Open Beta v1.03.01 (6 may 2022)

Moderator: Decisive Campaigns Ardennes Offensive Mods

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Vic
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Open Beta v1.03.01 (6 may 2022)

Post by Vic »

Hi,

This patch can be manually installed only over the official v1.01/v1.02 or any other v1.01.X or v1.02.X of course. Make sure you have the v1.01 or higher before applying the patch below.

Recommended to only try this "Open Beta" Patch if (a) you really have a need to have a fix... Or (b) if you just want to help me out by checking it runs properly.

"Open Beta" means that it has not been fully tested yet.

Enough of the disclaimers....

Existing games started with a previous version can be continued.

Download the patch here (in Chrome you might have to right click and select open in new tab):
https://www.vrdesigns.net/openbeta/Arde ... Matrix.zip

Just copy the contents of the zip file inside the game folder (where the Ardennes.exe is) and overwrite any existing files/directories.
Best way to do this is opening the .zip and doing ctrl-A (select all) and ctrl-C (copy) and the going to the Ardennes Offensive directory and pressing ctrl-V (paste) and when windows prompts you tell it to overwrite all files.

When properly overwritten the new version number 1.03.01 will show up in the main menu (where you can load games) in the bottom of that menu window.

Changelist for v1.03
-In the Simple Editor you can now change the Icon/Small Gfx of a Historical Unit. This allows making a single Historical Model like “Infantry Division ‘44 type B” and using that entry for dozens of different Divisions.

Changelist for v1.03 (Davide scenario improvements)
-Overall oob and map check and fix ;
-Added 1 Trucks Colonne to SS Pz.Korps ;
-Turn 1 - 3 : AP reduction 50 - 100% for German 15.Army, US 9th Army and US 1st Army
-Turn 1 - 4 : AP reduction 100% for BR 2nd Army
-Revised replacements : StuG, Hetzer, Staff, US 105 Howitzer, US 81 mortar, US M24 Chaffee, US M26 Pershing.....
-Added pp rewards for Germans (Aachen 5pp) (Maastricht 10pp)
-Revised Cards to deploy units on map:
-Turn 1: II SS Pz.Korps Card (5 pp)
-Turn 1: 25.Pz.Gren. Division Card (40 pp)
-Turn 2: 9SS Pz.Divisin Card (10 pp)
-Turn 3: 2SS Pz.Divisin Card (10pp)
-Turn 3: FGB Brigade Card (10 pp)
-Turn 5: 10SS Pz.Division Card (80 pp)
-Turn 6: 11.Pz.Division Card (60pp)
-Turn 50: 6SS Division Card (20pp)

Changelist for v1.03 (Davide scenario improvements)
- Ratio Kills/VP revised (Wacht, Plan Martin, Tide);
- Supply bases at ARLON and EUPEN no more fixed;
- Revised AI difficult level for Watch......(more divisions available to Allied AI on higher difficulty );
- Fixed oob (Plan Martin, St.Vith, Bastogne);
- Supply cards revised for Campaign Scenarios (cost +50% x turn - supply 40.000)
- 128 turns Variant for Plan Martin ;
- Added more Trucks to US airborne Division;
- added 81st Airborne AAA Battalion (Bastogne );
- Fixed US 559th and 561st Artillery Battalions with 155mm Long Tom gun;

changelist for v1.02d
-Changed the IF/SET Logic processing and you can now pass strings in “” to exe or chk functions like exe(237,”VR Basic Lib”,”VictoryLastRound”,30)
-Fixed missing hex names on fortification hexes
-Made some improvement to AI artillery usage (less moving around! More firing!)
-Made some improvement to AI covering important hexes in some cases
-Fixed a glitch with v1.02b (RETREAT results where still used for att.accident).
-Redid combat calculations with indirect ranged attack capacity individuals (like artillery guns) firing on enemy individuals that have broken through or are in direct combat for the hex. Artillery (and other such troops) now more vulnerable to assaults by combat troops.

errata for v1.02d
4.8.5. COMBAT ROUND STEP : Find a target
Indirect ranged attack capacity individuals (like artillery guns) that fire on enemy individuals that have broken through, will do so using the attack value of their soldiers (most likely rear area troops (look up what you get if you scrap)) and not with their equipment (the gun).

