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Topic: Close Combat: Wacht am Rhein Preview

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10 SEP 2008 at 11:06am

LongBlade

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I've just posted the preview of Wacht am Rhein:  http://www.wargamer.com/article/2557/close-combat-wacht-am-rhein-preview  This looks like the best one yet.

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10 SEP 2008 at 3:59pm

GDS Starfury

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Ill be the judge of that.

 

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12 SEP 2008 at 12:19pm

Fran

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Was looking forward to read more about multi player. Interested to know if known multi player bugs was addressed? Thanks

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12 SEP 2008 at 2:17pm

LongBlade

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I can find out.

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12 SEP 2008 at 2:38pm

combot

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Currently in multiplayer testing.... no crashes/freezes/lockouts in the last week. testing continues..........

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13 SEP 2008 at 1:42am

MikeGER

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here are some questions asked from 20 miles east of the Rhein ;-) any estimated release date so far ? ...there is not even a topic in Matrix Games "Coming Soon in Development" area yet ? its nice to hear that everything is edible... but does it play well right out of the box (well, it will be the downloaded installer zip file in my case :-) )  esp. the tactical battles. any comments about the AI, pathfinding, etc ....    

 

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15 SEP 2008 at 7:07am

RD_Oddball

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Hey Mike,  As for the estimated release date... soon.
It does play well right out of the box.  Better than the original version for sure.  Highly improved AI as well as vehicle pathfinding.  Both have been worked on extensively to improve the known issues over the original game.

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30 SEP 2008 at 6:15pm

Dave68124

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Before you guys get too far ahead of yourselves about all the new fancy details and graphics, I suggest you proof read your Preview on the front page.  You identify a P-38 Lightning as a P-51.  Kind of begs the attention to detail mantra that the article boasts about.

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1 OCT 2008 at 2:19pm

KapitanHelmet

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Does anyone know if they fixed the bug that when a BG is out of supply and loses squads in a fight, they aren't ever actually lost? (sorry if this has been covered I couldn't find any reference). That bug was a real PITA on CC5, a BG in a strong defensive position, cut off and surrounded, with low ammo, could still last for ages as long as it wasn't routed in a fight, because it never actually lost any squads/vehicles (so a heavy tank BG could hold on for a long time, or a decent inf in a castle). It meant we had to do our own manual force pools for any BG that had taken losses while out of supply. Also a BG that suffered a forced disband didn't lose any of its force pool, which it should have according to the manual. What about the buildings bug where some buildings had spots where soldiers could never be killed? The bugs are coming back to me now... at the end of a tense fight with both sides having low morale, the game would often crash, losing the battle result. Is that resolved? There was another bug where sometimes BGs moving into a new map would for some reason take half of the map... and sometimes on the wrong side of the Front...! Vehicle pathing could be resolved on CC5 by changing it to use the same pathing logic as a command group (I think it was the SOI column)... so hopefully that has been fixed in this version (sounds like it has). Anyway this new version sounds great, I am very happy that someone has updated Close Combat, I have not played it for years now but it is still the best WW2 combat wargame... (Combat Mission is close but not as much fun).

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1 OCT 2008 at 2:46pm

LongBlade

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Originally Posted By Dave68124
Before you guys get too far ahead of yourselves about all the new fancy details and graphics, I suggest you proof read your Preview on the front page.  You identify a P-38 Lightning as a P-51.  Kind of begs the attention to detail mantra that the article boasts about.
That is my fault, not the design teams.  It's now corrected.  And I do know the difference, but can't always be perfect when moving quickly...  Apologies to all.

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