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Last Stand Arnhem v5.60.50 Public Beta

 
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Last Stand Arnhem v5.60.50 Public Beta - 12/10/2010 3:23:16 PM   
Andrew Loveridge


Posts: 579
Joined: 7/20/2009
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Hello All,

We have another Public Beta available in the Members Club. And thought you should have another look, before we make it official, hopefully next week. It fixes a number of crashes, corrects some issues with bridge repair, and changes a couple aspects of Battle Group setup, among other things.
This is a Public Beta, so please give us your feedback.


Changes in this patch
V5.60.50

  • Features Changes (See Manual Addendum in the Manuals directory)

    • Battle Group Screen: When two friendly battle groups are present you now borrow active teams from the reverse battle group rather than buying them from the reserve battle group force pool.
    • Strategic Map: A battle group that has never fought on the current map as the front line battle group has additional strategic movement and battle setup restrictions.
    • Added error messages when a team could not deploy in a friendly controlled area due to setup restrictions or inability to cross a river.

  • Bug fixes:

    • Correct damage is now shown when a repaired bridge is blown again.
    • Turns when a bridge VL changes hands are no longer counted towards repairing the bridge.
    • Message list entries repaint properly when team monitor is expanded.
    • Fixed a several multi-player crashes.
    • Bootcamp crash fixed.


_____________________________

Andrew Loveridge

Production Assistant

Post #: 1
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/10/2010 7:44:26 PM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
Status: offline
Any chance of getting a full list of changes/fixes included from earlier BETA patches 01b/2b/21b?

thanks


Change History:
V5.60.50 – November 18, 2010

Features Changes (See Manual Addendum in the Manuals directory)
o
Battle Group Screen: When two friendly battle groups are present you now borrow active teams from the reverse battle group rather than buying them from the reserve battle group force pool.
o
Strategic Map: A battle group that has never fought on the current map as the front line battle group has additional strategic movement and battle setup restrictions.
o
Added error messages when a team could not deploy in a friendly controlled area due to setup restrictions or inability to cross a river.

Bug fixes:
o
Correct damage is now shown when a repaired bridge is blown again.
o
Turns when a bridge VL changes hands are no longer counted towards repairing the bridge.
o
Message list entries repaint properly when team monitor is expanded.
o
Fixed a several multi-player crashes.
o
Bootcamp crash fixed.
V5.60.021 – October 28, 2010

Path Finder Overhaul

The path finder has seen a major overhaul to improve its ability to successfully find a path through areas with blocking terrain and to evaluate long, complicated paths (such as across long bridges). For game performance reasons, paths are evaluated while the game continues to run, and long and / or complex paths may take up to a few seconds to complete. For a long move you may notice a brief delay between the time you issue the movement order and the time the unit actually starts to move.

Battle Setup

Fixed a bug where pre-battle deployment could be initialized with the wrong battle’s data, resulting in a ‘checkerboard’ of deployment zones around controlled Victory Locations.

Fixed a bug with determining when a river crossing was required to move off a map or setup across a river.

Extended cross-river setup zone restrictions to single battles. Previously this was determined only for Operations or Campaigns.

Bridge Victory Locations now exert more influence on the shape and extent of entry setup zones, making them much less likely to change control due to entry setup zones.

Bridges are no longer automatically unprimed at the start of a battle unless the Germans have lost control of all of the bridge’s VLs.

Fixed a rare case where deploying teams in open ground would fail, even though the area was within a valid setup zone.

Fixed a bug that allowed you to stack your vehicles on top of each other during setup. Sorry, the world will have to find another solution to its parking problems.

506.s.Pz.Abt. no longer gets more starting purchase points on Elite than on Veteran.

