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Close Combat Last Stand Arnhem Updated to 6.00.02

 
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Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/13/2020 4:29:57 PM   
Surtur

 

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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

< Message edited by Steve McClaire -- 10/26/2020 4:59:33 PM >


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RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/13/2020 5:29:28 PM   
davidss

 

Posts: 330
Joined: 12/10/2009
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Hi Surtur,
Thanks for the update to LSA.
Is there a readme for the new version?
Anything else changed with this update?

Thanks

< Message edited by davidss -- 10/13/2020 5:30:08 PM >

(in reply to Surtur)
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/13/2020 6:17:29 PM   
Tejszd

 

Posts: 3368
Joined: 11/17/2007
Status: online
Thank you for the patch!

Was there any other changes, as the patch file is 82MB?

< Message edited by Tejszd -- 10/13/2020 6:18:27 PM >

(in reply to davidss)
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/13/2020 11:30:00 PM   
mooxe


Posts: 292
Joined: 10/25/2003
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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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(in reply to Tejszd)
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RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/14/2020 4:22:59 AM   
Tejszd

 

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Joined: 11/17/2007
Status: online
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

(in reply to mooxe)
Post #: 5
RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/14/2020 6:07:55 PM   
mooxe


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• 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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http://www.closecombatseries.net

Play all versions of Close Combat at www.gameranger.com.

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RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/15/2020 8:23:37 AM   
Astalon

 

Posts: 8
Joined: 7/29/2020
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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.

(in reply to mooxe)
Post #: 7
RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/15/2020 3:07:06 PM   
Steve McClaire

 

Posts: 4269
Joined: 11/19/2007
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quote:

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.


(in reply to mooxe)
Post #: 8
RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/24/2020 4:29:32 PM   
mooxe


Posts: 292
Joined: 10/25/2003
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quote:

ORIGINAL: Steve McClaire

quote:

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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http://www.closecombatseries.net

Play all versions of Close Combat at www.gameranger.com.

(in reply to Steve McClaire)
Post #: 9
RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 10/26/2020 4:59:20 PM   
Steve McClaire

 

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Joined: 11/19/2007
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quote:

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.

< Message edited by Steve McClaire -- 10/29/2020 4:11:24 PM >

(in reply to mooxe)
Post #: 10
RE: Close Combat Last Stand Arnhem Updated to 6.00.02 - 11/16/2020 3:53:10 PM   
Steve McClaire

 

Posts: 4269
Joined: 11/19/2007
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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

(in reply to mooxe)
Post #: 11
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