4.8.7. MODIFIERS APPLIED DURING INDIVIDUAL ATTACK
(Very) close combat penalty is now extended to attack points, but if trooptype is scrapable the attack value of that trooptype (Rear area troops in most cases) is used instead of -66%. And the average between -33% and the scrap trooptype (Rear area troops in most cases) instead of -33%. Note the attack value of the scrap trooptype is adjusted by the scrap chance to obtain it. So for example an artillery 105mm (5 crew) in very close combat attacks with 4 points instead of 40.

changelist for v1.02b
-Fixed button issue in attack popup (caused with previous version)
-Finetuned attack accidents to only happen now when making a KILL (no longer on scoring a RETREAT).
-Furthermore attack accidents & mechanical breakdowns during combat no longer will happen during ranged fire
-Improved supply deliveries in all scenarios (about +20%)

changelist for v1.02
-Fixed crash with Cards Tab
-Editor addition: Added two optional combat modifiers (as well as reconSkill option) to the People data structure (accessible in historical editor). Note that A reconSkill >0 is only advised for trained specialist reconnaissance troops. If >0 it means the troops when ambushed will automatically fight in PROBE attack mode (reducing their casualties). Furthermore any recon points will be multiplied by the reconSkill. So for scouts a reasonable value to set reconSkill to is maybe 2 or 3.

changelist for v1.01.04
Davide scenario work:
-One US roadblock card x turn;
-Map fortification white dot, fixed;
-Tanks unreliability reduced Tiger 1, TigerII 3, Panther 1, captured Sherman 2 ;
-Ground levels >3 on maps checked and fixed;
-Minor maps and oob fixes.

Vic engine work:
-Improved scroll and map screen render speed a bit
-Improved DPI scaling speed and quality a lot (Prefs Tab)
-Defensive Intercept Fire now added to Firelist so you can locate it (or not) after battle
-Rule revision: Vigor recuperation: Note that Intercept Fire (even defensive) does not count as an attack now
-PBEM games on Steam version now save in the same cloud-linked directory
-Some small AI improvements for tactical movements
-ZOC can now longer capture Supply Source (you need to actually move a unit in now)
-Paradrop cards can no longer target enemy within 8 hexes (or more in large scenarios) of enemy Supply Sources (it is too gamey to do this!)
-Conclusion on player question: I feel with the current battle rules the small/tiny units are not overpowered.

changelist for v1.01.03
-when starting an attack all rectangles (green/red) show up while not in map-mode.. Don’t!
-block transferring troops out of 0 AP unit (start of turn due to AP Reductions)

changelist for v1.01.02b
-Tide & Wacht scenarios from v1.01.02 received some quality assurance work.. Now at v1.0h2.
-Added the actual VR Basic Library v45

changelist for v1.01.02
-All scenarios updated to version 1.0h ;
-Added horse team replacements for campaign scenarios;
-Added description for AP reductions in all scenarios ;
-Revised 15.Pz.Gren.Div., 2.SS and 2.Pz.Div (Bastogne)
-Fixed 2.PzDiv. Pionere Bataillon (Skyline).
-Added Pionere Bataillon to 352.VG Division (Campaign Scenarios)
-Fixed a combat results logging error where fire from unseen enemy elements was not logged so it seemed like some of your own individuals were just set to KILL for no reason at all
-Added Vr Basic Library v44, which adds the AP reductions to a unitLog that is shown on the counter and next to the unit name in the bottom with a warning triangle (that you can mouse over for info) so players know why they cannot move a certain unit. Scenario designer gets an extra column in the AP Reductions table to tell the player the reason of the ap reduction which will be inserted in a phrase like this “Due to <X> the unit…”
-VR Basic Library v.45 added (upon inclusion in scenarios will allow supply layer to work with inspecting enemy supply on round 1 as well)
-When trying to move instead of showing >999 AP costs for movement cost when out of fuel… it will now just tell the player the unit is out of fuel and hence cannot move. Easier to understand like this.
-Coloured rectangles around units no longer show up in between the 0.5 second between giving command to attack and the actual attack
-You can no longer transfer troops out of units that start their turn at 0 AP (I considered this a rather gamey technique to activate those troops anyway)
-Made some improvement to map repositioning after jumping to a units HQ
-Added some code to improve re-using previous screen resolution setting on game restart

