Arjuna
Posts: 16504
Joined: 3/31/2003 From: Canberra, Australia Status: offline
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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
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Dave "Arjuna" O'Connor www.panthergames.com
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