UPDATE5 - 1.1.09 - BETA - 5/24/2018
Moderators: Peter Fisla, Paullus
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
UPDATE5 - 1.1.09 - BETA - 5/24/2018
Hi All,
Alright, I figured I share with you my latest work on the game. This UPDATE5 ALPHA build contain, the following features:
1) Added native 4K resolution
2) Added new special command "ATTACK HEX" to AI when AI set is to ADVANCE. This feature allows a unit assigned with this command to attack and defend a specific hex only. This feature will allow the scenario designer a great control over AI units. This feature is currently available in the game to AI when AI is HOLD, the special command is called "DEFEND HEX".
3) AI leaders with no additional personnel units in the same hex will now try to move to a hex with broken units or good order units in a hex without a leader. [January 31, 2018]
4) Implemented AI Medium and Heavy Machine Guns long range fire, in AI Fire Segment, AI Defensive Fire Segment or AI Defensive Fire during Player's Movement Segment. In addition, only if AI is on HOLD (meaning AI is defending in a scenario) and if an AI personnel unit does not have special ATTACK command.
5) AI Pinned personnel are now included in AI firing evaluation processing functionality.
6) AI Personnel units possesing LATW that do not have a valid LATW target will now engage player units using their inherent firepower.
7) AI personnel units with side set to ADVANCE, will now slightly be more prone to move forward.
8) AI unit (personnel or AFV) that is not visible, when exiting map will not display "Exited Map from HEX" message in the action log window.
9) AI Leader even if he has a special command (like defend a specific hex, or attack a specific hex) will not move on its own if he is stacked with broken units.
10) Fixed a bug in Close Combat that would crash the game engine.
11) Revised AI fire evaluation functionality, AI should be slightly more prone to fire.
12) Fixed Command and Control rules.
13) Updated AI code for AI personnel units placing Demolition Charges.
14) AI British personnel unit cannot place LMG as Demolition Charge.
15) Fixed command and control bug that jcrohio found.
16) AI selected Ordnance and AFVs now fire smoke and white phosphorus rounds.
17) Further optimization for Assault-guns (StuG III, Marder) for AI smoke/wp logic.
18) optimized AI Smoke/WP logic
May 24th, 2018 fixes:
19) A side may only have two radios in its OOB, I have added validation checking to both the game engine and the editor.
20) Fixed Target Type dialog, discovered by U844 here : tm.asp?m=4478171
NOTE: The Build 1.1.09 is the final build for UPDATE5, I will keep the Game executable attachment link up until UPDATE5 is officially released.
IMPORTANT: make sure you install UPDATE4 before overwriting the game executable with the 1.1.09 version attached in this message.
Alright, I figured I share with you my latest work on the game. This UPDATE5 ALPHA build contain, the following features:
1) Added native 4K resolution
2) Added new special command "ATTACK HEX" to AI when AI set is to ADVANCE. This feature allows a unit assigned with this command to attack and defend a specific hex only. This feature will allow the scenario designer a great control over AI units. This feature is currently available in the game to AI when AI is HOLD, the special command is called "DEFEND HEX".
3) AI leaders with no additional personnel units in the same hex will now try to move to a hex with broken units or good order units in a hex without a leader. [January 31, 2018]
4) Implemented AI Medium and Heavy Machine Guns long range fire, in AI Fire Segment, AI Defensive Fire Segment or AI Defensive Fire during Player's Movement Segment. In addition, only if AI is on HOLD (meaning AI is defending in a scenario) and if an AI personnel unit does not have special ATTACK command.
5) AI Pinned personnel are now included in AI firing evaluation processing functionality.
6) AI Personnel units possesing LATW that do not have a valid LATW target will now engage player units using their inherent firepower.
7) AI personnel units with side set to ADVANCE, will now slightly be more prone to move forward.
8) AI unit (personnel or AFV) that is not visible, when exiting map will not display "Exited Map from HEX" message in the action log window.
9) AI Leader even if he has a special command (like defend a specific hex, or attack a specific hex) will not move on its own if he is stacked with broken units.
10) Fixed a bug in Close Combat that would crash the game engine.
11) Revised AI fire evaluation functionality, AI should be slightly more prone to fire.
12) Fixed Command and Control rules.
13) Updated AI code for AI personnel units placing Demolition Charges.
14) AI British personnel unit cannot place LMG as Demolition Charge.
15) Fixed command and control bug that jcrohio found.
16) AI selected Ordnance and AFVs now fire smoke and white phosphorus rounds.
17) Further optimization for Assault-guns (StuG III, Marder) for AI smoke/wp logic.
18) optimized AI Smoke/WP logic
May 24th, 2018 fixes:
19) A side may only have two radios in its OOB, I have added validation checking to both the game engine and the editor.
20) Fixed Target Type dialog, discovered by U844 here : tm.asp?m=4478171
NOTE: The Build 1.1.09 is the final build for UPDATE5, I will keep the Game executable attachment link up until UPDATE5 is officially released.
IMPORTANT: make sure you install UPDATE4 before overwriting the game executable with the 1.1.09 version attached in this message.
RE: TPDATE5 - 1.0.88 - ALPHA
I will DL and test it later today. Thanks....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
RE: TPDATE5 - 1.0.88 - ALPHA
Thanks Peter.
