Armored Brigade - New Stacking Limit Beta (Full Version)

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Daniele -> Armored Brigade - New Stacking Limit Beta (9/4/2019 1:42:45 PM)

Hi everybody!

We have some news from the front!

Armored Brigade developers are restless! After having released their first DLC featuring the armies of Italy and Yugoslavia and after adding the Mission Editor, another important achievement is going to be reached!

The stacking limit has always been something both developers and the community wanted to improve. That moment has come!

[image]http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_155943_600x.jpg[/image]

Version v1.36 Beta available through the Members Area features the stacking limit brought to 3 units per square! Anyone who has registered the game can get it and try its full potential!

[image]http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_161526_600x.jpg[/image]

The new stacking limit is a major change for the game. It has been discussed by the community and the developers for a while now, but it posed some technical challenges, and we had to make sure the change would not compromise the simulation, or the AI's capabilities. After adopting the game code to handle it, we have found that 3 units per square work best.

Thanks to this change, the game now flows even more naturally, and unit pathfinding has been greatly improved. The AI has been adjusted to be aware and utilise the new stacking limit, so players should also see improvements in its behavior.

[image]http://www.matrixgames.com/amazon/Screenshots/ArmoredBrigade/armored-brigade-stacking-screenshots-v1/2019_08_30_162723_600x.jpg[/image]

Grab it and leave feedback in the forum!




22sec -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 2:21:43 PM)

I'm getting the following error message when trying to download.

<response>
<Result>false</Result>
<ErrorCode>404</ErrorCode>
<ErrorComment>Not Found: Download not available</ErrorComment>
</response>




Phoenix100 -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 3:11:03 PM)

+1 on the error code




Lowlaner2012 -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 3:11:53 PM)

Yep same here :(




Tamas -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 3:19:46 PM)

Apologies everyone, we have run into some server issues. We will have a new, working link for you very shortly.




Tamas -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 4:04:10 PM)

If you follow the link in the opening post, it will now show you a working link of the 1.036 public beta, but here is the link directly as well:

1.036 Public Beta




22sec -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 4:05:19 PM)

Got it.[&o]




Lowlaner2012 -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 8:17:43 PM)

thanks got it as well :)




Lowlaner2012 -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 10:53:01 PM)

After playing the game for a few hours, its looking good, a lot smoother and some new graphics I believe..

I can't see any obvious problems, I will play more tomorrow night 😎




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/4/2019 11:22:23 PM)

There's a lot of good stuff in the update. Here's the full changelog:

NOTE: Savegames from older builds are not compatible.

Fix: MILAN IFV and Marder IFV MILAN had incorrect 'ready ammunition' and 'time to fire' values.
Fix: The application crashed if the Battle Generator started a battle where the defending player side had bought obstacles.
Fix: The application crashed if there was an empty folder in the database directory.
Fix: The 'Force B playable' text label without the checkbox was visible in the Battle Generator.
Fix: The Mission Editor zone painting system saved the isolated impassable 'islands' as no-go zones.
[engine] Allow up to three friendly units to enter a map cell simultaneously.
[engine] Improve pathfinding.
[engine] Add the 'Autumn (early)' environment.
[engine] Decrease the spotting penalty of retreating units. The units are now much less blind when retreating.
[engine] Make the standard and artillery mines harder to detect.
[engine] Increase the cost of standard minefields.
[engine] The auto-purchaser tries to buy an equal amount of minefield, AT, and wire obstacles.
[engine] Do not allow placing obstacles on rubble terrain.
[engine] Only anti-air ground units always prefer air targets.
[engine] Improve the rubble graphics.
[engine] Implement the new brush types for zone painting in the Battle Generator and the Mission Editor.
[graphics] Improve and add new textures, zoomed-out map patterns, and pattern colors.
[scenarios] Update scenarios: 'Walk on Water', 'Winter Desolation', 'Twin Valleys', 'East of Fulda', and 'Special Delivery'.
[ui] Implement the formation/unit 'locked' icons.
[ui] Update the main menu background texture.




noooooo -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 2:24:37 AM)

[&o]




exsonic01 -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 3:07:49 AM)

At the very first run I faced the error message, some wav files for sound effects are missing. But I executed the game again, then it runs without error.

