PREVIEW OF MAIN PATCH 580 CHANGES

Achtung Panzer:Operation Star is an Eastern Front wargame with solid graphics and sprawling battlefields that really emphasize the scope of WWII tank combat. The gameplay is a remarkably realistic turn-based and real-time operational/tactical hybrid wargame that continues the series begun by the acclaimed Achtung Panzer: Kharkov 1943.
lavish
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by lavish »

Thanks for screenshots! Shader/lightning/graphic changes look pretty.

Oh, by the way, you can scale the size (resolution) of your user interface in the graphic options: it was the resolution setting in the option 2.01 or 2.02 - can't remember which one. General resolution (interface) and 3D resolution can be changed separately through those options. Of course it may also be a bug or somekind of change in the beta patch.

Also, may I warn you that the arrows of enemy attack (or recon) direction are just general information showing main goal of A.I. More detailed plan or attack route may be totally different and may include capture of other areas/squares and keypoints (flags) as well. Keypoints helps you to increase your units' influence (control points) of a square, so it's possible to hold an area/square with small number of units if you don't lose the keypoint. So it's wise to defend larger area or at least leavy some men near keypoints. Otherwise you may lose ground, and units that were occupying that area/square on the operational map will retreat to nearest empty location on operation map or rout. I understand that here you are just showing some changes, but I just wanted to share that piece of information just in case. [:)] I've seen lot's of misunderstandings on these forums regarding this game, because the game works in more complicated way than it looks and not many seem to have time, nerves or chance to read the manual or learn by doing.


Here is the detailed patch / update (may 2012) change log revealed so far:

http://translate.google.com/translate?h ... %3Ff%3D180***

1) Added shielding for AI view from dust, shots, explosions and vehicle movement tails.
2) Accuracy of fire added to statistics.
3) Added setting for thinning of dust and smoke (2.24).
4) Added a detailed grass cover.
5) Display time when an important event is occurred (during battle).
6) Fixed a bug with the absence of arrows in the briefngs description.
7) Heavy infantry weapons abandoned automatically if enemy is approaching and lack of ammunition.
8) Added new uniforms and states for the 1st Czech battalion in a quick battle.
9) Algorithm for selecting a weapon type and ammunition according to the target is corrected.
10) Fixed ammunition for machine guns in M3A1 "Stuart" tank.
11) When the quick movement modifier is set - infantry left a vehicles only at a higher level of fire.
12) Changed trenches for the MGs.
13) Manual for operation editor is improved.
14) Changed the default operation layout which is created by an editor.
15) Operation editor interface is adjusted.
16) The descriprion format of the operations and platoons is changed.
17) Small changes in the operational phase graphics.
18) Improved output format for afterbattle statistics.
19) Reconfigure some parameters of the vehicles.
20) Improved algorithm for airstrikes.
21) Improved algorithm of the heavy infantry weapon actions.
22) Fixed bug with the initial location of the projectile when it is leaving the barrel.
23) Fixed bug with incorrect point for the LOS during the transfer a heavy infantry guns.
24) Adjusted visualization of smoke grenades shooting.
25) Some SFXs are changed.
26) Added soil alignment during the installation of infantry weapons.
27) Introduced heavy ATRs PzB.41 in two mods.
28) Reconfigured water and ice rendering.
29) Changed the look and logic of the work for orders and modifiers tab in tactical combat.
30) Added a separate button for vehicle rotation order and new movement modifier.
31) Changed the look and logic of the work for some cursors.
32) Added new commands to the interface of the initial squad placement.
33) Added a new snowy season for Taranovka district and future DLC's.
34) Added ability to set the fire arc so that the vehicle is not rotated by hull.
Right click at the fire arc button when the fire arc is not set.
35) Changed the display of certain parameters in the squad panel.
36) Changed shadows rendering method in enciclopedia.
37) Added blasting charges for field engineers.
38) Some small improvements and changes.
39) Added a side observation device for the T-26 tank driver.
40) Adjusted operation selection menu.
41) Changed helper in the operational and tactical phases.
42) Added a separate savegame (tactical) for a quick battle.
43) Apply the settings button is highlighted in red if the apply will delete the tactical savegames.


