2.03a Update Feedback
Moderators: WildCatNL, cbelva, IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian
- CapnDarwin
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2.03a Update Feedback
Okay, so was it a good update?
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
RE: 2.03a Update Feedback
Wow....[&o] I've been playing Piper an awful lot since 2.03 because I feel it is a challenge for the AI. The AI Soviets just blew the doors off and ran through Hamelin. This is the first time I ever lost this scenario and I did it in style with a 35%.
The Soviets flanked and avoided the usual killing field. I'm only one scenario in so far; I don't know what you did but if this is all 2.03a it's superb. End map is below...
a small thing I did notice; I couldn't delete saved Campaigns from the load screen, I could delete saved scenario files though!
The Soviets flanked and avoided the usual killing field. I'm only one scenario in so far; I don't know what you did but if this is all 2.03a it's superb. End map is below...
a small thing I did notice; I couldn't delete saved Campaigns from the load screen, I could delete saved scenario files though!
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Avatar: Me borrowing Albert Ball's Nieuport 17
Counter from Bloody April by Terry Simo (GMT)
Counter from Bloody April by Terry Simo (GMT)
- CapnDarwin
- Posts: 9254
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RE: 2.03a Update Feedback
Sorry about the loss. [:D] As for the campaign file delete bug, I will check with Rob andlog it for a fix for 2.04.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
- CapnDarwin
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RE: 2.03a Update Feedback
Hoe ist? In what way? What is shooting? What and where are the targets?
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
RE: 2.03a Update Feedback
I noticed it was less effective in the 2.03 public version than in the sort of 2.03 Grogheads version as well, but I thought that was just changed with 2.03.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: 2.03a Update Feedback
Right now working as expected
RE: 2.03a Update Feedback
Fulda Frontier crashed 4 hours in. Not sure why.
Chris B
Tribute to DD485, the USS Duncan. Sunk at Cape Esperance October 11, 1942 with my 15 year old father aboard. 48 died from wounds and sharks.
Tribute to DD485, the USS Duncan. Sunk at Cape Esperance October 11, 1942 with my 15 year old father aboard. 48 died from wounds and sharks.
- CapnDarwin
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RE: 2.03a Update Feedback
Rondor, any error messages? What was going on when it crashed?
Have you tried reloading from the latest save? If that crashes can you post the save file for us to look at.
Thanks.
Have you tried reloading from the latest save? If that crashes can you post the save file for us to look at.
Thanks.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
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- Posts: 205
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RE: 2.03a Update Feedback
Playing Rhino and Tracked Rapiers are engaging ground targets. One expended all missile ammo at some BMPs. One even took out a T-64!
Replaying this scenario for the Brits as I did for 203 all Brit Chieftains have been wiped out and everything else keeps running. Previously I got a Tactical victory with 20% loss, now I've had a 65% loss.
I can't get my missile troops to engage. Samson's used to fire at about 6-8 hexes and now I can't get them to fire above 2 hexes even when they're set to Screen. Vis is at 10km.
Infantry with Milan only fire at 1 hex.
And the Fire Support dialog doesn't update when new support becomes available. I had to click on the unit on the map to get it to appear in the dialogue.
Replaying this scenario for the Brits as I did for 203 all Brit Chieftains have been wiped out and everything else keeps running. Previously I got a Tactical victory with 20% loss, now I've had a 65% loss.
I can't get my missile troops to engage. Samson's used to fire at about 6-8 hexes and now I can't get them to fire above 2 hexes even when they're set to Screen. Vis is at 10km.
Infantry with Milan only fire at 1 hex.
And the Fire Support dialog doesn't update when new support becomes available. I had to click on the unit on the map to get it to appear in the dialogue.
Somerset, Uk
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RE: 2.03a Update Feedback
I have just played through Rhino and my Rapiers are only engaging Soviet helos, the ATGM's are working as intended, your game must be screwed up somehow...
- CapnDarwin
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RE: 2.03a Update Feedback
His bug sounds very 2.01/2.02. We did have an issue.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
RE: 2.03a Update Feedback
Not directly related to 2.03a, but recon units are still too trigger happy.
A Luchs unit was in a woods hex overlooking a road. A T-64BV company appeared, which initially may not have been able to spot the Luchs.
The Luchs, though they have no weapon that could realistically penetrate the armour of a T-64BV at range, opened fire at 2 hex range. The result was predictable: they were wiped out.
It didn't matter whether they were in Screen or Hold mode: they always opened fire with their weapon with a practically zero chance of knocking out a tank for unclear reasons.
Another issue I'm now running into is that even though tanks don't have a preferred standoff range as I interpret the unit's information (my thinking is that a range of 0 essentially means it has none), they refuse to move to within 2 hexes of an enemy tank unit because of their preferred standoff range being higher.
The first scenario of the School Teacher campaign. Heavy rain/visibility 500 meters. There are some 20 or so T-64BV's in the objective town. The Leopards move to within 2 hexes. The T-64BV's can't see them. Even though they receive no incoming fire and should "know" that the enemy can't see them due to the reduced visibility, they automatically move out of the hex.
The only way to make them stay put is to either time their movement so that they move into the hex at the end of the turn so you can give them a Hold order, or give them an assault order for what should be a simple move and which takes too much time.
You want the Leopards to use their superior optics to engage the enemy tanks, but they won't, they always move back with an automated move order without firing a shot.
A Luchs unit was in a woods hex overlooking a road. A T-64BV company appeared, which initially may not have been able to spot the Luchs.
The Luchs, though they have no weapon that could realistically penetrate the armour of a T-64BV at range, opened fire at 2 hex range. The result was predictable: they were wiped out.
It didn't matter whether they were in Screen or Hold mode: they always opened fire with their weapon with a practically zero chance of knocking out a tank for unclear reasons.
Another issue I'm now running into is that even though tanks don't have a preferred standoff range as I interpret the unit's information (my thinking is that a range of 0 essentially means it has none), they refuse to move to within 2 hexes of an enemy tank unit because of their preferred standoff range being higher.
The first scenario of the School Teacher campaign. Heavy rain/visibility 500 meters. There are some 20 or so T-64BV's in the objective town. The Leopards move to within 2 hexes. The T-64BV's can't see them. Even though they receive no incoming fire and should "know" that the enemy can't see them due to the reduced visibility, they automatically move out of the hex.
The only way to make them stay put is to either time their movement so that they move into the hex at the end of the turn so you can give them a Hold order, or give them an assault order for what should be a simple move and which takes too much time.
You want the Leopards to use their superior optics to engage the enemy tanks, but they won't, they always move back with an automated move order without firing a shot.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: 2.03a Update Feedback
Regarding recon being too trigger happy, I am afraid we will have to wait until 2.1 and some of the changes that Rob and Jim are considering to improve the AI. I don't know if Cap'n D work some of his magic to try and give some relief. I will have to let him speak to that.
Regarding the tanks and other units backing up because of their standoff range (esp when is screen). The others in the development team will tell you I have been complaining about this problem since I joined the team. What is needed (as a minimum) is the ability to set the profile after a movement order. When I first joined they always ended in a screen. Rob at the time could not figure a way to allow the manual setting of profiles after a movement order. But to shut me up for awhile, they made the end profile for assaults to be hold. It didn't work (shutting me up). I kept the pressure up. In the meantime, Rob thinks he has figured out a way to allow us to set the profiles of the units after a movement order. He hopes to have in in place for 2.04. If it works, that will make a big different in the game and your problem (and mine) will be solved. For now, we will have to use an assault order if we want the unit to hold at the end of a movement order.
There are several features that could be added to this game that would raise the bar so to speak. Allowing to assign profiles at the end of movement is one of them. We will keep you up to date as the development of 2.04 continues and if Rob is able to get this working.
For additional profiles and orders, we will have to wait for the 2.1 engine.
Regarding the tanks and other units backing up because of their standoff range (esp when is screen). The others in the development team will tell you I have been complaining about this problem since I joined the team. What is needed (as a minimum) is the ability to set the profile after a movement order. When I first joined they always ended in a screen. Rob at the time could not figure a way to allow the manual setting of profiles after a movement order. But to shut me up for awhile, they made the end profile for assaults to be hold. It didn't work (shutting me up). I kept the pressure up. In the meantime, Rob thinks he has figured out a way to allow us to set the profiles of the units after a movement order. He hopes to have in in place for 2.04. If it works, that will make a big different in the game and your problem (and mine) will be solved. For now, we will have to use an assault order if we want the unit to hold at the end of a movement order.
There are several features that could be added to this game that would raise the bar so to speak. Allowing to assign profiles at the end of movement is one of them. We will keep you up to date as the development of 2.04 continues and if Rob is able to get this working.
For additional profiles and orders, we will have to wait for the 2.1 engine.
Charles Belva
On Target Simulations LLC
On Target Simulations LLC
RE: 2.03a Update Feedback
Thanks for the explanation.
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As I've reported before, helicopters don't need to fly to their HQ to resupply, they can still resupply anywhere after you manually order them to resupply.
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As I've reported before, helicopters don't need to fly to their HQ to resupply, they can still resupply anywhere after you manually order them to resupply.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: 2.03a Update Feedback
Well, I see artillery inflicts less damage to ground targets (infantry or armor targets) then before.
Lone Ranger
- CapnDarwin
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RE: 2.03a Update Feedback
I was sure we had the Helo resupply fixed. I'll add it to the bug tracking again. We must have bumped something. [:(]
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
- CapnDarwin
- Posts: 9254
- Joined: Sat Feb 12, 2005 3:34 pm
- Location: Newark, OH
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RE: 2.03a Update Feedback
There was a bug in the 2.01/2.02 code with respect to arty damage calculation and it was fixed. You should still get kills. ICM will be a noticeable killer versus HE. Cover of the target helps survival too. We will keep an eye on the outcomes to see if there is a problem.
OTS is looking forward to Southern Storm getting released!
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
RE: 2.03a Update Feedback
I thought I saw it working last night.ORIGINAL: Capn Darwin
I was sure we had the Helo resupply fixed. I'll add it to the bug tracking again. We must have bumped something. [:(]
Charles Belva
On Target Simulations LLC
On Target Simulations LLC