Close Combat: Last Stand Arnhem - v6.00.03 Update

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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AlbertoC
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Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by AlbertoC »

We're releasing a new update for a few games of the Close Combat franchise. It contains a few fixes for The Longest Day, Wacht am Rhein and Last Stand Arnhem.

You can find the full changelog down below:

Changelog:
• Fixed potential crash caused by duplicate weapons firing during airstrikes in multiplayer
games.
• Armored fighting vehicles with light damage (damaged, immobilized, or main gun out) are
now tallied as ‘Damaged’ on the debrief screen.
• Armored fighting vehicles with light damage must pass a repair check to be recovered
and repaired between battles.
• Halftracks, armored cars, and towed guns with light damage are automatically repaired
between battles.
Tejszd
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by Tejszd »

Thank you! Will the Steam release of this patch include the fix for /D, that was previously released for TLD/WAR, so that mods can be run?
STIENER
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by STIENER »

@AlbertoC.........and will it mess up our mods / GC's we have going on ....Rhineland and GJS?
will it mess with the D shortcuts?
davidss
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by davidss »

Thanks AlbertoC and Matrix for the patch
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SteveMcClaire
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by SteveMcClaire »

STEINER - the update should not cause an issue for existing saved games. Existing shortcuts you have created should continue to function the same way as the EXE name has not changed.
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SteveMcClaire
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by SteveMcClaire »

Tejszd -- the launcher has not yet been updated to pass the Steam launch options straight through to the game. For now the Steam version will need to use a customized launcher config file to launch the game with mods.
Tejszd
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by Tejszd »

Thanks Steve!

A couple mods for LSA are in progress and if they are released before the issue is fixed the mod makers will need to include their own customized launcher config like you said.
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mooxe
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by mooxe »

ORIGINAL: SteveMcClaire

Tejszd -- the launcher has not yet been updated to pass the Steam launch options straight through to the game. For now the Steam version will need to use a customized launcher config file to launch the game with mods.

We're using an installer for mods that copies the Steam CCE.exe renamed to autorun.exe to the root LSA folder. The installer places a shortcut on the desktop with the /D option to launch. No problems doing it this way, except when a patch comes out all mods need an update. There are only a handful of mods out for LSA so its not a big deal.

Rhineland45 and GJS installers have both been updated to work with 6.00.03 and the /D switch, with the copy/rename method the installer uses.
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davidss
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by davidss »

Thanks Mooxe!
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SteveMcClaire
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RE: Close Combat: Last Stand Arnhem - v6.00.03 Update

Post by SteveMcClaire »

Hi Mooxe -- thanks for letting me know that that technique works too. I'll include it as an option for people looking to run mods under the current Steam builds.
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