I take the file[&o] and I wait UP test it![8D][:D]
I take the file[&o] and I wait UP test it![8D][:D]
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Please do not post into this thread, I will be using it to update you on changes/fixes for UPDATE5.
To comment on my builds in this thread, please use thread setup by UP844, thank you!
tm.asp?m=4435657
To comment on my builds in this thread, please use thread setup by UP844, thank you!
tm.asp?m=4435657
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
March 3rd 2018,
- Fixed a bug in Close Combat that would crash the game engine.
- Fixed a bug in Close Combat that would crash the game engine.
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
March 15th, 2018,
I have revised AI fire evaluation functionality, AI should be slightly more trigger happy.
I have revised AI fire evaluation functionality, AI should be slightly more trigger happy.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: TPDATE5 - 1.0.88 - ALPHA
Thanks, Peter!
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Fixed Command and Control Rules, March 19th 2018
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Build 1.0.99 - March 27th, 2018 - Updated AI placement of demolition charges, AI sometimes wasn't placing demolition charges. Thanks Rico21!
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Build 1.1.00 - March 28th, 2018 - AI British personnel unit cannot place LMG as Demolition Charge - thanks Rico21 for his help reporting this bug!
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Build 1.1.02 - April 5th 2018, - fixed command and control bug that jcrohio found.
- blackcloud6
- Posts: 642
- Joined: Tue Aug 13, 2002 4:46 am
RE: TPDATE5 - 1.0.88 - ALPHA
To install this do I simply copy the file into my Tigers on the Hunt folder and replace the existing Tiger on the Hunt.exe? And how do I insure I have update 4 installed? When I do the automatic update feature on the start screen it says I have the latest update.
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
ORIGINAL: blackcloud6
To install this do I simply copy the file into my Tigers on the Hunt folder and replace the existing Tiger on the Hunt.exe? And how do I insure I have update 4 installed? When I do the automatic update feature on the start screen it says I have the latest update.
If you have the latest update installed then yes, simply replace the Tiger on the Hunt.exe from the one attached in this thread.
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
Alright, with the just release BETA build 1.1.05; I now give you the biggest feature of the UPDATE5. Selected AI ordnance and AFVs now may fire Smoke and White Phosphorus rounds. This feature took me quite a bit of time to implement. I always wanted this feature in the game but just never had enough time to get it done, finally it's in I'm very happy about that!
Essentially, for AI it's a form defensive mechanism; say you have an AI German Pz IIIN and it's in LOS of human player's Russian IS2m tank, well the AI Pz IIIN knows it can't damage that mighty IS2m, though the PZ IIIN does has a smoke round so it will fire it at the IS2m hex so that when the IS2m tries to fire in the future from its position, the smoke hindrance will now apply to the IS2m. The AI will also use this technique against infantry targets as well.
Test it out for me guys and let me know. I have also included Appendix H word document that contains information about what ordnance and AFVs carry Smoke or/and WP rounds. The information in this document will be added into the manual for UPDATE5.
Cheers!!!
Essentially, for AI it's a form defensive mechanism; say you have an AI German Pz IIIN and it's in LOS of human player's Russian IS2m tank, well the AI Pz IIIN knows it can't damage that mighty IS2m, though the PZ IIIN does has a smoke round so it will fire it at the IS2m hex so that when the IS2m tries to fire in the future from its position, the smoke hindrance will now apply to the IS2m. The AI will also use this technique against infantry targets as well.
Test it out for me guys and let me know. I have also included Appendix H word document that contains information about what ordnance and AFVs carry Smoke or/and WP rounds. The information in this document will be added into the manual for UPDATE5.
Cheers!!!
RE: TPDATE5 - 1.0.88 - ALPHA
Thank you Peter for this latest build. This will be awesome I'm sure![&o]
John[:)]
John[:)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
RE: TPDATE5 - 1.0.88 - ALPHA
Sure it will be a great addition peter. thank you.
Can the ordnance and AFV`s fire smoke into a non occupied hex?
Smoke was very useful to place into a open hex before assaulting a building.
Can infantry lay smoke ?
Can the ordnance and AFV`s fire smoke into a non occupied hex?
Smoke was very useful to place into a open hex before assaulting a building.
Can infantry lay smoke ?
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: TPDATE5 - 1.0.88 - ALPHA
ORIGINAL: fuselex
Sure it will be a great addition peter. thank you.
Can the ordnance and AFV`s fire smoke into a non occupied hex?
Smoke was very useful to place into a open hex before assaulting a building.
Can infantry lay smoke ?
There is no infantry smoke, this feature is only for Ordnance and AFVs. The purpose of the smoke in the game for AI is only as defensive mechanism.
RE: TPDATE5 - 1.0.88 - ALPHA
So far Peter the new executable is working as designed. Here is a screen shot.
The orange circled white phosphorus round was fired by a British 17pdr ATG just off screen to the bottom.
The red circled smoke round was fired by a British 76mm Mortar just off screen to the bottom.

The orange circled white phosphorus round was fired by a British 17pdr ATG just off screen to the bottom.
The red circled smoke round was fired by a British 76mm Mortar just off screen to the bottom.

- Attachments
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- Testscreenshot.jpg (745.86 KiB) Viewed 380 times
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: TPDATE5 - 1.0.88 - ALPHA
Thanks Peter, these are great news!
I'm going to test it with the latest scenario in Rico's Aachen series.
I'm going to test it with the latest scenario in Rico's Aachen series.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP