Build 4.4.258

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.

Moderators: Panther Paul, Arjuna

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Arjuna
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Build 4.4.258

Post by Arjuna »

Hi all,

I have begun the upload to Matrix of a new build 4.4.258. This will be another public beta but I'm pretty confident that this will be the final for the patch #4. It will take Matrix some time to make it available. Please be patient.

Fixes for Build 4.4.258
  • Ensure subGroup not added twice when generating right echelon formation. Fixes assert at ScenForceFormation 2612.
  • Add extra test to assert at PD 3759 to handle cases where a unit requests extra time to slip its plan and where the boss abandons its plan in the process.
  • Ensure that AssessForSubAttacksWhoseReorgsCanBeBroughtForward() aborts cleanly if the force is waiting to receive orders from boss aand has already curtailed the missionTask end. Addresses assert at TaskAttack line 1727.
  • Ensure that static arty units assigned to their own mission plan within the onMapBoss's OpPlan are searched when calling GetAvailableOnCallSupport(). This ensures that they get a chance to fire if not in direct support of a particular mission.
  • Ensure that dateTimes are validated for local settings.
  • Ensure that cases where no valid route can be generated are handled properly throughout the assessment functions.
  • Remove and prevent UI loopbacks that were causing task changes not to stick while the game was paused.
  • Added new code to assess for stalled moves that will either wait, bypass or replan depending on a number of factors like are there any subordinates attacking, can we bypass effectively. In the process overhauled the AssessBypass() and ensured that the caution factor was increased each time a bypass attempt was made thus making it more likely the force would select a route that avoided the enemy.
  • Added new unit log messages and player reports for stalled moves.
  • Fixed bug inside MustWait() that was allowing filler units to move off even though the unit ahead of them was still receiving his move orders. This should fix cases where support units charge off on their own ahead of the main body.
  • Ensure that the nextRouteIndex and nextRouteLoc are used consistently throughout the formation movement code. This avoids formation lockups.
  • Ensure that units don't request emergency resupplies of ammo for which they have no weapon left that can use that ammo type.
  • Revise the cap on emergency resupply ammo qty, ensuring that units get at least something. These two fixes prevents the never ending loop of units requesting emergency ammo that they don't need and also of not getting ammo they do need.
  • Ensure that when creating a new route that all exiting waypoints are cleared. This fixes a bug that wasn't clearing the interim waypoint and adding it to the new route, even though it shouldn't.
  • Ensure that routing and recovering units do not try and create a new route if they reassess their task. This could see a routing or recovering unit heading back to its objective before it had recovered. This may explain some cases of units retreating toward the enemy.
Dave "Arjuna" O'Connor
www.panthergames.com
MorningDew
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RE: Build 4.4.258

Post by MorningDew »

Awesome! Thank you[&o] Can't wait
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loyalcitizen
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RE: Build 4.4.258

Post by loyalcitizen »

[*] Ensure that static arty units assigned to their own mission plan within the onMapBoss's OpPlan are searched when calling GetAvailableOnCallSupport(). This ensures that they get a chance to fire if not in direct support of a particular mission.

Can you explain a little about what this means? If I turn a bunch of arty units into one command and personally direct the firing missions, will they now still support their native unit from time to time?
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RE: Build 4.4.258

Post by Arjuna »

ORIGINAL: loyalcitizen
[*] Ensure that static arty units assigned to their own mission plan within the onMapBoss's OpPlan are searched when calling GetAvailableOnCallSupport(). This ensures that they get a chance to fire if not in direct support of a particular mission.

Can you explain a little about what this means? If I turn a bunch of arty units into one command and personally direct the firing missions, will they now still support their native unit from time to time?

Normally arty units are asigned to other forces conducting missions. However, static arty because they can't move can't be assigned to a mobile mission and can only be assigned to non-mobile missions like defends if they can reach the mission objective. So sometimes they may end up unallocated and the onMapBoss will instead give them their own defend insitu mission.

When a unit requests on call support it checks its own recources first, then goes up the line of it superiors asking them in turn for assistance. At each level up the chain the superior will look through its own mission's force group and see if it can have them provide the support. However, this search is limited to the superior's current mission. Hence those statis arty conducting their own mission missed out.

With the mods I have made it will check and see if the superior is the onMapBoss and if so it checks for these static insitu missions and if the subject of these can reach the targetLoc then it may allocate it to do so.
Dave "Arjuna" O'Connor
www.panthergames.com
Phoenix100
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RE: Build 4.4.258

Post by Phoenix100 »

Many thanks, Dave. Very much appreciated.
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Remmes
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RE: Build 4.4.258

Post by Remmes »

Looking forward to it. Thanks.
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dazkaz15
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RE: Build 4.4.258

Post by dazkaz15 »

I have been playing the old public release, for the last few days, and although it is more stable than the beta version, in fact it never crashes.... ever.
It has become very evident how much work you have put into the game since, and Im really missing the new stuff, the better formations especially.