Tactical Combat

The pixel size of the Mini-Map is now scaled based on the size of the resolution of the game window and the size of the tactical map. For resolutions where x or y size is 800 or less, the mini-map is scaled to 4 pixels per mega-tile (24m) if the map is greater than 36 mega-tiles in size, 5 pixels/MT if the map is greater than 30 MT in size, or 6 pixels per MT otherwise. If both x and y resolution are greater than 800 pixels the mini-map is scaled to 5 pixels per MT if the map is greater than 31 MT, or 6 pixels per MT otherwise. For map makers, if your MMM file is scaled to 6 pixels per MT they will only ever be ‘squashed’, rather than ‘stretched’, so they should not look
blocky regardless of the scaling.

Fixed a bug where mini-map display of setup zones could be offset slightly from their actual location on the main map.

Fixed a crash that could occur on the Nijmegen Bridge map when playing the game in 800x600 resolution and displaying the mini-map.

Base number of rounds for ‘off-map’ mortar fire support reduced. Combined with the accuracy reduction in the data files, the overall punch of mortar support has been reduced.

Vehicle crew members are now vulnerable to small arms fire when manning exposed weapons or when in an open topped vehicle fired on from a large height advantage at close range.

Vehicles using the MOVE command will only use reverse for short moves, or when there is a known enemy to keep the front armor towards.

Vehicles using SNEAK will no longer abort their move when spotting a new enemy unless they are moving towards a known enemy.

Reduced the chance for non-penetrating hits to cause internal damage or crew casualties to vehicles.

Vehicle movement speed near / through trees is now much slower, with a higher bog chance but a lower chance of immobilization.

Vehicles that are bogged or mired move more slowly.

Bailed out crews now continue to rout towards the home map edge, rather than stop and stand, if they are unable to rout off the map on their first attempt.

Routing teams can no longer capture territory or Victory Locations.

Light armored vehicles and open topped vehicles now more vulnerable to infantry close assault.

Infantry teams with secondary weapons effective against vehicles (demo charge, gammon bombs) now employ them when close assaulting a vehicle.

Infantry close assaulting a vehicle has an increased chance to hit.

Line of Sight for teams manning heavy machine guns or mortars is now always traced from the team’s gunner.

Pinned or Cowered soldiers now prefer crawling to standing when moving.

Soldiers with a weapon requiring a setup time will only move to a new location if it is rated significantly better than their current location.

Fixed vehicles no longer pivot or move a very small distance right after you hit ‘Begin’ to start a battle.

Fixed a crash that could occur when a weapon with a very small blast radius was fired (Stuart V SP ammo is the only such case in LSA)

Fixed a case where the “We can’t hurt that” message was displayed when targeting infantry in heavy cover.

Fixed case where fire orders could be cancelled when the option “Always See Enemy” was on but the target was considered to be concealed still.

Fixed a case of soldier getting into circular move along the side of a long, linear obstacle.

Fixed a case of soldier getting stuck behind an obstacle right at the map edge.

Fixed last survivor on a team could capture terrain when routed.

Timer and force morale now show up when viewing Overview screen.

AI

Deployment of infantry teams more heavily favors building edges facing towards the enemy.

Deployment of AT guns now favors areas with a moderate field of fire, rather than a very restricted field of fire.

Reduced chance that AI will decide to move a team while the AI has decided to defend.

The AI is more likely to offer a cease fire when close to a Force Morale failure.

The AI is more likely to accept a cease fire offer if no Victory Locations have changed hands in some time.

Fixed a case where AI player could target a human player’s team that was in line of sight but not yet spotted.

Battle Group Screen

Slots available to the reserve battle group are now allocated into slots not available to the primary battle group first, assuming the primary battle group has a platoon of the correct type which does not already have the maximum number of slots. If there are no such slots the primary and reserve battle group will both be able to fill some slot(s).

Added the text “RES” to the team icon for teams that are on loan from the reserve battle group.

Removing a team (returning it to the Force Pool) removes the surviving team members as well, rather than re-distributing them to bring other teams up to strength. Teams that are automatically removed due to excessive casualties (immediately post-battle) still re-distribute their personnel to fill out other understrength teams.

