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RE: Last Stand Arnhem v5.60.02 Public Beta

 
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RE: Last Stand Arnhem v5.60.02 Public Beta - 11/1/2010 5:04:04 PM   
RD Oddball

 

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quote:

ORIGINAL: Chris Merchant

Well, I relented and bought the bloody thing :-)

Boot camp is broken in v5.60.021beta. CTD's abound - try selecting a boot camp tutorial and you'll be back to the desktop pronto.

cheers Chris


Thanks for your purchase Chris.

We'll look at the bootcamp. Thanks for bringing it to our attention.

(in reply to e_barkmann)
Post #: 31
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/1/2010 5:19:42 PM   
RD Oddball

 

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quote:

ORIGINAL: berndn

As it's a more or less public beta I think feedback is important?



Absolutely! Even though we do our own testing as thoroughly as our testers systems and availability will allow we could never hope to assemble a testing team that matches the broad cross-section of machine combinations, OS settings and program usage that having a public beta testing program allows. It's the same reason why other developers use the same approach. Of course you know that with your background in programming. ;) But I'm sure others might benefit from knowing this.

I'll pass your input about the moveable historical AT guns for static BG's along and we'll give it some consideration. Since the guns aren't really a part of any strategic echelon but instead historical fixed installations that had an impact on the operation I'm not sure what can be done. Implying they're attached to a strategic BG is against the intent of this feature.

< Message edited by RD_Oddball -- 11/1/2010 5:21:39 PM >

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RE: Last Stand Arnhem v5.60.02 Public Beta - 11/1/2010 6:57:54 PM   
berndn

 

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As for moveable AT guns in historical fixed installations. I believe it would be good for the AI as germans to freely choose where to deploy them. Reason: We can place our men ahistorical too and move ahistorical.

Nothing to worry about to much :)

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Post #: 33
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/1/2010 9:09:23 PM   
RD Oddball

 

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Understood. In context of your intent for suggesting it, it's a good idea. Something for us to keep in mind.

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Post #: 34
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/2/2010 12:08:53 AM   
topper6

 

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First, thank you for yet another update to this game.

I also have noticed the battle-messages disappearing, but just hit the up-arrow in the bottom of the message field twice, and the messages re-appear.

Also, i noticed the fastest runner ever in the game. A had a 60mm mortar team, american, where i had two guys left, a gunner and one assistant. The gunner was injured but when i ordered move fast i have never seen such a speed before. Was quite funny to see. He ran half the map in like 40-50 secs :), as a gunner also! :P.


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Post #: 35
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/2/2010 11:54:59 AM   
e_barkmann


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OK a couple of observations after a few mins of play.

Sound queue 'wir sind under beschuss' is playing a lot but I am playing as the Americans. Should I normally be hearing this?

In the battle message section it indicates I've just taken a victory location when in reality, I've just lost it.



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Post #: 36
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/2/2010 1:17:35 PM   
topper6

 

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A thought and suggestion. When you are playing the game, could you not put the "Allies attacking, Meeting engagement, Axis attacking"-screen BEFORE the screen where you select your troops, so you know if you are selecting for offensive troops or defensive ones?

Regards, Henrik.

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Post #: 37
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/2/2010 2:54:36 PM   
RD Oddball

 

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Good suggestion Henrik. Would help folks who could not remember the moves they made on the strategic screen.

Chris we'll look at what you're reporting. Are those two separate issues or are they happening together for you? i.e. you hear that cue as you're losing a VL? It's not uncommon to hear some of the other sides stress queues. That's supposed to be happening to a degree but I'm not sure exactly the rules circumstances that determine when. Would have to ask about that. But that queue should not be heard when you lose a VL as allies. The text is not displaying correctly regardless.

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Post #: 38
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/2/2010 10:52:55 PM   
e_barkmann


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quote:

Are those two separate issues or are they happening together for you? i.e. you hear that cue as you're losing a VL?
separate issues.



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Post #: 39
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/3/2010 12:02:39 AM   
RD Oddball

 

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Thanks. My German isn't very good and assuming yours is that looks like one of the combat stress queues I'd mentioned. I'll put in a report for the other.

