INTEL REPORT
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
RE: INTEL REPORT
I cant wait for this to be realeased.My money is burning a huge hole in my pocket![:D][:D]
Press to Test...............Release to Detonate!
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RE: INTEL REPORT
ORIGINAL: Jason Petho
ORIGINAL: James Crowley
Did the dynamic campaign generate random battles with random units?
Yes, the player has their core unit while the computer would have random units.
ORIGINAL: James Crowley
If so, can the new units be selected by the AI in the dynamic campaign?
They should be able to, yes indeed.
Take care and good luck
Jason Petho
Excellent!
Lets hope it goes Gold very soon.
Cheers
Jim
Jim
- Jason Petho
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RE: INTEL REPORT
ORIGINAL: James Crowley
Excellent!
Lets hope it goes Gold very soon.
Tell me about it! The wait is driving me mental, well, more so.
Take care and good luck
Jason Petho
- Jason Petho
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RE: INTEL REPORT
According to dogovich, the areas he will work on for the first "patch" will include the following:
- Error fixing as reported.
- Aircraft and ship movement slot.
- Berserk (Banzai) attacks for other nations.
- Unmounted horses that move.
- Engineers and recovery vehicles that remove wrecks.
- Aircraft units that can only be targeted by AA weapons.
- Three to four more nation slots.
- Engineers able to cross minor rivers/gullies/etc with pontoon like bridges.
- Engineers able to erect barriers.
- Engineers able to emplace level one mine fields.
- Suicide weapons (Jap anti-tank/suicide bombers (DG)/Chinese Do or Die teams)
- Leaders in Tanks (that can be destroyed).
- Look at assaults and see what I can do about making them better.
If he can get these done, he might soon be able to tackle bigger monsters.
Hope that helps
Take care and good luck
Jason Petho
- Error fixing as reported.
- Aircraft and ship movement slot.
- Berserk (Banzai) attacks for other nations.
- Unmounted horses that move.
- Engineers and recovery vehicles that remove wrecks.
- Aircraft units that can only be targeted by AA weapons.
- Three to four more nation slots.
- Engineers able to cross minor rivers/gullies/etc with pontoon like bridges.
- Engineers able to erect barriers.
- Engineers able to emplace level one mine fields.
- Suicide weapons (Jap anti-tank/suicide bombers (DG)/Chinese Do or Die teams)
- Leaders in Tanks (that can be destroyed).
- Look at assaults and see what I can do about making them better.
If he can get these done, he might soon be able to tackle bigger monsters.
Hope that helps
Take care and good luck
Jason Petho
- e_barkmann
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- Location: Adelaide, Australia
RE: INTEL REPORT
that list is a good start Jason - I'll certainly purchase the game as a vote for continued development (PBEM security is important to me) and bug fixes.
cheers Chris
cheers Chris
RE: INTEL REPORT
I play for years games of Campaign Series, now with the O.S. xp without problems except, sometimes, about sounds
. Surely I will acquire your new version as soon as it goes gold, even if there will be no important changes, I am also very interested to a new extension (to be paied) including a lot of new L.C.G. I have seen you list of you proposals of improvements you first patch but, a think the most important thing is to improve A.I. that is the weak point of the game, it is not absolutely able to manage the attack expecially of tanks
. Another littler and easier problem to be solved is that of the Oppotrunity Fire, also with Firing Range of hard vehicles to soft veicles and Other targhets setted to S tank shot to infantry and truks 3 or 4 exagon far.
Karl Berg



Karl Berg
- british exil
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RE: INTEL REPORT
Sound good.
Looks like all the hard work has come to an end.[:)]
$35 is a price that I like. Can't wait to get my armies rolling through Europe.
Now that I know that it's near release date, makes it easier to sit back and wait for it.
Cheers
Looks like all the hard work has come to an end.[:)]
$35 is a price that I like. Can't wait to get my armies rolling through Europe.

Now that I know that it's near release date, makes it easier to sit back and wait for it.
Cheers
"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill
WitE,UV,AT,ATG,FoF,FPCRS
WitE,UV,AT,ATG,FoF,FPCRS
RE: INTEL REPORT
Jason, Dogovich et al,
I want to chime in and thank you for what must be fairly thankless task - one must believe you love the game as much as we do for you to have done so much work "on the side" to keep it alive! Here's my question/pet peeve: Has anything been done to correct the way tanks turn and run when retreated by fire? It's a time honored and devastating CS tactic, to hold back as much fire as possible until a retreat result is obtained, and seems both ahistorical and easily corrected. Any news?