Strategic Screen

Front line battle group name (in info banner area) properly updated when you issue a Relieve order.

Fixed a bug that could cause a hang when a valid location for a reinforcing battle group could not be found.

Fixed a bug that could show the wrong supply level for a battle group stacked with a friendly airborne battle group when the airborne battle group was on limited supply due to the automatic airborne supply level for the first few days. NOTE: Incoming supply display still only reflects the state of incoming supply at the start of the current strategic turn.

When merging two battle groups, the absorbed battle group now returns all active teams to its Force Pool before being absorbed, recovering whatever points it can get back for returning those teams. The total purchase points from the absorbed battle group are then transferred to the absorbing battle group.

Initial purchase point allotment for all battle groups increased slightly, based on the number and type of teams they might be expected to loan while in reserve.

Static Troops are now immediately absorbed into friendly battle groups when a friendly battle group starts the game, or enters the strategic map, on the same map as the Static Troops.

Fixed case where incorrect end game video could be shown when game ends on the Strategic screen.

Fixed case where extra Victory Location could be awarded to opposing side when one side switched front line battle groups.

“Under repair” bridge status now cleared correctly after movement resolution when full supply is lost and the bridge is uncontested.

Debrief Screen

For single battles: If the battle ends because a bridge was blown, victory is determined by the map and VL control at the moment the battle ended, rather than granting all map control to the side that was trying to capture the bridge. NOTE: This is for single battles only.

Non-tank vehicles (halftracks, armored cars, etc) now count as vehicle kills, not tank kills.

Fixed a bug where the Axis side could be incorrectly granted control over neutral ground adjacent to Axis controlled ground during post-battle calculations.

Scenario Editor

Fixed a crash that could occur when the game was running in full screen mode if you loaded a battle, operation, or campaign that did not use all possible dates in the game,
then minimized and restored the game window.

Fixed a bug where the editor could give incorrect error messages when you tried to save a valid scenario file if you had previously played a battle, operation, or campaign before entering the Scenario Editor.

Scenario Editor no longer shows the wrong battle group name in the top banner when you clicked on or very close to the diamond rectangle.

Scenario Editor "Battle Group Info" now reflects reinforcements that will arrive in the battle group's force pool based on turn currently selected.

Data File Changes

Campaign.txt: Fixed incorrect (blank) entry in Veghel Bridge data that could cause incorrect calculation of the river line for this map.

AlsTeams.txt: Corrected White, Humber, and Daimler Scout / Armored cars that were set to SAI unit type 10 (halftrack) to SAI unit type 9 (armored car) for correct path finder behavior.

AxsTeams.txt: Corrected Sdkfz 250/9 halftrack to SAI unit type 10 (halftrack) from SAI unit type 9 (armored car) for correct path finder behavior.

BGroups.txt: Modified KG Knaust default slot types so the AI will select tanks by default.

Elements.txt: Added a new column ‘Foliage’. This column is for terrain elements that represent the foliage around the central trunk of a tree. Elements coded with ‘foliage’ set to 1 will be scaled to the height of the tree they are adjacent to.

Elements.txt: Increased visual hindrance and cover values for all foliage elements. Line of sight is blocked much quicker through woods, and soldiers are harder to hit in woods.

Elements.txt: “Field” element now rubbles to “Shellhole”.

Elements.txt: “Sandbag” element now rubbles to ‘Debris” instead of “Brick Wall”.

FPools.txt: Added header fields to control BG slot scaling.

Vehicles.txt: Corrected fire angles for Pz III turret weapons and Sdkfz 250/9 turret weapons.

Weapons.txt: German 5cm and 8cm mortar accuracy reduced to match all other mortars.

Weapons.txt: Accuracy of ‘off-map’ mortar fire support reduced to match all other mortars.

Weapons.txt: Removed incorrect blast effect from 17pdr SP (APDS) ammo.