PLUS

http://translate.google.com/translate?h ... %3Ff%3D180

1) The reconfigured lighting at night and bad weather.
2) Optimized build lodov herbs with multiple cores
3) The algorithm of choice, and the charge mode of firing the gun leIG
4) After issuing the order, the order button is pressed and active - menu modifiers.
5) Added a setting to disable the smoky "footprint" of the tracer (for some shells.)
6) Fixed overlay interface diagrams and changed the interface itself.
7) Changed the summer season (for Volokonovki).
8) Added support for the following micro-addon Krasnaya Polyana (in the manual for the editor and the operational phase).

The patch will be released shortly, probably in this month I guess. Can't wait... [:)]
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Redmarkus5
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

Thanks Lavish.

My settings for 2.01 and 2.02 are both set to 2560 x 1600. Still the buttons look very big.

It would be great to have much smaller ones.

Is it possible for a user to Mod the UI graphics?
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

On the tactics side I appreciate the pointers (and I am sure that others do too) but, in real life the commander who spread his unit out to try and hold all key points would most likely lose. All round defense seemed like the best option in the circumstances.

I am happy with the battle result - it seemed realistic. What I don't want is to start playing the 'points 'game' - I prefer the 'combat simulation'.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by wodin »

Why change the UI now? I was quite happy with the way it worked since the first game, so now they change it and will get everyone confused again.

Looks messy now and all over the place. I knew where I had to go to choose either whole platoon or a separate squad and just had ot hit space bar for the rest really. Is there still a whole platoon or separate squad option?

Can we keep the old UI?
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by lavish »

Hmm... If I recall correctly, someone somewhere also reported that large UI thingie. I guess it was on sukhoi.ru forums and it was related to very high resolution screen like you have. Try reporting andrey about it, that's the best you can do I guess. It looks a bit bad indeed.

About spreading troops:
Yes, it certainly is somewhat stupid to defend some areas even though they might not be that important. But this "issue" arises from the fact that we have an operational map, which is turn based and which is divided into squares with limited unit capacity. This is due to technical reasons - it's impossible for current computers to do the whole operation with these details in real time - and also to keep a fight at battalion level maximum. In the game a battle time is also limited due to gameplay reasons. Whether you gain or lose ground (squares) after battle (after you or enemy retreated/routed or time runs out) is determinated in the game by control points - or so I call them. I can't see any better simple and working solution for merging a realtime tactical battle and turn-based operational phase. So, if you have less control points in one square than enemy A.I after a battle, your units will retreat away from that square to the nearest friendly square with free unit slots. If there is no friednly square or room to retreat, your units will rout and regroup somewhere after few turns. It's just the game's way to determine, which of side managed to force one side to retreat.

If you do not want to get forced out of a square on an operational map, defend it during tactical battles. Make sure the enemy retreats from the whole battle area or annihilate him completely - or just make sure that you have enough control points to preserve that square after the battle. Make sure that your influence (control points) on that square is higher than that of your enemy: have more good ground keeping units, especially infantry, with good battle efficiency and ensure control of keypoint/flag. Notice, that bigger a keypoint flag is, the more it multiplies your control points (the factor is from 2x to 12x or so, if I remember correctly). If you are attacking, make sure that your platoon gains control of the target enemy square OR retains control of its original square - either one is enough to prevent forced retreat or rout of your platoon. Sorry for repeating some things here again, I just wanted to write it clearly.

When on defense, and depending on the situation, I usually create from one to four strongpoints and put some forces in reserve behind or between those points. I may also deploy some outposts to keep on eye on enemy movement. When I find out, where he is going, I start moving my reserves. When I think it's necessary, some of my strongpoint units may have to start moving too from their position to an another strongpoint to reinforce it - or recapture it. The hardest thing is to determine the location of these strongpoints so that they can be defended and that they help you to keep the ground/squares. Even harder is to decide whehter to spread your anti-tank units around these strongpoints or make one spesific anti-tank strongpoint that can give cover to your other strongpoints too. If possible, the anti-tank unit is mobile and in reserve waiting for orders.


I think this square system is better than no operational mode at all. And I also think that it's more realistic than, for example, Close Combat series system. [:)]

**********************

p.s. to Odin.

Everything seems to work like before. Take a closer look. There are just some extra things now and the arrangement seems to be, I think, a bit better. But yes - I think it was fine enough before also.

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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by 0311USMC »

What I would really like is clear instructions on what colored lines mean, blinking Icon of different
colors mean, dots and their color in squad boxes you know the little things [;)].

The options selection as to what is on or off and if the button reads "disable" is it enabled ??

Other than that I'm happy for once...LOL.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

Personally, though I do love this game, this is too many things to think about.

The solution would be that each battle is for one objective only. So, you have the 'Battle for the Crossroads', next the 'Battle for the Railway Station', etc.

The game is at Company level, so one objective per battle would be enough. A WW2 Company Commander was normally given one spot to defend or attack and secure at one time.

The main variables should be:

1. Where is the enemy coming from?

2. What is the enemy's force composition?

3. What supports do I have?

4. Morale, ammo state, casualties, etc.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

ORIGINAL: 0311USMC

What I would really like is clear instructions on what colored lines mean, blinking Icon of different
colors mean, dots and their color in squad boxes you know the little things [;)].

The options selection as to what is on or off and if the button reads "disable" is it enabled ??

Other than that I'm happy for once...LOL.

+1 - I am still trying to figure them out myself :)
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

ORIGINAL: wodin

Why change the UI now? I was quite happy with the way it worked since the first game, so now they change it and will get everyone confused again.

Looks messy now and all over the place. I knew where I had to go to choose either whole platoon or a separate squad and just had ot hit space bar for the rest really. Is there still a whole platoon or separate squad option?

Can we keep the old UI?

The Platoon vs. Squad selection is exactly how it was before - only the location of the toolbar has moved.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

It took me about 10 minutes to adjust. After playing one battle, I quite like the new layout.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by lavish »

I like the fact that the game has so much to think about - but I know/understand what you mean. [:)] In many wargames everything is "simple" and you don't have to think about enemy that can bypass your position. Uncertainty is what makes this title so special for me. You can never know what will come. What comes to sizes of battles, I think this game is higher than company level (remember the operational part). Usually tactical battles are about company size, but many times I've had much bigger battles including few companies, up to battalion level.

EDIT:
Blinking icons give information of fire intensity / suppression (same colors as in status bar) or state of your units. If I remember correctly:
- Red: everything ok
- Blinking red: unit is holding fire
- Blinking yellow: unit is under low fire intensity
- Blinking - ehhh - brownish red(?): unit is under medium fire / suppression
- Blinking white: unit is under heavy fire / suppression
- Black: unit is in panic
- Grey: unit is dead or surrendered
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

Move up at first light. A Soviet ATR Squad moves into position in Taranovka, 0700hrs, 13 March, 1943.

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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by shrek »

Am liking the new patch so far except that the shadows now seem much darker than before. Some of redmarkus4's screenshots of the Fall Blau scenario on the last page illustrate this. I wish they would tone down the contrast in the next patch or at least give users the option to do so.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by lavish »

Redownload districts and addons. Their graphics were updated for the new patch separately as an optional download. I don't know about Matrix version, but if you have Gamers Gate version, then you should be able to get your hands on those (Graviteam updates Gamers Gate files fast).


The newest versions (as far as I know) with updated patch may 2012 graphics:

Districts (standard maps: Taranovka and Rakitnoe) - version 1.03
Sokolovo 1943 - version 1.07
Volokonovka 1943 - version 1.09


Everytime a new patch is released it's possible that the districts / addons (maps) are updated too.