Thanks for the brushes, now I can set up "chem/nuke-craters" in more plausible fashion, covering the map with small and big no-go zone + destruction zone craters.




Lowlaner2012 -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 8:13:41 AM)

Awesome stuff, thanks for continuing to improve the game 😀




nikolas93TS -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 12:22:57 PM)

Multiple stacking pretty much solved issues with traffic congestion on bottleneck points like bridges, narrow forest roads etc. which is a huge achievement.

For some of us while testing it almost felt like playing a different game. Very refreshing, particularly given the amount of years spent on this project.

Naturally, it speeds up the tempo of AI operations as well, and making them better coordinated because large formations are easier to control and command and hence less likely to lag behind a smaller groups.

We also had to make improvements to AI behavior as well, in order to prevent massive casualties on ambush spots. AI now reacts to wrecks and losses, and adapts tactically to flank or bypass them, so the chance of situations where well hidden AT teams can destroy a whole company in a small area is reduced and forces the human player to place emphasis on overlapping fields of fire.




budd -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 5:05:08 PM)

units travel through other units, and can sit right on top of other units. side effect of the 3 unit per cell? I guess on deployment its still one unit per cell. i was wondering if the spacing would be adjusted to the new cell limit when trying to narrow the spacing. Just started playing around with the new update.

[image]local://upfiles/32191/3B5FFEC721394FF18914E321045F42FC.jpg[/image]




nikolas93TS -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 5:27:13 PM)

Yes, but it is purely "cosmetic" and minor issue compared to previously "cannot find detour" warning.

We are working on fixing that, by implementing a subgrid collision model that will prevent unit sprites from crossing each other.

But being a deep engine change, it will take some time to be implemented and properly tested.




budd -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 5:56:57 PM)

Roger that, thanks for the reply.




Policefreak55 -> RE: Armored Brigade - New Stacking Limit Beta (9/5/2019 11:18:46 PM)


quote:

ORIGINAL: nikolas93TS

Yes, but it is purely "cosmetic" and minor issue compared to previously "cannot find detour" warning.

We are working on fixing that, by implementing a subgrid collision model that will prevent unit sprites from crossing each other.

But being a deep engine change, it will take some time to be implemented and properly tested.

If a system like this does get implemented, would the possibility exist for this system to affect destroyed vehicles as well so they don't just go ghost and turn transparent?




noooooo -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 1:42:58 AM)


quote:

ORIGINAL: nikolas93TS

Yes, but it is purely "cosmetic" and minor issue compared to previously "cannot find detour" warning.

We are working on fixing that, by implementing a subgrid collision model that will prevent unit sprites from crossing each other.

But being a deep engine change, it will take some time to be implemented and properly tested.


I agree, some clipping is almost inconsequential in my opinion compared to the problem that it resolves. Not saying that I don't want it fixed but if I had to pick I would rather have minor clipping than borked pathfinding 100 times out of 100.

Also the default of "Fordable" water is probably no longer necessary and can be changed back to "Varied"




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 1:22:16 PM)


quote:

ORIGINAL: exsonic01

At the very first run I faced the error message, some wav files for sound effects are missing. But I executed the game again, then it runs without error.


This was possibly caused by the anti-virus software.

quote:



Thanks for the brushes, now I can set up "chem/nuke-craters" in more plausible fashion, covering the map with small and big no-go zone + destruction zone craters.


There's a fix that allows placing destruction zones inside the no-go zones, as was requested by some players.




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 1:28:57 PM)


quote:

ORIGINAL: budd

i was wondering if the spacing would be adjusted to the new cell limit when trying to narrow the spacing.


You mean formation spacing? The units are still following the map cells, so it cannot really change much from what it is.




