Progress

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Arjuna, Panther Paul

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Arjuna
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Progress

Post by Arjuna »

Hi all,

This is just to let you know that today we put out our first BFTB Debug Build 4.0.148. This will now be put through its paces by our beta testers. While it's by no means complete it is a significant first start. We have 16 new maps and scenarios, a new estab file, new Panther GUI graphics ( though these still need some work ) and new map patterns.

In terms of the interface we have a swag of new task options, though we have still to finish the timing controls that will allow you to set the start and HHour for tasks. We've added additional range rings to display max, effective and ambush ranges.

In terms of the AI and apart from that to make the task options work, we have overhauled the forceGroup class, made mods to Fog weather conditions and enabled the AI to reconstruct bridges that start a scenario already blown.

There is still a lot more to do. But we've made significant progress. We probably will add a further 9 scenarios before we finish and we have yet to add the UI that will display equipment estab data in the Game and update the command lines so you can see the three different force structures - ie. Organic, Player Plan and Current. So there is more to come folks.

Here's a sample screen dump, showing new task options and range rings. Please forgive the minor glitches. As I said, it's a work in progress.

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Dave "Arjuna" O'Connor
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loyalcitizen
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RE: Progress

Post by loyalcitizen »

I'm liking what I see so far. I especially like that there's a 10-day scenario. Just keep adding a day with each new release and I'll stay happy.
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Vance
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RE: Progress

Post by Vance »

What would be the purpose of specifying the end time of an order? When an order ends, what will an unit do next?

Could you give an example of an order where the end time is usefull. Now that I think of it: "Assault that hill and if you don't successd by nightfall, never mind." Something like that?

Are there other usefull purposes?


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Arjuna
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RE: Progress

Post by Arjuna »

Vance,
 
As I said it's a work in progress. The timings are not finished. Exactly how it will pan out is yet to be decided. I'm mulling over the various options on that. At the minimum I will allow users to specify a Start time. For attacks they can also specify the HHour - ie the time the assault gets underway. For bombard missions they specify a duration. The End time was supposed to be read only but the controls I'm using don't seem to work as far as the standard "enable" facility. So I'm probably going to ditch these controls and I may in fact ditch the end time altogether as this is not something the player will have control over ( except indirectly for a bombard via the duration ).
Dave "Arjuna" O'Connor
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GoodGuy
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RE: Progress

Post by GoodGuy »

ORIGINAL: Arjuna

So I'm probably going to ditch these controls and I may in fact ditch the end time altogether as this is not something the player will have control over ( except indirectly for a bombard via the duration ).

Errrr... in fact, setting the end time would make things easier.... Let's say I want a unit to defend a mountain pass, but Intel clearly indicates that more and more enemies will pour into the perimeter, but won't reach the line of defense before dawn.
So, I would set the defend order with an end time (to defend against the leading elements until nightfall), so that the unit could reposition/sneak away when the defend task ends.
Another option would come in handy there, the possibilty to use the end feature with a set of waypoints, so that the player could do this:

Issue the defend order with start/end time, hold shift-key, then set several move orders/points, then issue a new defend task (with or without start/end time) in order to reposition the unit in question. But even a defend task (with duration marker) with "only" a second waypoint (like "defend here until XY, then gather there, and do it silently and organized") would make things so much easier, as it would reduce the clickology.

Being able to conduct a delay/withdrawal operation that way would be the perfect solution for an armchair general, and it would ensure that such a withdrawal/delay strategy would be executed in a well-regulated manner.

What do u think?
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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Arjuna
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RE: Progress

Post by Arjuna »

For an end Time to be of any use you have to  support sequential missions. We don't at present. Yes it is on the wish list but not for BFTB.
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RE: Progress

Post by GoodGuy »

ORIGINAL: Arjuna

For an end Time to be of any use you have to support sequential missions.

What does that mean? Sequential missions, as in sequential maps? Or were u talking about sequential orders? Sometimes your posts are somewhat hard to decrypt :D. I use to be delighted (others too i guess) at your posts (means at you allowing extra time to reply to questions) usually, but this reply is giving me a hard time here. :D

I was talking about a START/END switch for tasks. Let's say I want to perform a withdrawal operation, but I don't want to go back and micromanage the actual move after nightfall, but hours before dusk, so that I could focus on other areas, just like I described in my initial posting. I'd use such a timer in conjunction with a defend or move task to get the desired result.

I fail to see the connection to a sequential mission feature?
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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Trigger Happy
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RE: Progress

Post by Trigger Happy »

sequential order, as in:

waypoint one -> move
waypoint two -> defend
waypoint three -> move
waypoint four -> probe
waypoint five -> ... etc. ...

all in one order.


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Arjuna
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RE: Progress

Post by Arjuna »

GoodGuy,
 
Fair cop. When I am pressed for time and I am right now I sometimes forget to translate things from terms we use in our development environment to those you guys would be used to. FYI we use the term MissionPlan for instance to denote the plan developed from an order. So when you place an order ( eg an Attack ) the AI creates a missionPlan for it and this is used to contain all the subTasks for that Attack - eg move to FUP, Reorg, assault, final reorg, reserve etc. So I usually refer to these as missions.
 
So what I am saying above is that for an end time to have any effect, we would need to allow the user to be able to give sequential orders. I hope that clarifies matters.
Dave "Arjuna" O'Connor
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GoodGuy
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RE: Progress

Post by GoodGuy »

ORIGINAL: Arjuna

I hope that clarifies matters.

Absolutely. Appreciated.

Well, sequential orders along with a START/END timer for all type of tasks are on my wishlist then , hehe.

How about adding this as new TT item for the game after BFTB?
Please give us a treat (cool features) for the game after BFTB. [:D]
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
RayWolfe
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RE: Progress

Post by RayWolfe »

No. You only get a TT if you can provide a receipt from the latest game. [:D]
Now why wouldn't you buy BFTB? You know you love this engine, so think how bad you'll feel when everyone is taking about the latest iteration. [;)]
Cheers
Ray
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RE: Progress

Post by GoodGuy »

ORIGINAL: RayWolfe

No. You only get a TT if you can provide a receipt from the latest game. [:D]
As a matter of fact, I occupied my buddy's spare rig and played HTTR (his boxed retail version) at his place, since I fell in love with the game. He never seemed to grasp the mechanics and immersion was non-existent for him, in this type of game. He gave me his boxed game in order to get rid of me (since i occupied his spare rig hehe). Additionally, I bought a DigitalDownload version of HttR last year, since I felt that such a small developer, and such a great game, deserves some more support. I don't think I have to prove anything.
Now why wouldn't you buy BFTB? You know you love this engine ......

Sure, I do love the engine.

But COTA did disappoint me somewhat, regarding level of challenge and content, and, that's my POV, if estabs remain to be hard-coded, every sequel has to carry some new shiny features, in order to make it worth spending money for a full price game, that could otherwise be priced in the range of an expansion disk (if it comes to cover new theaters, without major upgrades like the new supply system, for instance).

I know that the AA series is the only game/series in Panther's portfolio, and I'm well aware of the fact that a fully "accessible" estab would either be the end of the series, or it would reduce the future output/demand to let's say additional 1 or 2 major releases only.
Also, I know that there are almost NO add-ons in this niche market.

But for me, even if i'm keeping in mind the facts mentioned above, I feel like wanting a lil bit more value for my bucks. See?
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
RayWolfe
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RE: Progress

Post by RayWolfe »

Well, sorry I asked ... it was all joking, you know. The smilies give that clue.
Cheers
Ray
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RE: Progress

Post by GoodGuy »

I know you were joking, and I know how to interprete smilies [:D]. I just felt like explaining how badly I fell in love with HTTR and why I would not buy BFTB, although I actually do love the series, see?
Maybe ->I<- should have added smilies as well [&o], in order to avoid a misunderstanding.

Anyway, I don't see why I shouldn't add some additional (more serious) thoughts, with me even publicly admitting that I love a piece of software (*blush*). Your comment was spot on btw, in terms of you suggesting I'd have a crush on this gem. [:D][8D]

hehe
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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HercMighty
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RE: Progress

Post by HercMighty »

Is there a way to get a estimated start time from the AI?

Say for instance I give an attack order to one group and it tells me based on everything they know at 21:00 they will start their attack.

Then I can make sure all my other groups will not start before then that I want to coordinate with them.

Make sense? Doable?

Thanks
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wodin
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RE: Progress

Post by wodin »

Well I much prefered CotA over HTTR. The whole UI upgrade made the game a joy to play. I will buy the Bulge game aswell. Best damn wargames on the market.
RayWolfe
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RE: Progress

Post by RayWolfe »

ORIGINAL: GoodGuy

I know you were joking
Sorry. Just shows some of the difficulty in fast written communication! [;)]
Cheers
Ray
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RE: Progress

Post by RayWolfe »

ORIGINAL: HercMighty
Is there a way to get a estimated start time from the AI?
Say for instance I give an attack order to one group and it tells me based on everything they know at 21:00 they will start their attack.
Then I can make sure all my other groups will not start before then that I want to coordinate with them.
You can estimate by looking a the "action" time found by clicking on the objective marker. However co-ordinated attacks are not possible at the moment. There have been many discussions about having a "do this at 0400" and is on Arjuna's secret* wish list!
Cheers
Ray

* It's so secret that Dave doesn't know what's on it. [;)]
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BigDuke66
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RE: Progress

Post by BigDuke66 »

What about Reinforcements. In HTTR you had details(Anti-Armour, Anti-Personle, AFVs, etc) about what was coming in and CotA there was no detail, what will we see here?
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Arjuna
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RE: Progress

Post by Arjuna »

BigDuke66.

Select the desired reinf from the list and you get its details.

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