Why do gun unit lead

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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PaulWRoberts
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RE: Why do gun unit lead

Post by PaulWRoberts »

I'm glad to hear that there will be a new patch. The game as-is is great, but it's the commitment to tweaking (and fixing) little things that will make it one for the ages. :)
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Arjuna
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RE: Why do gun unit lead

Post by Arjuna »

BTW I have once again reviewed the orders delay code in an attempt to fix a reported bug in which a force repeatedly replanned and never advanced. Turns out that the delay on the subordinates was too great and the Move task expired before they even started to move. There were two factors at play here. First the code which estimated the likely Move duration was using an older method for calcing orders delay than the current one actually used in order processing. Second, the new orders delay code erroneously was calcing all orders delays as though they were coming from the player. Now this is fine for any force you give an order to but not for their subordinates.

I've fixed these, tweaked some of the modifiers as well and double checked the effects. The upshot now is that the estimates for Move durations are much better as are those for force delay. In repeated tests with different sized forces and varied staff quality the difference between the force delay estimate displayed on a unit's data in the Cmdr tab of the side bar is within 10 to 20 minutes of actual ( on average ). This should make it much easier to estimate how long it will take a force to get moving from the time you give an order.

One other modification I will make is to turn off the arty firebase code when you order the formation type to be "in-situ".
Dave "Arjuna" O'Connor
www.panthergames.com
MarkShot
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RE: Why do gun unit lead

Post by MarkShot »

What's the firebase code do?

Thanks.
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Golf33
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RE: Why do gun unit lead

Post by Golf33 »

Firebase code causes indirect-fire assets to check their distance from the objective. If they are in a valid location they will halt and if not, they will select one and move there. You normally see this as artillery units 'dropping off' during a formation road march. Occasionally, on short moves, you will see this as artillery units moving to the objective, then replanning and moving back to a fire support location - this happens when the whole force moves to the objective before the artillery unit does its firebase assessment.

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Warpstorm
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RE: Why do gun unit lead

Post by Warpstorm »

Any ETA on when this will be fixed?
KNac007
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RE: Why do gun unit lead

Post by KNac007 »

I think it's allready fixed (read the last Arjuna message), and they are testing the last beta build so they can release a quick patch on this.
Warpstorm
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RE: Why do gun unit lead

Post by Warpstorm »

Maybe I should have been more specific. What is the ETA of when the fix will be released?
Golf33
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RE: Why do gun unit lead

Post by Golf33 »

When it's ready. If we release a patch without adequate testing then all that will happen is something else will get broken. So the plan is to make sure that patch 2 works in all respects before releasing it. To further assist in this we've also taken on two new beta testers to help put the patch candidate through its paces.

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JudgeDredd
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RE: Why do gun unit lead

Post by JudgeDredd »

ORIGINAL: Golf33

...If we release a patch without adequate testing then all that will happen is something else will get broken....

Amen to that! [&o] A developer that knows the importance of testing!! I work as a programmer and often, when I'm asked to make a fix or change, I'm given too little time for testing - it quite often gets back to me with something that was missed!

I wish I worked for a company that valued testing!! [:(]
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longhairedlout
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RE: Why do gun unit lead

Post by longhairedlout »

Hiya all, I was just wandering if we could have an update on the patch[:)]
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Fastheinz
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RE: Why do gun unit lead

Post by Fastheinz »

I have noticed this problem also, and would like to express my appreciation for your good work on this game!!!
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EricGuitarJames
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RE: Why do gun unit lead

Post by EricGuitarJames »

Get it sorted guys! Yakstock is slaughtering my AT and AA units as I try to take Nijmegen! ........... And I need all the help I can get[8D]
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Arjuna
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RE: Why do gun unit lead

Post by Arjuna »

We encountered a CTD ( crash to desktop ) introduced in the latest build. So it will be one more round of testing I'm afraid.
Dave "Arjuna" O'Connor
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RE: Why do gun unit lead

Post by EricGuitarJames »

ORIGINAL: Arjuna

We encountered a CTD ( crash to desktop ) introduced in the latest build. So it will be one more round of testing I'm afraid.

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