changelist for v1.01.01
- Davide made new scenario versions
- Fixed siluets for Bren Carrier, Humber,M8Scott;
- All scenarios updated to version 1.0g ;
- Elsenborn Ridge scenario (added one Sicherung Reg. and 3.Pz.Gren.Division deployed on map, avaiable turn 9 but active if enemy at 3 hexes);
- Wacht.....Bridges blown along the frontline, revised fuel and supply;
- Revised VP level for campaign scenarios ;
- Updated Trooptypes and models libraries;
- Recon value +10 for Armored Cars, +5 for Greif Jeep,BMW75,Sdkfz250;
- Unreliability value Tiger 3, TigerII 6, Panther 4, captured Sherman 5 ;
- updated Officers libraries ;
- Added some NATO icons (Bridge engineer, Armored engineer, Airborne engineer, mortars, Tank Destroyers, Gebirgsjager, Work battalion) ;
- new Pz.Pioniere units ;

changelist for v1.01
-Probe is now receiving propper +150% Hitpoint bonus.
-Battlegroups now receive propper -15% on attack scores.
-Fuel bug with quite massive underconsumption is fixed.
-Fixed odds calculator for attacks from different height levels.
-Fixed landscape mouse-over for infantry att/def penalties (was using mortar instead of regular inf before)

changelist for v1.00.08b
-Fixed a CTD with clicking on certain units (those with trooptypes that had no reinforcementType set)

Changelist for v1.00.08
-Improved logging in detailed combat window if an individual is firing on unseen positions
-Added some library/masterfile functionality for Davide to include in next scenario versions.
-FOW shading is now applied if hex hide >= hex effective recon instead of the old if 1 > effective recon
-If a unit has 6 or more different movement types some of them are grouped to not distort the user interface in the right side bar.
-Reworked the unit and hex right sidebar to be completely compatible with screen resolutions between 768 height and 800 height.
-The Integrity score in the bottom part of the UI gives a very comprehensive mouse-over now. This mouse-over includes info on the TOE of the unit.

Changelist for v1.00.07
-Improved the right sidebar unit weight & carry breakdown to handle some special cases better (horse and weird mix of carry and weight troop types (warnevada bug))
-VR Basic Library v.45 added (upon inclusion in scenarios will allow supply layer to work with inspecting enemy supply on round 1 as well)
-Fixed a crash when you click on a HQ (link below unit name) of a unit that had not yet been deployed to map
-Fixed OOB tab to also show off-map HQs (and explicitly not crash when clicked upon)
-Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.
-Additional rule: If a unit retreats normally but the survivors are less than 50 power points breaking will be possible as well. Chance is linear thus at 25 power points of survivors there is a 50% chance that a BG breaks or a non-BG will have to pass the breaking rules. This additional rule makes small leftovers disappear faster and makes forming small BGs more of a hazard.

Changelist for v1.00.06
-Fixed engine problem that was not taking into account reduced supply request standard order.
-Revised rule: March mode doubles readiness expenditure, but maximum to 30 rdn per 100AP spent. Meaning in practice that only vehicles spend some more rdn when they have to drive further.
-Clarified rule: Troops that get transported by other troops get the unmodified rdn loss of their transporters. Meaning in practice that transported infantry by truck will get -10 rdn and not -30 rdn per 100 AP.
-Battlegroup/KG units can now be disbanded as well
-Made some fixes to canyon drawing option from height map library, however it will not be able to draw all possible situations still.

Changelist for v1.00.05
- Enemy supply prognosis (supply tab) now correct (it used to be presented to positive for the enemy)
- All scenarios version 1.0e;
- Updated libraries, maps and pdf;
- (Wacht..) Revised KG Sandig,Hansen,Knittel disposition;
- (Wacht..) 2.Pzd,116.pzd,Pz.Lehr idle first turn;
- New German flag on maps;
- Fixed some maps names: (Clervaux,Mageret,Luzery,Targnon,Ortheuville,Bérismenil);
- Fixed Our River on Campaign map (medium);
- Fixed some German trooptypes descriptions;
- Added 5 recon points to all Armored Cars (new library 43);
- Campaigns Fuel Cards cost/delivery revised ( 50% / 40.000);
- German Trucks Card now with 80 trucks;
- Revised KG composition (more balanced tanks/troops/vehicles);
- Fixed 2.Pz.Division late 44 symbol;
- Fixed siluets for Bren Carrier, Humber,M8Scott;
- added more divisional symbols (BR 52nd, US 36,45,79,100,103,6c,20c,21c).
- Added Vr Basic Library v44, which adds the AP reductions to a unitLog that is shown on the counter and next to the unit name in the bottom with a warning triangle (that you can mouse over for info) so players know why they cannot move a certain unit. Scenario designer gets an extra column in the AP Reductions table to tell the player the reason of the ap reduction which will be inserted in a phrase like this “Due to <X> the unit…”

Changelist for v1.00.04
-Fixed graphical rendering issues with the unit stack window and transported units
-Move mode of transported unit in bottom window now shown as “In trans” to make it clear it is in transport and not free to move itself until offloaded.
-Fixed crash with using Group Move on a stack including transported troops
-New rule: March Move Mode halves fuel usage
-LOS info when mousing over hexes now also visible in INSPECT mode (previously only in MOVE MODE)
-The Intermediate Trooptype editor can now give (or reduce) for a trooptype. This allows scenario designers to make dedicated reconnaissance trooptypes.
-Engineers now give a good bonus on entrenchment of other units with them in the same hex
-Engineers now diminish the entrenchment of enemy forces during combat (the more EP saved up the better the result)
-Fixed ‘battle is commencing’ text placement error
-Fixed a crash with auto-movement

Changelist for v1.00.03b
-Fixed crash during Init AI phase (got 2 reports on this)

Changelist for v1.00.03
-VR Basic Library v43 now available (adds special drop modes to table unit => reinf unit card)
-Table unit => reinf unit card can now enter the map while doing battle (because faulty recon or because special drop mode 1 or 2 is used)
-The above also fixes the bug where german units (by reinf.card) could get mixed up with american units due to being deployed on top of enemy unit (due to bad recon)
-The Table unit=>reinf unit card can now use special drop mode (on top of enemy hexes/units) as well as target a hexlibvar value on the map. This allows for setting custom zones that can be targetted by cards. For example arnhem landing zone or normandy beaches. This basically allows simulating airdrop/amph/rebel uprising of full divisions and many new scenario options for modders/designers. These special modes put the attacker at -50% attack value if directly on deployment found confronting the enemy in that hex.
-Also added dispersion option to Table unit=>reinf unit card (to simulate large scale paradrop or amphibious landings)

Changelist for v1.00.02
-Version renumbered to prepare for official patch
-Added 'tab' shortkey in main play screen to toggle between hex,unit and officer tabs.

Changelist for v1.00.01g
-And once more (see F). this one is really hard to catch. Made changes that should make it almost impossible to not work now. But it is a really weird bug. Also if it hangs you can no also press the 'u' key to force a refresh of the screen.

Changelist for v1.00.01f
-Still hunting after the illusive AI hanging bug (see tech subforum). Added some extra logs to the 'y' key press when it hangs as well as revamped code to make sure the timer executes at some point. Appreciate feedback from people who were experiencing the problem.