Weapons.txt: Corrected 17pdr AP penetration at point blank range.

Weapons.txt: Corrected base accuracy for 3.7cm Pak HEAT round.

Reduced chance of a gun damage result for non-penetrating hits on vehicles.

Reduced gun damage and immobilize chance for grenades versus vehicles with higher armor.

Reduce soldier's likelihood of throwing grenades at vehicles outside of close assault situation.

Reduced rating of anti-vehicle SP ammo (i.e. APDS) vs. infantry and terrain, so it is not used unless all other ammo is gone.

Stock Scenarios

Last Stand Arnhem Operation: Added KG Brinkmann to German forces present on the first turn.

Grand Campaign: Added German major supply depot on Helmond map.

Additional items

Numerous map fixes. All 64 maps triple-checked for elevation issues. Other issues addressed pertained to map coding, RFM and art issues. A few known issues will be addressed in the next update.

Corrected several misspellings to battle briefings and battle names.

A few strat map image improvements.

Corrected echelon symbols on three strat BG icons.

Fixed error where sandbags rubbled to "brick wall" element instead of "debris" element.

Fixed campaign.txt co-ordinates where Best bridge map where the destroyed bridge graphic was off by one pixel.

Fixed extra team(s) could be assigned to a BG when it returned after retreating off the map.

Fixed crash with custom scenario on Ravenstein map when no Allied entry zone was set.

Fixed case where a bridge could become primed for demolition when Axis captured a single bridge Victory Location.
V5.60.01 – July 28, 2010

AI

Tweaked AI aggressiveness for case where a single BG is evaluating an attack move
by itself.

Numerous small changes to the tactical AI to improve AI team coordination and ability to choose and navigate an attack route across the map. AI will be somewhat more active and fire more often.

Fixed a bug where strategic AI attack moves could be canceled when multiple battle groups were attacking the same map from multiple directions.

Logic

Chance for misses and area fire to hit a soldier in the area reduced slightly.

Chance for a stray hit to bypass terrain protection reduced significantly.

Teams are now easier to spot if they are actively firing a machine gun or back blast weapon (bazooka, panzershreck).

Bugs

"Save As" from the debrief screen now makes a copy of the post-battle saved game file, rather than saving the game state shown on the Debrief screen.

Fixed a bug where a battle was expected on a map with no Allied battle group when 1) Axis static troops were on the map, 2) an Axis battle group was forced to retreat onto the map, and 3) the battle which caused the Axis battle group to retreat was not the last battle of the turn.

Fixed a bug where an incorrect circular dependency was created when the last move in a chain of moves (with each battle group waiting on the one at their destination to move) is from a map that has a higher map index than any of the other maps in the chain.

Fixed Axis briefing text misspellings on Nijmegen Bridge.

Fixed a voice cue for Germans speaking German where the cue was spoken in English with a British accent.

Corrected layout errors in Manuals.

Map

Tweaked or fixed elevations for: Arnhem Road Bridge, Ginkel Heath, Helmond, Renkum Heath, Groesbeek, Valkenswaard, Grave Bridge.

Added floor element under patio canopy on building on Nijmegen Bridge map to trigger the roof graphic.

Fixed lighter color on South Oosterbeek rail gate RFM graphic.
v5.60 – July 6, 2010

Initial Release

< Message edited by Andrew Williams -- 12/22/2010 11:28:02 PM >


_____________________________


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Post #: 2
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/10/2010 7:58:46 PM   
Tejszd

 

Posts: 2834
Joined: 11/17/2007
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The change so that you do not have to buy units from the reserve BG when you have two BG's on the same map sounds great!!!

(in reply to Andrew Williams)
Post #: 3
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/10/2010 11:07:00 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
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Thanks!

_____________________________

"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity

(in reply to Tejszd)
Post #: 4
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/11/2010 9:53:22 PM   
STIENER

 

Posts: 532
Joined: 1/7/2001
From: gibsons b.c. canada
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tejszd is right that is a great option......too bad the a/t guns and mortors are so messed up

(in reply to Dundradal)
Post #: 5
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/14/2010 11:30:13 PM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
Got the patch. I love the borrowing instead of buying.

But most ops/campaigns I started so far end in a crash when a battle loads, always when the bar says "intializing AI". When this is the first battle in a turn, I can sometimes continue if I make different strategic moves for that particular map (i.e. I don't fight there or I fight with a different BG.) I have a few saves where this happens.

Also an issue: teams receive replacements again when moving teams out of the roster, same for the teams from reserve BGs if they are shuffled around.

Last, I've had tank and gun crew remain in the roster the next turn after their tank or gun had been blown up. I have a save for this too.

(in reply to STIENER)
Post #: 6
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/14/2010 11:42:15 PM   
RD_Oddball


Posts: 4833
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Glad you like the change.

The reason for the crash on previously started battles is because data has been modified in the patch which puts it out of sync with battles started on older builds. Two options. Either restart the GC's or Op's under the new patch or finish the GC or Op under the old installation.

I need to have Steve react to the other two things you asked about since some of the rules have changed about how those things are handled.

(in reply to Mystic_Snake)
Post #: 7
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/14/2010 11:49:02 PM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
Indeed it happened with campaigns I started in v.21b. That didn't surprise me, but I started a new GC and this crashes too (it took a while, it's now 18sep, 600hrs).

(in reply to RD_Oddball)
Post #: 8
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/14/2010 11:56:00 PM   
RD_Oddball


Posts: 4833
Joined: 2/10/2007
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Okay then we'll look into it. If you don't mind we'll need a way to reproduce what you're seeing so we can see how to fix it. If you could post back here with the specific things needed to be done to reproduce it that'll allow us to have a look and see what might be causing it. This goes for the replacements and tank crew issues you mentioned too. Thanks.

(in reply to Mystic_Snake)
Post #: 9
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 12:34:16 AM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
The replacements problem is easy to reproduce, you just need some squads that aren't at full strenght, then remove a team that has the same soldier type in it that another lacks. Then the other team will gain that soldier (or soldiers). Something similar happens when a BG remains reserve for subsequent battles and the borrowed teams lost men. Those teams will be filled up again also if you remove them from the active roster (and then if you add them again they have all their men).

I'm not sure how to reproduce this tank crew/gun crew issue. The forum won't let me upload the save. Attached a pic of the 57mm crew. The gun was destroyed the previous battle. I've seen the same with a Stuart tank crew, but I played on without saving that.

For my GC, I don't understand at all why it crashes. Nothing strange about the coming battle.




Attachment (1)

(in reply to RD_Oddball)
Post #: 10
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 12:35:56 AM   
RD_Oddball


Posts: 4833
Joined: 2/10/2007
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Excellent. Thanks. Please post your save game if it's a new GC started under the v5.60.50 patch. IIRC you'll need to zip it in order to attach it to a post. And you'll need to hit "post reply" rather than making a fast reply. The fast reply doesn't include the attachment function.

< Message edited by RD_Oddball -- 12/15/2010 12:36:41 AM >

(in reply to Mystic_Snake)
Post #: 11
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 12:42:44 AM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
I noticed I can't attach zip files in this part of the forum, will post saves in Tech Support.

(in reply to RD_Oddball)
Post #: 12
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 5:00:58 AM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
Status: offline
I'm still on 21B as I have an ongoing H2H GC (should be finished soon - wink)

i can't reproduce the replacement problem reported by mystic snake

quote:

The replacements problem is easy to reproduce, you just need some squads that aren't at full strenght, then remove a team that has the same soldier type in it that another lacks. Then the other team will gain that soldier (or soldiers).


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RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 1:31:46 PM   
RD_Oddball


Posts: 4833
Joined: 2/10/2007
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quote:

ORIGINAL: Mystic_Snake

I noticed I can't attach zip files in this part of the forum, will post saves in Tech Support.


