data in Campaign.txt, and bingo - the 'dual' VLs on the new north-south Son/Best maps worked like expected.

petersolo -> RE: No bridge, big problem? (8/5/2011 4:28:06 AM)

Will a new patch be released to fix these bridge issues?


kweniston -> RE: No bridge, big problem? (8/5/2011 7:17:38 PM)


ORIGINAL: petersolo

Will a new patch be released to fix these bridge issues?


I can only assume so, this is a very serious problem affecting the core of the gameplay of LSA.
I noticed some of the issues but didn't know whether it was intended or not. Kudos to xe5 for the thorough work.

Andrew Williams -> RE: No bridge, big problem? (8/5/2011 10:54:02 PM)

Currently there is no work being done on a new patch.

Someone may look at it in the months ahead.

petersolo -> RE: No bridge, big problem? (8/8/2011 12:41:01 AM)

Well, that is not good news. It seems an important patch. Looks like no GC till it is fixed.


RD Oddball -> RE: No bridge, big problem? (8/8/2011 2:48:48 PM)

Thanks for bringing it to our attention guys. FYI - So that you're aware of the actual M.O., If any issues are reported that would prevent game play they are considered the highest priority and addressed as soon as possible as the schedule and logistics will allow.

Priapus1 -> RE: No bridge, big problem? (8/9/2011 6:02:08 AM)

It doesn't look like it's such a big deal to fix. Just some fiddling with the scenerios file.

Joe McQuay -> RE: No bridge, big problem? (8/17/2011 10:29:05 AM)

Credits to you xe5 for testing all this out! 

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Andrew Williams -> RE: No bridge, big problem? (12/21/2011 9:53:34 PM)

It's Christmas!


Tejszd -> RE: No bridge, big problem? (1/14/2012 7:24:08 PM)

Any update on a fix Matrix???

This should be considered a show stopper as the bridges affect on movement and supply is essential to an Campaign or Operation....

Steve McClaire -> RE: No bridge, big problem? (1/15/2012 8:26:54 PM)

Not at this time. As soon as there is new information on the update I will post it here.

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