The game is under constant development, unlike many other games. The new updated maps aren't included in the patch because of big file size. I think this is mentioned when installing engine update(?). Anyway, spread the word around! This isn't well known thing, almost like secret. [:)]
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by shrek »

Yeah, I re-DL'd the add-ons for version 580. In fact, I have both versions of the game installed, 577 and 580. My version 577 has the older DLC versions, 580 has the newer ones.

So, I took some screenshots of the village in Fall Blau at the same time of day using both versions. At 8am version 580 is noticably darker. At 3pm the brightness is about the same, but the shadows are much, much darker in 580. If I can figure out how to post them I will, but there is definitely a big difference, and to me the overall appearance of 577 was better. It's as if the contrast was cranked up in 580, but if they would dial it back a bit it would look much better IMO.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by junk2drive »

Use the orange "post reply" button to open a window. See the dropdown for images.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by lavish »

I think it's "a side effect" for HDR (high dynamic range). If you look against a bright background, darker areas become darker and brighter areas become brighter. If you look from the direction of the sun, shadows won't be that dark anymore. You can disable HDR in your graphic settings to see what happens. Anyway, the darkness or brightness in the game is very dynamic thing. And now that I think of that, I agree, the shadows seem a bit too dark. But you could also say the same about the overall brightness of a sunny summer landscape in the game - too dark. But better for the eyes of a player?? I don't know... But the lightning is definately more darker than IRL.
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by htuna »

Thanks for this post, I just updated today and was really stumped on how Arty worked!!!.. These threads should be stickied, very helpful stuff, this and the bcgames Roll-Up... Tough UI to learn, but once you start getting the hang of it, I'm really loving this game!!!.. Many thanks!!!!!


ORIGINAL: redmarkus4

CORRECTED

The artillery fire commands have been radically changed.

1. Select a commander who can order artillery fire.
2. Select the Gun button that appears below the OOB.
3. To set a target zone:
- Right-click in the center of the relevant target zone ON THE MAP OR 3D BATTLEFIELD - NOT ON THE BUTTON AS PREVIOUSLY STATED then;
- Right-click or right drag on the 3D map or on the Map View, as before.
4. To request a support mission:
- Select HE, Smoke or Illumination, as available
- Select a target zone (Left-click on the desired target zone button)
- Select the number of rounds to be fire PER GUN (Left click on the desired button)
- Left-click on the Call Support button

The best place to configure and call support missions is normally on the main Map (F10)
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Redmarkus5 »

ORIGINAL: cmurphy625

Thanks for this post, I just updated today and was really stumped on how Arty worked!!!.. These threads should be stickied, very helpful stuff, this and the bcgames Roll-Up... Tough UI to learn, but once you start getting the hang of it, I'm really loving this game!!!.. Many thanks!!!!!


ORIGINAL: redmarkus4

CORRECTED

The artillery fire commands have been radically changed.

1. Select a commander who can order artillery fire.
2. Select the Gun button that appears below the OOB.
3. To set a target zone:
- Right-click in the center of the relevant target zone ON THE MAP OR 3D BATTLEFIELD - NOT ON THE BUTTON AS PREVIOUSLY STATED then;
- Right-click or right drag on the 3D map or on the Map View, as before.
4. To request a support mission:
- Select HE, Smoke or Illumination, as available
- Select a target zone (Left-click on the desired target zone button)
- Select the number of rounds to be fire PER GUN (Left click on the desired button)
- Left-click on the Call Support button

The best place to configure and call support missions is normally on the main Map (F10)

You're welcome :)

I have been away attempting to get a community modding effort going over at Decisive Campaigns case Blue, but it seems like a million modders all want to build their own personal flavor of the same thing, so I'm back LOL
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RE: PREVIEW OF MAIN PATCH 580 CHANGES

Post by Dane49 »

LOL.Don't worry,that doesn't seem to be a problem here with this game.Modders are in very short supply,especially English speaking ones.Too bad this game is so hard to mod!I have plenty of ideas for operations and a few neat ideas about the order of battle that I would like to implement.But I look at those config files,throw up my hands in exasperation and eventually come to the frustrating and obvious conclusion,that this is too daunting of a task for someone with my limited modding skill abilities.[:@][:(]
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