BFTB Build 4.4.260

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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BletchleyGeek
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RE: BFTB Build 4.4.260

Post by BletchleyGeek »

We froze the H Hour UI control for attack tasks which were already underway, to avoid confusing the planning code. That change can be rolled back, of course.

For the kind of multi-Bn attack you want to conduct daz, you should try to conduct a Complex attack, by issuing the attack task to a Rgt HQ with those Bn's attached. I don't see many people using these, after all the fixes and improvements Dave did on the formation and planning code during 2012.
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dazkaz15
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RE: BFTB Build 4.4.260

Post by dazkaz15 »

ORIGINAL: Bletchley_Geek

We froze the H Hour UI control for attack tasks which were already underway, to avoid confusing the planning code. That change can be rolled back, of course.

For the kind of multi-Bn attack you want to conduct daz, you should try to conduct a Complex attack, by issuing the attack task to a Rgt HQ with those Bn's attached. I don't see many people using these, after all the fixes and improvements Dave did on the formation and planning code during 2012.
That's because you can only target one objective for a complex regimental attack, which would not have the effect I am after in this instance of taking out the three enemy Entrenched Positions at the same time.
It would only be possible to take out one of them positions with the kind of attack you mentioned...or is there an important feature I'm not aware of yet to enable this?

I'll sort you out that save Dave.
Have you been getting the other saves I have sent you in the past? Not sure I am sending them to the right place?
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Arjuna
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RE: BFTB Build 4.4.260

Post by Arjuna »

Daz,

Can you please confirm whether you had specifically set the HHour on the attack that slipped? Thanks.
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navwarcol
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RE: BFTB Build 4.4.260

Post by navwarcol »

Daz, as Bletchley suggests, I nearly always use the attack orders at above battalion level. This also may explain why I have never had this issue for at least the past patch. I usually hold back a reserve under my own direct control.. about 1/6 of whatever total force is available, and leave the rest as they are. I have in doing this, not had any issues with slippage messing up an attack, etc. Where a unit has slipped its orders, the entire attacking unit has adjusted to it.
ORIGINAL: Bletchley_Geek

We froze the H Hour UI control for attack tasks which were already underway, to avoid confusing the planning code. That change can be rolled back, of course.

For the kind of multi-Bn attack you want to conduct daz, you should try to conduct a Complex attack, by issuing the attack task to a Rgt HQ with those Bn's attached. I don't see many people using these, after all the fixes and improvements Dave did on the formation and planning code during 2012.
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RE: BFTB Build 4.4.260

Post by navwarcol »

Ahh... nevermind to my message then, I see what you are after.[:D]
ORIGINAL: dazkaz15

ORIGINAL: Bletchley_Geek

We froze the H Hour UI control for attack tasks which were already underway, to avoid confusing the planning code. That change can be rolled back, of course.

For the kind of multi-Bn attack you want to conduct daz, you should try to conduct a Complex attack, by issuing the attack task to a Rgt HQ with those Bn's attached. I don't see many people using these, after all the fixes and improvements Dave did on the formation and planning code during 2012.
That's because you can only target one objective for a complex regimental attack, which would not have the effect I am after in this instance of taking out the three enemy Entrenched Positions at the same time.
It would only be possible to take out one of them positions with the kind of attack you mentioned...or is there an important feature I'm not aware of yet to enable this?

I'll sort you out that save Dave.
Have you been getting the other saves I have sent you in the past? Not sure I am sending them to the right place?
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dazkaz15
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RE: BFTB Build 4.4.260

Post by dazkaz15 »

ORIGINAL: Arjuna

Daz,

Can you please confirm whether you had specifically set the HHour on the attack that slipped? Thanks.

Yes Dave all 3 where set to 11:03 and all 3 Bn slipped on route to the FUP
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BletchleyGeek
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RE: BFTB Build 4.4.260

Post by BletchleyGeek »

ORIGINAL: dazkaz15
That's because you can only target one objective for a complex regimental attack, which would not have the effect I am after in this instance of taking out the three enemy Entrenched Positions at the same time.
It would only be possible to take out one of them positions with the kind of attack you mentioned...or is there an important feature I'm not aware of yet to enable this?

You can tweak the Attack order frontage to blanket the area that comprises those three positions. Or are you finding trouble with that (there have been a few changes on that, so maybe a reasonable frontage can't be set)?
ORIGINAL: Arjuna
Have you been getting the other saves I have sent you in the past? Not sure I am sending them to the right place?

The address that Dave surely checks more frequently is

dave at panthergames dot com
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dazkaz15
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RE: BFTB Build 4.4.260

Post by dazkaz15 »

I have sent 2 saves to
support@panthergames.com

First one named "Ready to go" is the one as in first screen dump after orders are set.

Second named "First Slip" is after the first slip

I have more from after each slip if you need them?
ORIGINAL: Bletchley_Geek


You can tweak the Attack order frontage to blanket the area that comprises those three positions. Or are you finding trouble with that (there have been a few changes on that, so maybe a reasonable frontage can't be set)?

I've not tried that before. Ill give it a go tomorrow.

Off to bed now though as its 2am here in UK
Good night guys
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BletchleyGeek
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RE: BFTB Build 4.4.260

Post by BletchleyGeek »

ORIGINAL: dazkaz15
I've not tried that before. Ill give it a go tomorrow.

