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Author Topic: Close Combat The Bloody First  (Read 16056 times)

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Offline MrsWargamer

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Re: Close Combat The Bloody First
« Reply #15 on: July 23, 2019, 06:35:09 PM »
Hmm, I have most of the early years Close Combats. Sort of a weird relationship for me as I don't really like real time.

But the images on the thread here look promising.
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Just killing cardboard or pixels when not building tanks eh

Online Asid

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Re: Close Combat The Bloody First
« Reply #16 on: September 20, 2019, 01:18:39 PM »
Close Combat: The Bloody First out on October, 3rd
9/20/2019



Close Combat: The Bloody First, the upcoming title in the famous Close Combat series, will be released on October 3rd, on our stores and on Steam.

What is CLOSE COMBAT: THE BLOODY FIRST in 2 minutes!


Check out the latest previews published, and don't forget you can wishlist the game to stay tuned on every update.

Previews


by thehistoricalgamer


by XTRG


by Agrippa Maxentius



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Offline General Sandman

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Re: Close Combat The Bloody First
« Reply #17 on: September 20, 2019, 02:40:46 PM »
Cool, I didnt expect the release that soon, cos the Beta expires as recently as in November and there still were a number of edges in the program.  :puter :meeting

Great that my anniversary coupon will still be valid then, so I might can purchase the game discounted.  8)
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Who we were

“We were the ones who knew but did not understand, well informed but without insight, overloaded with factual data but poor in experience and wisdom. So we went, not stopped by ourselves."

Based on Roger Willemsen R.I.P.

Offline Zarco

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Re: Close Combat The Bloody First
« Reply #18 on: September 20, 2019, 07:37:33 PM »
Just saw it on Steam, looking forward to it!

Enviado desde mi MI 8 Lite mediante Tapatalk

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Online Asid

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Re: Close Combat The Bloody First
« Reply #19 on: September 24, 2019, 12:04:56 PM »
Close Combat: The Bloody First Live on Twitch
9/24/2019


Hi Everybody,

Close Combat: The Bloody First will be released on October 3rd, so it's the perfect time to show it live.

Tomorrow, Agrippa Maxentius will be trying to survive Operation Torch, fighting its way to Kasserine Pass and beyond.

The Twitch Stream will be happening tomorrow at 6 pm BST / 1 pm EDT / 10 am PDT on our


Stay tuned for further updates.



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Online Asid

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Re: Close Combat The Bloody First
« Reply #20 on: September 26, 2019, 02:27:25 PM »
Close Combat: The Bloody First - Gameplay Preview

Streamed live 25/09/19




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Online Asid

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Re: Close Combat The Bloody First
« Reply #21 on: October 03, 2019, 04:58:47 PM »
Close Combat: The Bloody First is deployed
03/10/19

Lead the Big Red One on the road to victory!



Following the German invasion of Poland, US forces started relocating their forces in preparation of possible operations in Europe.

As part of the partial mobilization, the 1st Infantry Division got more personnel and equipment, ready to be deployed for Operation Torch within the II Corps.

But Algeria and Tunisia were only the beginning. Soldiers previously unknown to each other became brothers, forged by the fire of dozens of battles.

After the fall of Tunisia was the turn of Sicily and then Normandy to get stormed.

The time to reverse the tide has come.




The Bloody First, the latest release in the critically-acclaimed Close Combat series, is out.

Take your chance to lead your men through a Grand Campaign covering three theatres, and watch them fight with tooth and nails against a variety of different enemies, from hardened veterans to kampfgruppen quickly gathered.



The new 3D Archon Engine has expanded the level of detail of the battlefields, making every position on the map critical and important.



Multiplayer has always been an acclaimed feature of the series and in The Bloody First this is truer than ever. Fight in bitter 1 vs 1 battles or team up in co-op against the AI to better coordinate your actions.



Do you want to see the game in action? Don’t miss our
today with DasTactic!





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Online Asid

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Re: Close Combat The Bloody First
« Reply #22 on: October 04, 2019, 12:22:49 PM »
Close Combat TBF Manual
04/10/19


Did you know that Close Combat: The Bloody First has 115 pages of Manual?

Check it out now and find precious information about basic gameplay, key concepts (like coverage or units replacement during the Grand Campaign), Editor, and more.

The Manual has been added to the Steam Page dedicated section, you can download it from there. Or alternatively you can click on the picture below



Manual here

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Online Asid

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Re: Close Combat The Bloody First
« Reply #23 on: October 07, 2019, 12:27:34 PM »
Update - October 4th


Surtur: Milviz/Slith

Hi all,

Many thanks for all your praise, responses and feedback!

We have a little update ready for you. This fix should address some load/save crashes that have been reported, as well as a number of multiplayer (serial code) issues and localisation problems, as well as several other minor fixes and changes.

The update can be downloaded from the members area and will shortly be available on TrueUpdate from your launcher.

If you still encounter problems with multiplayer after this update, be sure to let us know and we shall investigate further.

We are looking forward to your continued feedback.

Cheers,

Surtur


Mirror Server Links:

http://ftp.us.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe
http://ftp.eu.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe
http://ftp.ca.matrixgames.com/pub/CloseCombatTheBloodyFirst/CloseCombatTheBloodyFirst-UpdateComp-v1.00.00a.exe

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Online Asid

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Re: Close Combat The Bloody First
« Reply #24 on: October 10, 2019, 01:24:36 PM »
Close Combat: The Bloody First gets its Official Wiki Page



The Official Close Combat: The Bloody First Wiki is live and it is open to the contribution of everyone.

The Wiki includes detailed statistics for weapons, ammunition, vehicles, special teams, divisions, and many other important topics. Given the extreme amount of information the game features, this could be very helpful if you need to compare the different assets and see their general performances and against specific enemies.

Click here to reach the page or click on the banner below.

See you on the battlefield, commanders.

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Online Asid

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Re: Close Combat The Bloody First
« Reply #25 on: October 10, 2019, 05:13:14 PM »
Version 1.0.1 Update
Thu, 10 October 2019




Hi everyone,

Close Combat: The Bloody First has been updated.

Version 1.0.1 fixes many bugs encountered, from fixing the crash/save file corruption, tanks accuracy in close range, the STEEP ANGLE ISSUE and more.


Please check the full changelog below

• Fix for crash / save file corruption that could occur after saving in a battle.
• Soldier name or portrait pic no longer changed incorrectly after saving in battle.
• Campaign no longer stops early when playing with a language other than English set.
• Fix for incorrect 'STEEP ANGLE' state with vehicles targeting another vehicle at very close range.
• German units no longer redeploy into original positions after first battle on Omaha Beach.
• Fixed missing string error when initiative changes during an Operation.
• Original order choice now shown correctly if you return to the Planning Screen.
• Original order choice now shown correctly if you return to the Planning Screen.
• Fixed Accuracy for tanks and guns in close range


IMPORTANT

ISSUES WITH SAVED GAMES CREATED UNDER VERSION 1.0.0
Several issues related to saved games have been addressed in the 1.0.1 update. For best results it is recommend that you start new games after installing the update. The game will attempt to restore and continue saved games that were effected by the earlier problems but may not be able to do so in all cases.

« Last Edit: October 11, 2019, 03:48:40 PM by Asid »
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Online Asid

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Re: Close Combat The Bloody First
« Reply #26 on: October 19, 2019, 12:26:51 AM »
Sky box in-coming.






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Online Asid

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Re: Close Combat The Bloody First
« Reply #27 on: October 22, 2019, 01:46:21 PM »
Close Combat: The Bloody First has been officially updated to version 1.0.2.
10/22/2019


As stated previously, this version brings quite a few changes, including the frequently asked for free camera mode as well as further improvements to the accuracy model for vehicles and guns.

You can download the update from here

Changelog:

Version 1.0.2
•   AI no longer causes brief pauses when trying to find a firing position from which to attack a player unit.
•   New 'Free Camera' added to game options.
•   Basic skybox and horizon plane added for those playing with lower camera angles.
•   Unit icons and other in-battle UI updated for better display at lower camera angles.
•   Rendering performce when showing ground clutter improved.
•   Subsequent shot accuracy bonus increased for tank and anti-tank guns.
•   A tank or anti-tank shot that hits the target vehicle automatically informs the gunner of the correct range.
•   Very rapid click and double click on and off units can no longer cause a crash.
•   Units disbanded as a result of the last battle before a campaign transition now carry forward normally.
•   Unit custom names are no longer lost during a campaign transition when the main force converts to a new organization.
•   Range factor rebalanced in unit exposure check to extend spotting ranges for most units when they are highly exposed.
•   Unit exposure check now correctly handles one-way LOS with flares at night.
•   Corrected LOS and targeting check for separated soldiers.
•   Vehicles can no longer deploy inside buildings.

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Online Asid

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Re: Close Combat The Bloody First
« Reply #28 on: November 05, 2019, 06:36:45 PM »
Close Combat: The Bloody First has been officially updated to version 1.0.5
05 Nov 2019