Thanks again to all of you! [&o]
Ariz
I want to chime in and thank you for what must be fairly thankless task - one must believe you love the game as much as we do for you to have done so much work "on the side" to keep it alive! Here's my question/pet peeve: Has anything been done to correct the way tanks turn and run when retreated by fire? It's a time honored and devastating CS tactic, to hold back as much fire as possible until a retreat result is obtained, and seems both ahistorical and easily corrected. Any news?
Thanks again to all of you! [&o]
Ariz
- Jason Petho
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RE: INTEL REPORT
ORIGINAL: Arizonus
Jason, Dogovich et al,
I want to chime in and thank you for what must be fairly thankless task - one must believe you love the game as much as we do for you to have done so much work "on the side" to keep it alive! Here's my question/pet peeve: Has anything been done to correct the way tanks turn and run when retreated by fire? It's a time honored and devastating CS tactic, to hold back as much fire as possible until a retreat result is obtained, and seems both ahistorical and easily corrected. Any news?
Thanks again to all of you! [&o]
Ariz
Good day.
No, not yet, but we do plan to include various elements from the ASDN patch as OPTIONAL rules. Just a matter of prioritizing everything that will be done.
Be patient! It will be looked at.
In the meantime, take a gander here, it might provide some interm help:
http://www.gamesquad.com/forums/campaig ... rules.html
Take care and good luck
Jason Petho
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- Jason Petho
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- Joined: Tue Jun 22, 2004 10:31 am
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RE: INTEL REPORT
ASDN EF2 (US) Mod Version 1.02yy
This mod adds and changes a bunch of minor issues that players have been clamoring for. Changes bunker assault rules, general assault rules, retreats, concelaments rules, and various other minor things
Instructions for Installation:
Patch the EF2 game with the 1.02 patch.
Unzip new executables into EF2 directory.
To use the modified engine run the game using "East Front#" executable. Any existing shortcuts and menus run the original (unmodified) version of the game.
View ASDN's EF2 (US) Mod Read Me file
How to install the modified engine:
Patch the EF2 game with the 1.02 patch.
Unzip new executables into EF2 directory.
To use the modified engine run the game using "East Front#" executable. Any existing shortcuts and menus run the original (unmodified) version of the game.
INFORMATION: The patch doesn't need new EF2 installment. It is peacefully coexists with the original version in the same directory without harming each other.
How to check what version of the engine you are using:
Run the modified game using East Front# executable.
Open any scenario.
Go into "Help" menu and open "About" box.
Version is described by a letter in parenthesis after the "1.02" number.
The changes made to the engine:
* A hidden shooter addition.
Instead of automatic revealing of a shooter he is checked (using already implemented concealment formula) if he is spotted after each shot.
* A chance of opening OpFire is doubled now.
chance = 2/(1+range)
* Bunker defense value changed to be the same as in WF/RS.
* Hard targets retreat backwards.
* The concealment factor for open terrain is increased by 1 (from 0 to 1)
To make units easier to spot in open terrain (now the chance of being spotted in the open hex is increased by 10%).
* A concealment factor for all terrain types raised by 1.
* Additional spotting during an assault
During an assault all hidden units in the assaulted hex become spotted. Treat it as a 'recon by combat' result.
* The maximum limit for the modified concealment value (= 8) is removed.
In the original game each unit has at least the 10% chance of being hidden (regardless everything, e.g. a full size platoon of enemy Tigers 1 hex from your unit). Now if the modified concealment value is 9+ the unit fails the check and becomes spotted. It prevents big vehicles disappearing close to your units in an open terrain.
* A "lower att/def ratio higher punch" flaw fixed.
* Now only vehicles uses a combat terrain modifier during assaults (and only once).
Download ASDN's EF2 (US) Mod Version 1.02yy 506K
Back to Top
Located here:
http://www.theblitz.org/downloads/mods.php#cs
About halfway down the page.
Take care and good luck
Jason Petho
RE: INTEL REPORT
Sorry if it was mentioned.
I read that the computer AI can select the new units in the Dynamic Campaign.
But...
I didn't see if I would be able to select any of the new units as part of my core force.
(I assume that this "core" force will follow me from scenario to scenario?)
Sounds like it's going to be fun.
I read that the computer AI can select the new units in the Dynamic Campaign.
But...
I didn't see if I would be able to select any of the new units as part of my core force.
(I assume that this "core" force will follow me from scenario to scenario?)
Sounds like it's going to be fun.