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 1:34:31 PM)


quote:

ORIGINAL: Policefreak55


quote:

ORIGINAL: nikolas93TS

Yes, but it is purely "cosmetic" and minor issue compared to previously "cannot find detour" warning.

We are working on fixing that, by implementing a subgrid collision model that will prevent unit sprites from crossing each other.

But being a deep engine change, it will take some time to be implemented and properly tested.

If a system like this does get implemented, would the possibility exist for this system to affect destroyed vehicles as well so they don't just go ghost and turn transparent?


Perhaps, but there's an important difference between the burning wrecks and transparent wrecks: The burning wrecks still use one of the three unit slots in a cell. The transparent wrecks don't block any movement.




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 1:40:41 PM)


quote:

ORIGINAL: noooooo

Also the default of "Fordable" water is probably no longer necessary and can be changed back to "Varied"


I forgot about this. I think it should have been changed for this Beta update.

I recommend that when anybody is playing generated scenarios or campaigns the water options should be 'Varied', so you can test how well the new system works with the water bottlenecks.




Policefreak55 -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 2:31:30 PM)

quote:

ORIGINAL: Veitikka

Perhaps, but there's an important difference between the burning wrecks and transparent wrecks: The burning wrecks still use one of the three unit slots in a cell. The transparent wrecks don't block any movement.


Thanks for the reply!

Yes I understand that was the reason the current system that deals with destroyed vehicles functions the way it does, with the new cell expansion I was wondering how much of an affect that would have on pathfinding. I can see how a prolonged engagement in a city or on a bridge would still become an issue as far as becoming a permanent map block... but let me show you my 253 slide 27 point PowerPoint presentation on why you good folks need an armored vehicle towing and recovery system!

Lol just kidding, I'm just happy that this update got out as fast as it did, and I'm definitely looking forward to what's in store.




exsonic01 -> RE: Armored Brigade - New Stacking Limit Beta (9/6/2019 8:13:02 PM)

quote:


There's a fix that allows placing destruction zones inside the no-go zones, as was requested by some players.

Is this fix already updated? Because I see following:
[img]https://i.ibb.co/rsjHwrn/2019-09-05-193328.png[/img]
[img]https://i.ibb.co/Z6qLzs7/2019-09-05-193333.png[/img]

It is no-go zone circle inside destruction zone circle, but it seems no-go zone nullifies the effect of destruction zone.

Also, any plan to add paddy field tile yet?




Veitikka -> RE: Armored Brigade - New Stacking Limit Beta (9/7/2019 10:48:11 AM)


quote:

ORIGINAL: exsonic01

quote:


There's a fix that allows placing destruction zones inside the no-go zones, as was requested by some players.

Is this fix already updated? Because I see following:
[img]https://i.ibb.co/rsjHwrn/2019-09-05-193328.png[/img]
[img]https://i.ibb.co/Z6qLzs7/2019-09-05-193333.png[/img]

It is no-go zone circle inside destruction zone circle, but it seems no-go zone nullifies the effect of destruction zone.


It should be the other way. No-go zone around the destruction zone.

quote:



Also, any plan to add paddy field tile yet?


We can add it after the Steam release.




goodwoodrw -> RE: Armored Brigade - New Stacking Limit Beta (9/12/2019 4:17:33 PM)

I keep on getting an error when trying to d/l 1.36

[image]local://upfiles/15517/0D19183701864766960C01AADAC391D9.jpg[/image]




nikolas93TS -> RE: Armored Brigade - New Stacking Limit Beta (9/12/2019 8:23:40 PM)

Have you tried to clear the cache or change the browser? I just checked the links and it is working for me.




goodwoodrw -> RE: Armored Brigade - New Stacking Limit Beta (9/13/2019 12:05:32 AM)

no I haven't, I had no problem d/l 1.31.




goodwoodrw -> RE: Armored Brigade - New Stacking Limit Beta (9/13/2019 12:23:44 AM)

Clearing my cache seems to have done the job, thanks




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