Fixes for Build 4.6.269

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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BigDuke66
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RE: Fixes for Build 4.6.269

Post by BigDuke66 »

Change list looks really impressive, thanks for the hard work.

Just 2 points that make me scratch my head:
-Now exposed personnel will duck for cover when receiving fires.
Didn't a unit always try to take cover when receiving fire?

-If units have the chance to use crew-served heavy weapons, they will always take it.
Well if a unit has crew-served heavy weapons what did they do before with them?
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Arjuna
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RE: Fixes for Build 4.6.269

Post by Arjuna »

Exposed personnel refers to AFV crew such as the commander and gunner of a tank.
 
Re heavy wpns. Previously there was no priority given to these when it came to crewing. Now there is. When a unit's at full strength it probably didn't manifest. But as it takes casualties you can end up with more weapons than you have crew. In such cases now priority will be given to manning the hvy wpns first.
Dave "Arjuna" O'Connor
www.panthergames.com
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BigDuke66
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RE: Fixes for Build 4.6.269

Post by BigDuke66 »

Ah I see, thanks for the clarification.
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BigDuke66
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RE: Fixes for Build 4.6.269

Post by BigDuke66 »

So far so good.
Currently I just have the feeling that all the adjustments for firepower, suppression leads to units being easily moved out of there position.
I had a unit that was multiple times driven out of its position in the forest by a bunch of halftracks on Höfen Ho-Down although its suppression level didn't rise much, overall that seems too drastic.
On the other hand I had some companies assaulting and artillery rained down on them and the attack faltered, that seems perfect.
Also the battle felt much more "dynamic" what seems nice but at least in this case doesn't fit the scenario as the Germans didn't really break the US line, but maybe this can be related to too much artillery availability, I used it a lot but didn't run out of ammo a single time.
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