Close Combat: The Bloody First has been updated to version 1.0.5

You can download the update from here

Change Log

Version 1.0.5
•   "Direct Connection" added to Multiplayer settings dialog when two players have established a direct connection.
•   Added floating notification icons for vehicle damage, tracked, and gun knocked out.
•   Hand to hand combat attacks always hit and are resolved immediately.
•   Replacements for your main force (if any are available) will be allocated before a Prepared Attack.
•   Damaged vehicles in your main force have a chance to be repaired before a Prepared Attack.
•   Nightly replacements now occur even if you fight a night battle. Replacements arrive after the night battle.
•   Support units receive their correct chance for repairs and replacements overnight.
•   Low morale soldiers regain morale more quickly when force cohesion is fair or good.
•   High morale soldiers may lose some morale when force cohesion is low.
•   Next soldier in chain of command is assigned when a unit leader is lost even if the unit is not disbanded.
•   Units now report 'We don't have smoke' and voice cue 'No Ammo' after expending all smoke ammunition.
•   Indirect fire weapons (mortars) now evaluate vehicle kill chance based on top armor.
•   Illumination support becomes available again 10 minutes after last use with up to 3 uses per battle.
•   Dead soldiers now show correct animation after you load an in-battle saved game.
•   Fire support UI now re-enables correctly after you load an in-battle saved game where support was available.
•   Enemy models no longer visible if you load an in-battle saved game that was saved during deployment.
•   Soldiers under attack from tanks firing HE no longer suffer stress for both the tank attack and the HE attack.
•   Increased stress threshold required for a Berserk/Heroic coping check, making both more rare.
•   Djebel Keddab Defense battle no longer shows on the Planning/Debrief screens unless you choose that route.
•   Ground clutter rendering efficiency improved.
•   Game memory use improved.

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Online Asid

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Re: Close Combat The Bloody First
« Reply #29 on: November 20, 2019, 12:41:15 AM »
Close Combat: The Bloody First has been updated to Version 1.0.6
19 Nov 2019

Close Combat: The Bloody First has been updated to v1.00.06.

This update brings many improvements to the game: 

• The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target;
• Soldier fatigue and morale levels now recover every time you start a new Operation;
• AI units with existing orders won't be given a new order unless their situation changes;
• Fix for possible crash when the last weapon in battery of artillery or mortar support fires;

and many more!

Have a look at the changelog below.

You can download the update from here

v1.00.06

•   The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target.

•   Warning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.

•   Warning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.

•   Exiting a saved game from the Debrief screen and reloading the save now returns to the Debrief Screen instead of the Planning Screen.

•   Returning to the Planning Screen after having selecting your order choice will show only the order info for the order you selected.

•   Cursor no longer moves itself when entering / deleting text in the saved game name field.

•   Soldier fatigue and morale levels now recover every time you start a new Operation.

•   Operations are no longer shown as 'Completed' on the saved game list unless they really are.

•   Added better fallback handling for unusual deployment situations -- units should always be placed somewhere in player controlled territory at the start of a battle.

•   Pathfinder no longer avoids stationary vehicles that are not visible to the player.

•   AI recon units no longer repeatedly switch destinations while seeking contact.

•   AI command units no longer move to rally distant units if there are units to be rallied where they are.

•   An AI unit assigned to capture a VL won't keep trying to move toward the VL if it is engaging a target.

•   AI units with existing orders won't be given a new order unless their situation changes.

•   Fixed case where dynamic terrain damage objects could appear at 100x normal size.

•   Fix for possible crash when the last weapon in battery of artillery or mortar support fires.

•   Fix for possible crash when expending last use of Illumination support.

•   Fix for host stuck on the save dialog starting a new multiplayer game after disconnecting from a previous game.

•   Fix for case where soldiers / vehicles could spin in place after unit was given a Defend or Ambush order while the mouse was over the unit itself.

•   Fixed case where machine gun weapon model was not visible until the gunner moved.

•   Fix for Fire Support 'Area of Effect' ring not displaying if the fire support weapons weren't currently loaded.

•   Units without a FIRE order from the player will not take blind shots unless at point blank range. They will indicated a 'BAD SHOT' instead.

•   Units on DEFEND or AMBUSH will now fire at vehicles they can't penetrate if there is a reasonable chance of causing non-penetrating damage (tracks, gun hits, and crew hits from spalling.)

•   Units ordered to FIRE at an enemy vehicle will now fire if there is any chance of penetrating target armor OR any chance of causing non-penetrating damage, even if those chances are low. If there is no chance of either the Fire order will fail with 'We can't hurt that.'

•   Berserk soldiers will now charge toward the nearest uncontrolled VL if they have no spotted enemy to charge and they choose not to fire their weapon instead.

•   Fixed bug where non-penetrating damage to vehicles was causing more crew hits than intended.

•   Fixed bug where soldier could assault an unspotted enemy soldier if they were within 20m.

•   Fixed a bug where reloading would deducted a full clip of ammo even when some of that ammo type was already loaded.

•   Fixed an issue where a vehicle on steep terrain could still refuse to fire with a 'Steep Angle' state even when vehicle was angled in a way that would make the shot possible.

•   Indirect fire weapons now check for vehicles without any turret top armor when evaluating kill chance.

•   Vehicles in the open benefit much less from being camouflaged.

•   Users with multiple user names in the system, or who log in using their email name, can now log in to the multiplayer Lobby.

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