Actually you need to hit the orange button at the bottom that says "post reply". At the dialog that comes up there's an option underneath the text screen that says "add attachment". Click that and follow the directions. You'll need to zip game files iirc. Please attach the files here in one of the forums. This thread is best since that's where we're discussing it.

(in reply to Mystic_Snake)
Post #: 14
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/15/2010 1:32:56 PM   
RD_Oddball


Posts: 4833
Joined: 2/10/2007
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quote:

ORIGINAL: Andrew Williams

I'm still on 21B as I have an ongoing H2H GC (should be finished soon - wink)

i can't reproduce the replacement problem reported by mystic snake

quote:

The replacements problem is easy to reproduce, you just need some squads that aren't at full strenght, then remove a team that has the same soldier type in it that another lacks. Then the other team will gain that soldier (or soldiers).



Thanks for verifying Andrew.

(in reply to Andrew Williams)
Post #: 15
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/16/2010 10:48:27 AM   
Broz

 

Posts: 8
Joined: 12/1/2010
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Found a bug.

When I try to play the Nederwetten map the game crashes to desktop.

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Post #: 16
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/16/2010 12:40:42 PM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
^^ Tried it. That happens for me as well. Crashes just like the saves I posted.

(in reply to Broz)
Post #: 17
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/16/2010 8:54:54 PM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
Found some other kind of error




Attachment (1)

< Message edited by Mystic_Snake -- 12/16/2010 8:55:23 PM >

(in reply to Mystic_Snake)
Post #: 18
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/17/2010 8:58:37 AM   
Q.M


Posts: 1781
Joined: 3/13/2003
From: Australia
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Maybe he's late for first parade and you caught him racing into the formation..??

I have reported this for you Mystic_Snake.

Thanks for the report!

(in reply to Mystic_Snake)
Post #: 19
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/17/2010 5:09:42 PM   
RD_Oddball


Posts: 4833
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Thanks for making the report Mark.

quote:

ORIGINAL: Mystic_Snake

^^ Tried it. That happens for me as well. Crashes just like the saves I posted.


Entered into the reporting system. Thanks for taking the time to post guys.

(in reply to Mystic_Snake)
Post #: 20
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/17/2010 5:38:43 PM   
xe5

 

Posts: 781
Joined: 5/3/2009
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quote:

ORIGINAL: Andrew Williams

i can't reproduce the replacement problem reported by mystic snake

quote:

The replacements problem is easy to reproduce, you just need some squads that aren't at full strenght, then remove a team that has the same soldier type in it that another lacks. Then the other team will gain that soldier (or soldiers).


I can reproduce the replacements bug in the Reserve BG's forcepool. Its as Snake describes - eg. if the Reserve BG has an understrength team(s), and the same type of team is borrowed from the Reserve FP in the active roster, all understrength teams of that type get replacements bringing them up to full strength.




Be nice if we could regain access to the Soldier Details screen for borrowed Reserve teams. Ive got this fetish for re-naming my teams after their team leaders.

Attachment (1)

< Message edited by xe5 -- 12/17/2010 9:26:23 PM >

(in reply to Andrew Williams)
Post #: 21
RE: Last Stand Arnhem v5.60.50 Public Beta - 12/22/2010 11:38:26 PM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
Status: offline
Just loaded 50b

I can reproduce the added replacements - team tytpes do not have to be the same.

eg.  Removing a rifle group adds replacements to depleted Bren group



Note: This fix is in alpha testing

* Fixed a bug where AI deployment could fail in a single battle scenario when Allies had one BG and an unspecified entry location (Nederwetten battle for example).

* BG Screen: Removed team's soldiers will not be used fill out other depleted teams (re-fix).



