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RE: New 4.50.10b Beta Patch Available!

 
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RE: New 4.50.10b Beta Patch Available! - 11/12/2010 1:34:01 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
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Yes, 25 slots are in the force pool....

(in reply to Platoon_Michael)
Post #: 61
RE: New 4.50.10b Beta Patch Available! - 11/12/2010 3:41:36 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
And they will show up if you extend the FPool slots by another 5

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(in reply to Tejszd)
Post #: 62
RE: New 4.50.10b Beta Patch Available! - 11/12/2010 12:10:19 PM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
I know the Force Pool slots on the Battle group screen works cause I expanded that graphic ,just wasn't sure about the one on the Scenario Editor.


Edit:
A quick test adding 21 teams filled the last slot so it looks like it does.
Now to expand the graphic to 25.

< Message edited by Platoon_Michael -- 11/12/2010 12:20:51 PM >

(in reply to Andrew Williams)
Post #: 63
RE: New 4.50.10b Beta Patch Available! - 11/12/2010 7:24:57 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
David

Do you have any bandwidth?

I can send you updated graphics from February 2009


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(in reply to Platoon_Michael)
Post #: 64
RE: New 4.50.10b Beta Patch Available! - 11/13/2010 5:40:39 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
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I have 3,920,839kb left for the next 22 days.
New minutes start in 22 days.

How big is the file I need?

(in reply to Andrew Williams)
Post #: 65
RE: New 4.50.10b Beta Patch Available! - 11/14/2010 10:58:46 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
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There's a very small typo between the two STRBGNAME_16 and 17
One is spelled PanzerGrenadier
One is spelled Panzergrenadier

For what it's worth

(in reply to Platoon_Michael)
Post #: 66
RE: New 4.50.10b Beta Patch Available! - 11/17/2010 5:26:52 PM   
stolidog


Posts: 76
Joined: 11/1/2008
From: Virginia
Status: offline
Is it or is it not possible to modify WaR to have night turns as previously stated?

If so where is this possible?

(in reply to Platoon_Michael)
Post #: 67
RE: New 4.50.10b Beta Patch Available! - 11/17/2010 6:35:01 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
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Only in the beta release and then you still have to Edit campaign.txt

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Post #: 68
RE: New 4.50.10b Beta Patch Available! - 11/19/2010 1:55:47 AM   
stolidog


Posts: 76
Joined: 11/1/2008
From: Virginia
Status: offline
Ok I got the beta release [atch, this is what my campaign text file looks like, where do I edit for night turns?:

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
# weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
0
# Axis air resupply minimum (Clear weather only)
0
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
2
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
50
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans: Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,1,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,1,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
#########################################################################

(in reply to Andrew Williams)
Post #: 69
RE: New 4.50.10b Beta Patch Available! - 11/19/2010 3:37:50 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
just add this and change 1 for 0's where you want a night turn (you may want to adjust turns per day etc)

I'd suggest changing it to 1 turn per day so you get 1 day and 1 night

# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
1
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################


< Message edited by Andrew Williams -- 11/19/2010 3:40:18 AM >


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(in reply to stolidog)
Post #: 70
RE: New 4.50.10b Beta Patch Available! - 11/22/2010 3:58:46 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
Plt_michael has tried it and reports that it works.

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(in reply to Andrew Williams)
Post #: 71
RE: New 4.50.10b Beta Patch Available! - 11/23/2010 3:53:06 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
quote:

Is this issue part of the fix?

http://www.matrixgames.com/forums/tm.asp?m=2299124





I tried both your stalled games with the 10b BETA patch and they played fine.


They both crash with the official 07b patch

< Message edited by Andrew Williams -- 11/23/2010 6:17:26 AM >


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(in reply to Andrew Williams)
Post #: 72
RE: New 4.50.10b Beta Patch Available! - 11/28/2010 6:53:15 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
quote:

ORIGINAL: Platoon_Michael
I also don't understand why I have 2 teams 1 each from different BG's that are shaded out as being disorganized yet each team had upwards of 8-10 kills apiece in there last Battle.


The disorganized text appears on a random team or teams as the BG loses cohesion (communication/organization) thus the team will not get replacement troops or be able to be swapped out for another....

TLD does this too....



(in reply to Platoon_Michael)
Post #: 73
RE: New 4.50.10b Beta Patch Available! - 2/20/2011 7:17:45 PM   
advo

 

Posts: 41
Joined: 12/23/2008
Status: offline
quote:

Greetings,

We have made a new beta patch available for you to try in the Members Club. It is a comprehensive update with a long list of changes. You will need to register your game, if you haven't already, and click on the Registered Downloads. We hope to make this official, if no issues are found. Let us know how it works for you.


Under the specified reference is only patch 4.50.12.b, and where 4.50.10b? Or it has entered in 4.50.12b?


(in reply to Andrew Loveridge)
Post #: 74
RE: New 4.50.10b Beta Patch Available! - 2/20/2011 7:54:15 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
4.50.12b includes everything that was in 4.50.10b, just update to it....

(in reply to advo)
Post #: 75
RE: New 4.50.10b Beta Patch Available! - 3/3/2011 10:55:42 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Would you please fix this long standing error in CC so that the game can support 10 men teams?
The Workbook (As did QClone) allows the user to have 10 Solders to a Team (I.E.0-9)
But the game can only support 7 of the colored heads on the Strategic Map.

