It improves retreating Unit behavior, AI weapon selection, and makes Maps more portable, plus a number of Data fixes and adjustments.
v2.0.329d Beta – March 5th, 2011
Fourth Public Beta Update
New Features
- • Incorporated a modified version of Dazoline's Random Battle/Random Campaign generators into the official release. This version of the BG/RCG allow players to customize how Random Battles and Random Campaigns are generated.
[ul]o Players can now specify if they want to increase the value of Objectives in the battles. Increasing the value of objectives can allow players to gain more victory points through securing Objectives rather than destroying enemy units. This may shorten some random battles.
o Players can generate Random Battles and even Random campaigns using the Phase structure of their choice.
o Players can control whether the Soviet side uses Science of War or Art of War. The settings allow the player to decide if the Russian side Always uses Science of War, Never uses Science of War, or, in Random Campaigns, uses Science of War for battles until June of 1944, and then switches to use Art of War.
o Players can determine how the PrePlanned artillery are handled. Players can choose either side, or both sides or neither side to have PrePlanned artillery barrage. Players can also choose to allow the Random Campaign Generator to choose which mode is used based on the each battle's mission.
o Players can easily design their own core force for the Random Campaigns.
o A new set of files have been created in the folder; Data/Campaign Core Units. The files in this folder are named to exactly match their counterparts in the folder: Data/Random Campaigns. These files allow players to edit Random Campaign Core forces that will be used in the corresponding Random Campaigns. Players can even create an entirely different core force. Features of these new Campaign Core unit files:
[ul] You only have to edit one file to affect all key core units across all of the battles in a Random Campaign.
 The modded files support upgrades. If you look in one of the longer Campaign Core Unit files such as the "1st Infantry Div 1941-44 Long" you will see multiple core tags inside the coreunit tag. Each tag has a date and scenario attribute which describes when that upgrade takes place. In the core tag are unit tags, corresponding to the core units in that scenario. Remember that the unitname attribute of a unit tag is what keeps track of that unit between battles and provides the upgrade path.
 A file, in (Data/Campaign Core Units) will provide some of the units for each of that campaigns battles subject to:
• The Core Unit Files included with this patch replicate the existing Random Campaigns. If you make no changes to these Core Unit Files, Random Campaigns will have the original Core Forces and Upgrades as originally designed.
• Before making changes to these Core Unit Files you should make backup copies so that you can return them to their original state. When editing the core units you are changing the "Key Core" units in a campaign. You should also make changes to the Campaign description in the Core Unit File to match those changes. You chould also make sure to update the corresponding units in each of the "core" sections of the file. You can 'upgrade" your equipment using these other sections in the file.
• Any non key core units in Battles files will not be affected, so there will be variability retained in the units used from battle to battle in a campaign.
• The Random Campaign description will display the key core units described in the CCU not the original key core units from the campaign file, so remember to make the appropriate changes to the description in the Core Unit File.
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New Models, Units and Data Changes
- • Models have been updated for BA-64, Pz IVD. New late camo versions have been added for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and Pz IIF late.
• Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and J and the T-4 PzKpfw IV.
• Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mm sIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late.
• Some scenario fixes/updates were incorporated into Railway Station, 13th Crossing Guard, and Achtung: Panzer Jaeger.
• Battle files and Presets were updated to take advantage of late war camo models.
• Random Battle Presets were adjusted to improve the Random Campaign Battles.
• A new map and Random Battle Template were added for Wilkowischken.
• A new StuG IV has been added.
• Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short (Battles on the Chir River) and the 29th Tank Corps 1944 Short.
v2.0.329c Beta - Oct 22, 2011
Third Public Beta Update
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Code Changes[/b]
[ul]
- Fixed a series of bugs with how retreated units behaved. Retreating units will now continue to retreat until they rally.
- When an armored vehicle targets an infantry unit the Tactical AI will now select the weapon and ammo that has the most chance to inflict losses on the target. This selection will consider the range to the target as well as the Firepower. If the firer and/or target is moving, the weapon selection may change. In most cases this will result in an armored vehicle choosing to use HE shells, then MG AP.
- Map Maker has been adjusted to provide more portability of maps between systems. This will make it easier for users to work on maps on more than one computer without having to have the same directory structure and simplify the process if multiple users are collaborating on a map project.
- Map Maker will now insert a map size attribute into Random Battle Templates.
- Map size attributes have been added to RB Templates for future use.
- A new sand texture by szartur has been added for use in making desert maps.
- Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These include making these units decal capable by the scenario designer and the inclusion of multiple commanders so that not all tank commanders are the same.
- Fixed a problem where grass was too high in a small area on the map for Their toughest Battle.
- Fixed a problem where RR tracks were tipping over when crossed on The Biggest and the Baddest map. This is actually a work around for a problem with how knockdown fences were implemented.
- Fixed a problem with how map maker was drawing AI map colors around Telephone lines. Map Maker now only draws selected terrain around the base of one of the telephone poles, rather than along the entire length of the telephone line.
- Added several new houses styled in the manner common to the style found in rural Hungary.
- Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22 USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.
- Ammo loadouts were updated for almost all ArmouredUnits.
- The killpower for some offmap artillery guns was reduced. This will reduce the effectives of artillery strikes against armoured units, resulting in fewer armoured units kills resulting from artillery barrages, but more stunned results.
- Models were added and the map updated for the Stalingrad railway station. The Railway Station and the 13th Crossing scenarios were updated.
- New units were added for the German PaK 36 and Pak 36 Late, and for the Russian 45mm ATG M-1937 and M-1942. This units have been added as Mobile versions of the above units in the Infantry unit type. Existing scenarios will continue to use the static versions of these units. Scenario designers can choose to use either the stationary version of these units from the Armoured units folder, or the Mobile versions from the Infantry folder. The mobile versions have 'Mobile' after the unit type to make them distinguishable. Random battles will use only the mobile type of these units.
Changes in v2.0.328g Beta