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RE: Last Stand Arnhem v5.60.50 Public Beta - 2/2/2011 10:16:07 PM   
stolidog


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From: Virginia
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quote:

Strategic Map: A battle group that has never fought on the current map as the front line battle group has additional strategic movement and battle setup restrictions.



Can you expand/give more detail to what these restrictions entail?

(in reply to Andrew Williams)
Post #: 23
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/3/2011 3:16:25 PM   
7A_Woulf

 

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Heya again.
Back in the 'cc-swamp' with a new computer.

I installed LSA and this patch, started a GC and ran into a rather handy error:

First battle, Valkenwaard. 36 points in the Formation Force pool, I used some of them for the Frontline BG, changed to the Reserve and magically I had 36 points there again. Restarted the GC several times, and every time I changed from the Frontline BG to the Reserve I got those 36 points (but nothing more happened when I changed between them after that first switch.) Tried to switch Frontline BG from Irish Guards to Grenadier, but the same problem occurred.

I did a total re-installation today, but the GC still behave like this;-Have I missed something, or is this a bug? (None else have mentioned it...)

(in reply to stolidog)
Post #: 24
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/4/2011 3:56:01 AM   
STIENER

 

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From: gibsons b.c. canada
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cant help you with issue 7A Woulf......sorry. but Stolidog....the easiest way to get a good explaination on the new option were asking about is to open all programs menu on ur PC and go to the LSA game.... documents....then CCLSA manual addendum and read that.....it explains it rather well.
hope this helps.

(in reply to 7A_Woulf)
Post #: 25
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/4/2011 4:59:42 AM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
Status: offline
You may be referring to how the change has come about that the Frontline BG now borrows troops from the reserve Bg at no cost rather than as priviously you had to buy the troops.

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(in reply to STIENER)
Post #: 26
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/4/2011 1:51:01 PM   
Dundradal


Posts: 753
Joined: 6/9/2007
Status: offline

quote:


Can you expand/give more detail to what these restrictions entail?


A BG that moves onto a map is limited to where it can deploy. So say you have one BG that has already fought from the lower right corner of a map. It has pushed out a small pocket. You have another BG arrive from the lower left side. It can only deploy within its area. It cannot deploy in the area taken by the other BG until it has fought on the map.

That's a very simple explanation, but is part of the restrictions.

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(in reply to stolidog)
Post #: 27
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/6/2011 10:33:32 PM   
7A_Woulf

 

Posts: 91
Joined: 1/28/2010
Status: offline
Here we go, got the picts to show my question.

Figure 1, entering Force selection screen, 36 Formation Points
[image][/image]

Figure 2, some changes to the Frontline force, 7 Formation Points left
[image][/image]

Figure 3, I switch to the Reserve BG (Grenadier Guards of Guards Armour, same Formation) and suddenly I have 36 Formation Points again!
[image][/image]

I find it a bit strange, and even stranger that none else noticed this glitch? If there is an interest, I can play on and see if my battles with two AB BG's behaves like this during force selection?

(in reply to Dundradal)
Post #: 28
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/7/2011 12:15:34 AM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
Status: offline
Reserve BG's don't use the points.

What happens if you switch back to Frontline BG.. do you still get 36 points or 7?

If 7 then it is just a display error.. if 36 then it's a more important data/calculation error.

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(in reply to 7A_Woulf)
Post #: 29
RE: Last Stand Arnhem v5.60.50 Public Beta - 2/7/2011 12:29:49 AM   
7A_Woulf

 

Posts: 91
Joined: 1/28/2010
Status: offline
I did a little test earlier, when I got the pictures:
I pressed Edit Reserve button, changed the active rooster of the Reserve BG using some of the Formation Point Pool, leaving 18 points, added a halftrack and a mortar to aid the Frontline BG and switched back to it. This is the result:

[image][/URL][/image]

-As you can see, the Formation Point Pool remains unchanged now. But I could use some of those points to edit the active rooster for the Reserve BG, so it's not a display error.

(in reply to Andrew Williams)
Post #: 30
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