Changelist for v1.00.01e
-Added diagnostics code for failure to change screen resolution. If not working you should get an error code now.
-Added more diagnostics on pressing ‘Y’ if game hangs while watching AI moves issue (also removed some previous measures as they don’t seem to have resulted in the wanted effect)

Changelist for v1.00.01d
-A number of improvements to ID numbering after having loaded libraries that were originally exported (extracted) from an existing scenario.
-Added hotkey 5 (hqPower) and hotkey 6 (LOS)
-The version info in BRIEF tab now also shows the last version used to play (useful for VR to debug any possible future issues)
-Fixed sound on/off not working without alt-tab when inside game
-Rebuild this version without some code speed optimizations in an attempt to fix some weird threading issues on some systems

Changelist for v1.00.01c
-The AI hang during watch AI moves issue received some extra code to hopefully prevent it now.
-Also... on the watch the AI move screen you can now press the 'y' key to get me a small debug log. If you have this issue where you hang in this screen press get me the small text so I can better analyze what is going on with the game on your system.
-removed the silly credits crash test made with subversion B

Changelist for v1.00.01b
-There is a number of uses which experienced the AI to hang during 'quality assurance steps'. Hopefully this patch will prevent that from happening again.
-Crash test if you click the 'credits' button (will be removed next open beta)
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Vic
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RE: Open Beta v1.00.01d (19 nov late)

Post by Vic »

bump! some small improvements and still trying to get to the bottom of the issue for a few users with something resembling some threading issues.
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RE: Open Beta v1.00.01d (19 nov late)

Post by eddieballgame »

Thank you, Vic, for all your work per this excellent game.
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RE: Open Beta v1.00.01d (19 nov late)

Post by Vic »

Subversion G seems tentatively (early day still) to work to avoid the 'ai stuck while watching ai moves' issue.
I'll need some more feedback on it (especially from people who had this issue) to confirm its fixed.

best wishes,
Vic
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RE: Open Beta v1.00.01d (19 nov late)

Post by Arthurius »

I had 8 hanging thursday, 2 hanging yesterday, and no hanging today. It seems that this problem is solved. I have Intel Xeon 1230 v2 (4 cores and 8 threads).
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RE: Open Beta v1.00.01d (19 nov late)

Post by MrClock »

Officers' cards don't consume political points.
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RE: Open Beta v1.00.01d (19 nov late)

Post by Vic »

ORIGINAL: MrClock

Officers' cards don't consume political points.
Correct. They consume command pts
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RE: Open Beta v1.00.01f (20 nov)

Post by Gettysburg »

no longer AI hangs for me-
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

ORIGINAL: Gettysburg

no longer AI hangs for me-

good news
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

bump
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

bump!
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

bump
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RE: Open Beta v1.00.01f (20 nov)

Post by eddieballgame »

Do the 1.03 beta patches need to be applied to the official 1.02 update?
I noticed the 1.02 update has the same date as the beta 1.03 (Nov 30)
thank you
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

The 1.00.03 open beta patch can be appliedto any 1.00.xx version
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RE: Open Beta v1.00.01f (20 nov)

Post by Toby42 »

I installed the official patch .02. I installed the beta patch .03b. Now the menu screen reads .02b? I guess it's Ok? Everything seems to run fine!
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

My open beta patches do NOT update the publisher's game menu (the one with the buttons for update & guides)

best wishes,
Vic
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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

bump! plenty of fixes and made engineers a bit more useful!
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RE: Open Beta v1.00.01f (20 nov)

Post by Stelteck »

I love the :
-New rule: March Move Mode halves fuel usage
and the upgrade of engineer !
Brakes are for cowards !!
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RE: Open Beta v1.00.01f (20 nov)

Post by Oberst_Klink »

ORIGINAL: Stelteck

I love the :
-New rule: March Move Mode halves fuel usage
and the upgrade of engineer !
Same! As well as the new recon feature. Which reminds me, what effects does it have? Let's say if I add a value of 10 to the recon pts column, will it improve the reece points in the game by 10?


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RE: Open Beta v1.00.01f (20 nov)

Post by Vic »

If you put for example "10" in the recon column it will mean that trooptype will have recon value "11". If you put "1" it will have recon value "2". If you put "-1" it will have recon value "0".

Its a value thats added to the base value of the "BasedOn type" (which at the moment is almost always 1)

best,
vic
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