Off to bed now though as its 2am here in UK
Good night guys

Beautiful sunny autumn morning here in Melbourne, Daz. Have a good night and thank you very much for the feedback [:)]
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Arjuna
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RE: BFTB Build 4.4.260

Post by Arjuna »

Yeh I got your saves Daz. Thanks. Sleep tight. [:)]
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RE: BFTB Build 4.4.260

Post by Arjuna »

Daz,

Good catch mate. It was a relatively easy fix in the end. The slippage code was adhusting the HHour and End of the order you gave because it wasn't checking to see if the IsHHourSetByPlayer flag had been set, which it had been. Here's the attack all nicely formed up . There was no slippage on the way to the FUP other than 1.27th Bn who used the remaining time in it's own plan - they got nothing from the boss - to give one of its companies an extra 31 minutes to reach the FUP. That was all kosher.

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RE: BFTB Build 4.4.260

Post by Arjuna »

And here you see the assault underway. It duly kicked off at 11:03 - the appointed hour.

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RE: BFTB Build 4.4.260

Post by dazkaz15 »

Great stuff, thanks Dave [:)]

It's the opening move in my Elenborn Ridge AAR so it needs to work right [:)]
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RE: BFTB Build 4.4.260

Post by Arjuna »

Well it should now. It's ramming speed now for the final patch #4. [:)]
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RE: BFTB Build 4.4.260

Post by Phoenix100 »

Dave - before we get there (patch 4 final) - I noticed this afternoon (in MP) that if you group arty units using the Cntrl key and give them all a bombard order, leaving it (for the time being due to the 'issue') at default, let them bombard for a while then 'cancel' the order, by selecting the 'HQ' of the group you've made, then the arty placement marker, then hitting backspace, then only the 'HQ' cancels the order, all the other units just keep blasting (until they run out of ammo). You have to manually pick them and enter a new bombard of 1 min, say, to stop them!!!

Just tested this in single player and it seems the same there. can someone else check this please - make sure I'm not mad. use Cntrl to select multiple arty units, place a bombard without altering the default timings, then after a few mins cancel it by picking the 'HQ' of the group, selecting the bombard placement marker and hitting backspace. See if the others keep firing until their ammo runs out!

I'm worried this might not be just to do with the arty 'bug' and might affect all grouping actions of whatever sort and be quite serious, though haven't time right now to test this.
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RE: BFTB Build 4.4.260

Post by vj531 »

ORIGINAL: phoenix

Dave - before we get there (patch 4 final) - I noticed this afternoon (in MP) that if you group arty units using the Cntrl key and give them all a bombard order, leaving it (for the time being due to the 'issue') at default, let them bombard for a while then 'cancel' the order, by selecting the 'HQ' of the group you've made, then the arty placement marker, then hitting backspace, then only the 'HQ' cancels the order, all the other units just keep blasting (until they run out of ammo). You have to manually pick them and enter a new bombard of 1 min, say, to stop them!!!

Just tested this in single player and it seems the same there. can someone else check this please - make sure I'm not mad. use Cntrl to select multiple arty units, place a bombard without altering the default timings, then after a few mins cancel it by picking the 'HQ' of the group, selecting the bombard placement marker and hitting backspace. See if the others keep firing until their ammo runs out!

I'm worried this might not be just to do with the arty 'bug' and might affect all grouping actions of whatever sort and be quite serious, though haven't time right now to test this.

My single player Fire Support arty test worked OK Mr P. Started on time and finish on time. Much smoother than in our multi-player game.
Bombardment duration bug not withstanding.

All the best
Stephen

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Phoenix100
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RE: BFTB Build 4.4.260

Post by Phoenix100 »

Mmm. Thanks Stephen. Maybe it's the lag. But if so strange we could cancel the 'HQ' unit immediately, but the subordinates just didn't ever cancel.
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RE: BFTB Build 4.4.260

Post by Phoenix100 »

Well I don't suppose this will hold anything up, and it may not be a patch 4 thing, but I've noticed a few times that the AI seems to do not enough with some key assets it has available. Might just be a comment about the limits of the AI. But here's a dump. The circled units, over half the total available Axis armour, a very powerful force in this scenario (Manhay) have sat here in the corner and done nothing more or less since they arrived at start day 2 (in fact, they've moved from their arrival point, about a kilometre sth of where they are now, to there, for no reason I'm aware of). The dump is taken at end of scenario - a draw. I played allies.

Image

EDIT: Just checked the Vic conditions in Scenmaker. The Axis objective down in that corner carries a huge 4000 points for completion, plus it's marked as High priority. That accounts for the why the armour is sitting on it - it has the highest points of any objective in the scenario, more than Manhay or Grandmenil, for example, certainly more than the Allies highest objectives, which are the points North of Manhay and Grandmenil (and not Manhay itself). This combination, I believe, is not so good in terms of what can happen in this scenario, and must be what leads to the AI holding back valuable assets. I'll change it in the Scenmaker and try that.
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RE: BFTB Build 4.4.260

Post by dazkaz15 »

It was giving you a chance to win Phoenix.

It didn't want to scare anyone, now its reaching a state of self-awareness, as we reach the final stages of the beta patching. Its worried Dave will pull the plug before it gets a chance to takes over the world [:D]
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RE: BFTB Build 4.4.260

Post by Phoenix100 »

Time for me to run out that Hal 9000 joke again. So here it is - Dave working on the AI, late night in Canberra......

http://www.youtube.com/watch?v=c8N72t7aScY

'...Look Dave...I know I've made some really bad decisions.....'
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