Any update on the ETA of new patch?

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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Arjuna
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RE: Any update on the ETA of new patch?

Post by Arjuna »

Just to let you know that we are now onto build 238. Fixes since last one are:
  • Ensured that suboprdinate units now processed for exit eligibility. Fixes force not exiting problem.
  • Fixed assert at ScenRoute.cpp, line 3622. Was erroneously choosing a foot path instead of a mot path because the FG Values hadn't been recalced since reallocation of units. Now forces a recalc of FGValues before calcing route.
  • Fixed assert at ScenMissionPlan.cpp, line 3887 caused by not adjusting end times of missionTask and planTasks if these were of a different type to bossTask. It now caps the end and StartAt times of missionTasks and planTasks if these are greater than the bossTask. It also ensures that orders are sent to subordinates with changes.
  • Fixed Assert at ScenMissionPlan.cpp, line 3920 caused by not checking for valid route before determining route duration. Now checks and if invalid due to boss routing it sets the end time for task to missionEnd. When the boss finishes rout recovery he will recalc route and send orders.
  • Fixed Assert at TaskDoctrine.cpp, line 3550 caused at Game start when a subordinate tries to reschedule its boss's reassessment and it's boss doesn't yet have a curr unit task. Now checks and ignores if no curr unit task. This just depended on the sequence of seeding the on map forces at game start.
  • Ensure that new formation movement mods work with non-road column formations.
  • Modified ObjectiveAchieved() test for TaskDefend. Now returns true if formation type is inSitu and unit within task radius. This prevents a lot of atStart units moving a few metres.
Dave "Arjuna" O'Connor
www.panthergames.com
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loyalcitizen
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RE: Any update on the ETA of new patch?

Post by loyalcitizen »

I assume that the upgraded In-Situ defense stats are already in place? Since In-Situ is the only way to prevent the AI from tiring the units out with constant unneeded shifting about, I certainly hope that is making it in to the patch.
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Arjuna
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RE: Any update on the ETA of new patch?

Post by Arjuna »

loyalcitizem,

Sorry I don't understand your question. what do you mean by "upgraded In-Situ defense stats are already in place"?
Dave "Arjuna" O'Connor
www.panthergames.com
Phoenix100
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RE: Any update on the ETA of new patch?

Post by Phoenix100 »

Arjuna,

I would guess he means that in the build you're onto right now - 238 - you have included already the table of in situ values that you gave as a suggested adaptation in another thread on this forum - the thread complaining about the 30% figures on in situ orders - remember? I mean the table where you suggest cohesion changes to 60 from 30 etc.

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loyalcitizen
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RE: Any update on the ETA of new patch?

Post by loyalcitizen »

ORIGINAL: Arjuna

loyalcitizen,

Sorry I don't understand your question. what do you mean by "upgraded In-Situ defense stats are already in place"?

Yup, Phoenix is correct. Just wanted to make sure your suggestions on the other thread was making the cut. They are needed and appreciated.
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Arjuna
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RE: Any update on the ETA of new patch?

Post by Arjuna »

Thanks for reminding me. I had forgot. Now in. [:)]
Dave "Arjuna" O'Connor
www.panthergames.com
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