From: Canberra, Australia
Point taken guys. Here's an old list I prepared for the beta testers some time ago. It needs updating. I will endeavour to do so as soon as I can. In the emantime here it is.
BFTB - What’s New
Big Ticket Items
• AI – Automated Bridge Building
o When you order a Move, the AI will divide the assigned force into those that can reach the objective, those that must rebuild a bridge to do so and those that cannot reach regardless ( eg static ). For those that need to rebuild a bridge, it will automatically schedule tasks to move to the crossing, construct for engineers and defend for others at the crossing and then to move on after the bridge is built.
o It will repeat this process as many times as needed - eg if two rivers lie across the route, it will schedule move, construct/defend, move, construct/defend and a final move to the objective.
o It will cater for multiple waypoints.
• AI – Restructured Force Groups
o Enabling technology for the new Order of Battle Display features
o Now uses a tree list to store what units belong to a force. This enables cross attachments to be saved. So when you order a selection of forces and then issue new orders the same structure will be preserved.
o Provide Organic, Player and Current force groups for each side
The Organic structure is the normal or default structure ( as used in COTA )
The Player structure is the structure derived from the orders you issue
The Current structure is in effect after the AI has developed its plans.
• UI – Order of Battle Display Enhancements
o Can display Organic, Player and Current force structures
o Can filter the Organic OB by on-Map status, reinforcements and dead units
o Linked to Command Lines
o Can now issue orders to the currently selected force in the OB display
• UI – Estab Data Views
o Double click an item in the equipment list to display its estab data, which includes a description, image and performance details ( and armaments for vehicles ).
• UI – AI – Task Options
o Provide a range of options to your orders, including:
Allow Ambush ( hold fire till enemy within ambush range )
Allow Attacks ( force can initiate attacks )
Allow Bypass ( force can bypass enemy )
Allow Stragglers ( tired and disorganised units can be left behind )
Ignore Basing (Arty and Depots stay with force )
Retake Position ( force will try to retake the objective when Defending )
Avoid Friendlies ( Arty will stop bombarding if friendlies nearby )
o Provide means to set the Start and End times for all tasks and the Assault At time for Attacks. So now you can coordinate different tasks like ending a bombardment as the assault starts or ensuring that all your forces start at the same time.
o Provide means to set the ammo, fuel and basic supply expenditure level for a task. Use this to prioritise the supply effort to a particular force.
Other Cool Stuff
• UI – MapPatterns – now change with the weather ( moddable )
• UI - Pathing Tool - now displays an estimate of the time to complete in the Tools tab.
• UI – Task Tools – disable those that the selected unit/force cannot perform
• UI – Startup Screen – New
• UI – Panther GUI - Enhanced
• MapMaker – Copy and paste objects between layers
• ScenMaker – Set Initial Orders Delay for each side
• ScenMaker – Set Initial Stock Level for each unit
• ScenMaker – Can now set all effectiveness, strength and equipment quantity values to zero, if required.
• AI – Enhanced Force Allocation code – is better at:
o keeping Battalions together,
o ensuring groups have the right force mix for the task at hand,
o ensuring engineer units are allocated to the priority tasks ( eg bridge building )
o load balancing between tasks
o increasing priority of nearby objectives
• AI – Attack code – is better at:
o allocating units on the far side or too far away to independent tasks
o scheduling the various subtasks so they progress with minimum delays
o avoiding forming up near other attacks
o avoiding moving subUnits through bad terrain that would slow down the main body
• AI – Scheduling code – is better at:
o automatically extending Move, Construct and Assault tasks that have not achieved their objective
o automatically cribbing ( bringing forward ) tasks that have achieved their objective
• AI – Route Finding code – is better at:
o determining shortest paths
o determining formation offset routes
o avoiding crossing rivers when required
o avoiding unreachable terrain
o determining crossings that must be rebuilt
• AI – Formation Movement code – is better at:
o using phase lines when not near enemy but maintaining position when enemy nearby– speeds up progress when not in contact, more realistic.
o moving mixed foot/motorised forces
• Data Content – Estabs
• Data Content – Maps
• Data Content – Scenarios
• Data Content – Tour Video