I'm looking forward to installing the latest beta.

Thanks for all your hard work Dave.

Daz

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wodin
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RE: Build 4.4.258

Post by wodin »

yeah this patch is a big one..probably the biggest we've had since release I reckon. Big thanks from me too.

Lets all be patient here. Obviously Matrix must be busy so I imagine we will have a wait on our hands. SO lets give it at least three or four weeks before we all start moaning;)
Txema
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RE: Build 4.4.258

Post by Txema »

Thank you very much, Arjuna [:)]

Looking forward to the new beta patch !!


Txema
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RockinHarry
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RE: Build 4.4.258

Post by RockinHarry »

Another big thanks to you Dave and looking forward to this new beta. [8D]
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gabeeg
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RE: Build 4.4.258

Post by gabeeg »

Dave,

Thank you, this is a great game and it is amazing what this AI does. I really appreciate that amount of work you put into these continued updates and your willingness to listen to your users.
Kind Regards,

Harry
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wodin
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RE: Build 4.4.258

Post by wodin »

We can't complain still getting big patches nearly three years after release.

Big thanks Dave..thanks for putting up with us all.
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Remmes
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RE: Build 4.4.258

Post by Remmes »

ORIGINAL: wodin


Big thanks Dave..thanks for putting up with us all.

Agreed 100 %
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captskillet
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RE: Build 4.4.258

Post by captskillet »

Another big amen on this game system and the developer.....................job well done Dave! How long after this goes up as the final patch till we see the COTA add on?
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Arjuna
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RE: Build 4.4.258

Post by Arjuna »

We're doinf final playtesting on COTA now. It's al;ways hard to give a prediction as it depends on what is thrown up if anything by the testing. If nothing then we will probably sign off in a week or two. But of copurse Matrix will need time to fit it intop their schedule.
Dave "Arjuna" O'Connor
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GBS
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RE: Build 4.4.258

Post by GBS »


SO lets give it at least three or four weeks before we all start moaning;)
[/quote]

Three or four weeks is ridiculous. Nobody has ever explained why Matrix takes so long to provide the patch for CO when it is completed, when patches for games by other developers are available seemingly daily. 2by3 for example. Three or four weeks? Please....
"It is well War is so terrible lest we grow fond of it." -
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RE: Build 4.4.258

Post by springel »

ORIGINAL: GBS

Three or four weeks is ridiculous. Nobody has ever explained why Matrix takes so long to provide the patch for CO when it is completed, when patches for games by other developers are available seemingly daily. 2by3 for example. Three or four weeks? Please....

Who mentioned three or four weeks?

Matrix explained why it took so long around Christmas, when they were ill.

However, redelivery of a beta-patch shouldn't take much more work than replacing some files in a repository, change some version numbers, some build activities and some editing on the web-site. If that takes more than an hour or even a few, something is wrong with the procedure. But maybe even a few hours is a scarce resource?
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wodin
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RE: Build 4.4.258

Post by wodin »

ORIGINAL: GBS


SO lets give it at least three or four weeks before we all start moaning;)

Three or four weeks is ridiculous. Nobody has ever explained why Matrix takes so long to provide the patch for CO when it is completed, when patches for games by other developers are available seemingly daily. 2by3 for example. Three or four weeks? Please....

[/quote]


Well Dave said Matrix are busy so it will take awhile and be patient..awhile for Matrix going by the past I presume 3 or 4 weeks..however it could turn up in two ..who knows.
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springel
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RE: Build 4.4.258

Post by springel »

ORIGINAL: Arjuna

We're doinf final playtesting on COTA now. It's al;ways hard to give a prediction as it depends on what is thrown up if anything by the testing. If nothing then we will probably sign off in a week or two. But of copurse Matrix will need time to fit it intop their schedule.

Great news.

I had great fun with some of the COTA scenarios, and I would love to replay them in the improved engine. They were of nice size, while the Battle of the Bulge scenario's are mostly too massive and too grinding for my taste.
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RE: Build 4.4.258

Post by Phoenix100 »

I think Matrix will have it sorted by the end of the week. [:)]They were very quick with the last build. Only the christmas illness issue slowed them. That was a one off. I hope.....

They're less prompt at keeping us informed sometimes. A quick message to say - it will be up by Friday/Monday/whatever - would be nice. I don't think you can claim that work pressure stops you posting a five second message. Though it's a hassle to do so, of course. It may be, however, that their processes do not include checking posts here at all, except periodically, so they haven't a clue that we're already griping......[:)] (But we still love you, Erik, honestly....)

It may be that we're the smallest title they publish, more or less. That wouldn't surprise me (despite being the best wargame ever made). Hence bottom of the pile.
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