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Post #: 40
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/3/2010 12:11:40 AM   
e_barkmann


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That particular voice queue (German equivalent of 'we're under fire') has an radio transmission sound at the beginning.  And that's what threw me, that sounds more like a friendly side communication.

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Post #: 41
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/3/2010 3:21:07 AM   
mooxe


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quote:

ORIGINAL: topper6

A thought and suggestion. When you are playing the game, could you not put the "Allies attacking, Meeting engagement, Axis attacking"-screen BEFORE the screen where you select your troops, so you know if you are selecting for offensive troops or defensive ones?

Regards, Henrik.


This can be fixed by showing the deploy zones for the initial engagement. Accurate deploy zones are only shown on meeting engagements where two BGs enter an empty map on the same strategic turn.

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Post #: 42
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/3/2010 2:31:27 PM   
RD Oddball

 

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quote:

ORIGINAL: Chris Merchant

That particular voice queue (German equivalent of 'we're under fire') has an radio transmission sound at the beginning.  And that's what threw me, that sounds more like a friendly side communication.


Thanks for pointing that out. Will look at it.

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Post #: 43
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/7/2010 6:29:54 PM   
Tejszd

 

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quote:

As it's a more or less public beta I think feedback is important?


Yes, feedback on the these beta releases is definitely important! The more things reported with details on how to recreate the problem the quicker they can be addressed/fixed....

< Message edited by Tejszd -- 11/8/2010 7:11:08 AM >

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Post #: 44
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/8/2010 5:56:03 AM   
zon

 

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Speaking of voice cues, Polish forces still have some Russians hanging about who are responsible for such outbursts as "Corporal," "We're Busy," and "Enemy Spotted."

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Post #: 45
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/10/2010 2:47:47 AM   
econwatson

 

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I joined to say I really admire the work you are doing. I remember getting this game when I was 8 years old and fell in love with it. Here are my gripes though.

1. Germans shout "Granate!" when they are getting shot at regardless of distance! I'm sure you know this means grenade so you should probably get rid of that unless you can make it so they shout it when grenades are actually being thrown.
2. Machine gun sounds not consistent with the amount of rounds expended. I think its the Bren gun in particular. Perhaps for others.
3. It'd be cool if you could put in unit descriptions again like in the original CC2 game.

Apart from that keep up the good work!

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Post #: 46
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/11/2010 5:22:16 PM   
RD Oddball

 

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Thanks for the feedback and suggested tweaks. Good suggestions. Glad to hear you're enjoying it.

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Post #: 47
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/16/2010 9:09:35 PM   
boldrobot

 

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If I update the game in the middle of a campaign, can I continue with that campaign, or do I need to start a new one?

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Post #: 48
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/16/2010 10:17:43 PM   
RD Oddball

 

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It's always recommended to start new campaigns or operations since data conflicts can exist if data has been changed within the update. You can always try it but if you think you might want to return to the original GC or op back it up (make a copy) before trying it in the new build.

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Post #: 49
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/19/2010 8:00:33 AM   
zon

 

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Minor annoyance: Typing to an opponent in H2H while on the strat screen turns all the movement arrows on and off every time you press the space bar. Probably should be disabled while in chat mode.

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Post #: 50
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/19/2010 2:19:48 PM   
topper6

 

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Experiencing the same problem.

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Post #: 51
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/19/2010 3:26:28 PM   
RD Oddball

 

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Good suggestion. Thanks!

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Post #: 52
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/25/2010 1:38:50 AM   
Andrew Williams


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No error message if 02b plays 021b H2H

< Message edited by Andrew Williams -- 11/25/2010 7:43:55 PM >


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Post #: 53
RE: Last Stand Arnhem v5.60.02 Public Beta - 11/26/2010 7:28:32 AM   
zon

 

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AT gun crews can shoot and reload as they're pushing their guns.

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Post #: 54
RE: Last Stand Arnhem v5.60.02 Public Beta - 12/1/2010 12:31:55 PM   
cato13

 

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any word when this update will be officially released? ive been holdin of startin a multiplayer campaign until the update it out.

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Post #: 55
RE: Last Stand Arnhem v5.60.02 Public Beta - 12/1/2010 2:17:46 PM   
RD Oddball

 

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Should be soon but nothing specific. They're working through a backlog of projects and this one is on the list.

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Post #: 56
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