If you use more than 7 Soldiers the extra heads cross outside the box and does not remove those extra heads when switching to a different BG leaving one with the graphic error seen below.
Looks to me that there is plenty of room to support expanding the boxes to include 10 Soldiers.


Thanks.




Attachment (1)

< Message edited by Platoon_Michael -- 3/3/2011 11:22:05 AM >

(in reply to Tejszd)
Post #: 76
RE: New 4.50.10b Beta Patch Available! - 3/3/2011 11:01:53 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
The same holds true on the Soldier Screen.
It only supports 7 Soldiers.
This screen requires the biggest overhaul as it would need more slots for weapon sounds and for graphics for the Moral,Health,leadership etc.etc.







Attachment (1)

< Message edited by Platoon_Michael -- 3/3/2011 11:23:27 AM >

(in reply to Platoon_Michael)
Post #: 77
RE: New 4.50.10b Beta Patch Available! - 3/3/2011 11:12:19 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Yet on the Battlegroup screen it can support 9 Soldiers (Colored heads)




Attachment (1)

< Message edited by Platoon_Michael -- 3/3/2011 11:45:55 AM >

(in reply to Platoon_Michael)
Post #: 78
RE: New 4.50.10b Beta Patch Available! - 3/3/2011 11:16:41 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
So to recap what we have here is........

Workbook supports 10 men teams
Battlegroup Screen can only support 9 men teams
Soldier Screen can only support 7 men teams
(Sounds for Weapons need to be added for the 10 men teams as well as other graphics for Moral,Health,Leadership,etc.etc.)
Strategic Map can only support 7 men teams



< Message edited by Platoon_Michael -- 3/3/2011 11:20:47 AM >

(in reply to Platoon_Michael)
Post #: 79
RE: New 4.50.10b Beta Patch Available! - 3/6/2011 11:22:12 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Opps
Wrong thread

< Message edited by Platoon_Michael -- 3/6/2011 11:23:18 AM >

(in reply to Andrew Loveridge)
Post #: 80
RE: New 4.50.10b Beta Patch Available! - 3/7/2011 8:45:41 PM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline

quote:

ORIGINAL: Andrew Williams

just add this and change 1 for 0's where you want a night turn (you may want to adjust turns per day etc)

I'd suggest changing it to 1 turn per day so you get 1 day and 1 night

# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
1
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################





Do I add this at the end of my campaign text?
The new patch removed this feature from me.


thanks

(in reply to Andrew Williams)
Post #: 81
RE: New 4.50.10b Beta Patch Available! - 3/7/2011 8:49:57 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I've had it in mine for over 2 years.

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(in reply to Platoon_Michael)
Post #: 82
RE: New 4.50.10b Beta Patch Available! - 3/7/2011 9:09:58 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Officially WAR does not use those features and compatibility with them was put in for mods between TLD and WAR.

Would be nice if they were added to make the game harder by changing support available by difficulty level....


< Message edited by Tejszd -- 3/8/2011 2:47:00 AM >

(in reply to Andrew Williams)
Post #: 83
RE: New 4.50.10b Beta Patch Available! - 3/7/2011 9:16:20 PM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
It would be nice to have the same features schrecken has.

If I change my Campaign text file will my GC with UltraGott be ruined?

(in reply to Tejszd)
Post #: 84
RE: New 4.50.10b Beta Patch Available! - 3/7/2011 9:23:12 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I wouldn't advise making changes mid-campaign.

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(in reply to Platoon_Michael)
Post #: 85
RE: New 4.50.10b Beta Patch Available! - 4/16/2011 11:41:06 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Why is it that none of the "Roll Over Text" appears in the game?

This is the text that is found in the Data/Help folder when one rolls their mouse over various Buttons and other items in the game.
I.E. Strat Map/Calender/Main Screen buttons etc etc.
In CCIV you could get a pop up window to appear when clicking on the strat map telling the player what it was and what he needed to do.And for other things.
The "Roll Over text" used to be displayed in the bottom screen where the Long Narrow black box at the bottom of the screen.

Can all that be corrected?


< Message edited by Platoon_Michael -- 4/16/2011 11:47:15 AM >

(in reply to Tejszd)
Post #: 86
RE: New 4.50.10b Beta Patch Available! - 4/17/2011 3:57:36 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
Surprised you guys missed these you added the text for the roll over in the help files.
Even tells you to right click for info on the strategic map in CCIV.
I don't know why you guys added so much text in the WAR strathlp file?




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(in reply to Tejszd)
Post #: 87
RE: New 4.50.10b Beta Patch Available! - 4/17/2011 3:58:08 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
2




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(in reply to Platoon_Michael)
Post #: 88
RE: New 4.50.10b Beta Patch Available! - 4/17/2011 3:58:35 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
3




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(in reply to Platoon_Michael)
Post #: 89
RE: New 4.50.10b Beta Patch Available! - 4/17/2011 4:00:12 AM   
Platoon_Michael


Posts: 1119
Joined: 3/9/2003
Status: offline
I assume you get the point by now.




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(in reply to Platoon_Michael)
Post #: 90
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