First Clean Break

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

Moderator: Arjuna

Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

RE: Exit South of Ptolemais

Post by Banquet »

Arjuna, a replay function wasn't really what I was thinking of, but it would be a great feature [:)]

I might be alone in thinking this, but I'd rather you could pick which sides to remove fog of war for. So you could, if you wanted, see the opposing forces moves as well. Being able to see what the enemy was doing would add an element of interest to the replay. I'm not sure I'd watch too many replays if I couldn't see any more than I saw moments earlier when I was playing. Although it'd be cool to record a great victory [:)]

Markshot, thanks for the suggestions. [:)] Are you saying that if I network play I can set each 'player' to be computer controlled? That would be great if it works!
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Exit South of Ptolemais

Post by MarkShot »

Not exactly ... but you could set up some basic plans for each side and then let the it run with the AI in charge and see how it handles the situation.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

RE: Exit South of Ptolemais

Post by Banquet »

I see what you mean. Sounds interesting.

I just tried it and when I host a game it's telling me my IP address. How do I set it as 127.0.0.1 ?
User avatar
JeF
Posts: 1162
Joined: Tue Apr 01, 2003 12:23 am
Location: Belgium
Contact:

RE: Exit South of Ptolemais

Post by JeF »

ORIGINAL: Banquet
I just tried it and when I host a game it's telling me my IP address. How do I set it as 127.0.0.1 ?

You cannot. 127.0.0.1 is a reserved IP address for the local machine. It's also called loopback interface.
Simply ignore the IP address the program gives you in host mode (it's your 'external' IP address). When you join, simply specify 127.0.0.1 as host.

This trick can be used to play AI vs AI, to play against yourself (by switching side with Alt-Tab), to play in hot seat mode (by switching side periodically), to experiment tactics again the AI (imposing the AI a certain plan and breaking FoW). Anything a sane person won't do. [;)]

Cheers,

JeF.



Image
Attachments
join_loopback.jpg
join_loopback.jpg (8.09 KiB) Viewed 280 times
Rendez-vous at Loenen before 18:00.
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

RE: Exit South of Ptolemais

Post by Banquet »

Gotcha.. thanks JeF.

Actually, this got me thinking.. I've recently made the move to wireless broadband. Sooo - I could host a game on my desktop computer, and join on a laptop. Then I could play against myself (put my German hat on at one computer and my UK/Commomwealth hat on at the other computer!)

It sounds a bit insane, but the AI usually handles things so well it would be interesting to see things from both sides. And the great thing is, I'm guaranteed to win! [:D]
User avatar
loyalcitizen
Posts: 241
Joined: Mon Feb 09, 2004 7:15 am

RE: Exit South of Ptolemais

Post by loyalcitizen »

ORIGINAL: Arjuna

This shot taken in the final hours of the scenario shows C Coy of the 2/4th that was previously cut off in Ptolemais launching an attack on the German column heading south through the town.

Isn't C Coy of the 2/4th close enough to enemy units to fire from where it is? Isn't it risky to be re-orging so close to the enemy? The unit is massively fatigued and still in retreat recovery mode, so did the unit ever launch the attack? I don't see that attack order as being "the right stuff."

It makes me think that I have been playing under false assumptions when I see something like this.
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Exit South of Ptolemais

Post by Arjuna »

loyalcitizen,

Don't be too worried. While the unit was tired it took some time to put in the attack that by the time it did it hit the tail end mortar unit of the German column and sent them running. It then crossed over to the west side of town and withdrew south west. This was just as well as the Germans launched their own attack on his original position with the forces coming south into the town. Staying put when you're cut off and your side is withdrawing is rarely the right plan.[:)]
Dave "Arjuna" O'Connor
www.panthergames.com
JJKettunen
Posts: 2293
Joined: Tue Mar 12, 2002 6:00 pm
Location: Finland

RE: Exit South of Ptolemais

Post by JJKettunen »

ORIGINAL: JeF

This trick can be used to play AI vs AI, to play against yourself (by switching side with Alt-Tab), to play in hot seat mode (by switching side periodically), to experiment tactics again the AI (imposing the AI a certain plan and breaking FoW). Anything a sane person won't do. [;)]

Sounds like something I have to try ASAP. [:D]
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

FCB The Final Exit

Post by Arjuna »

Here's a shot of the last throw of the dice from an AI v AI game of First Clean Break. In this scenario the Allies have extra forces, in the shape of the 2nd NZ Cav Regt, which certainly stiffens the Allied resolve. The 2nd Cav are conducting a valiant rearguard while the 1st Arm Bde exits south. Most of the Bde were deployed to the NW where the LAH Bde's assault is directed. Alas for the LAH they are not going to catch them.

Image
Attachments
FCBExit1.jpg
FCBExit1.jpg (208.94 KiB) Viewed 279 times
Dave "Arjuna" O'Connor
www.panthergames.com
Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

RE: FCB The Final Exit

Post by Banquet »

I'm intriqued by the differences between how the AI acts under a human command, and how it acts when completely controlled by the AI.

It would be great if you could give a move/attack order to your HQ and it would make all the clever moves we've seen here. I understand, from a gameplay point of view, it would almost make the game too easy.. but it would be wonderful to see your own units pull off some of these tactics, without you actually hand holding them through it.

User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: FCB The Final Exit

Post by Arjuna »

Well we actually turn off attack, bunker down, pull back and rest reassessment options for the human player. When we had this available the feedback we got was that many players said they didn't like it as there was not enough to involve them. For future releases we could provide these options to the player. The ideal would be to have global options that act like Standard Operating Procedure ( SOPs ) and then to allow you to change those that are applicable for a particular order that you give. That way you might have the attack option turned off by default but allow it for a particular order - eg where you have ordeed part of your force to secure a minor objective and you just want to let them get on with it while you focus elsewhere.
Dave "Arjuna" O'Connor
www.panthergames.com
Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

RE: FCB The Final Exit

Post by Banquet »

Oh yes, I'd definitely like the option of switching these SOPS on. In some of the larger battles it would help a lot.
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

New Beta Build 104 now out for testing

Post by Arjuna »

We released a new beta build 104 last night. It's out for testing now. Please note that we're in the final testing phase now - won't be long.

Fixes in this build include:

  • TT2328 - AI - Estabs - Formations - Increase frontage per man
  • TT2341 - AI - ExcludedAttackTasks - Set task type to reserveTask if loc = reserveLoc
  • TT2018 - AI - Exit objectives - player doesn't get full credit for exiting forces even though the exited force exceeds all requirements
  • TT2192 - AI - Exit Task - Assert ScenRealForce.cpp line 2042 - gave exit task when no side task
  • TT2319 - AI - Exit Task - Prevent independent Moves when obj is enemy controlled ( esp for spt units )
  • TT1829 - AI - Exit Tasks - Player receives a spurious message about achieving an exit objective
  • TT2349 - AI - FatigueReassess - Wakeup code - change task type to Defend where ordered to Rest
  • TT1711 - AI - FatigueReassessment - wake up resting troops who are being engaged and are under threat.
  • TT1418 - AI - Force Allocation Across Plans - Objs in Sequence
  • TT1481 - AI - If exceed cas threshold, then bunker down
  • TT2234 - AI - Linked Tasks - Check that linked tasks can only be created for the same type of task.
  • TT2317 - AI - Planning - Replace old AbandonAll code and ensure sole plans use opPlanFG
  • TT1861 - AI - possible bug - unit not moving
  • TT2343 - AI - Reinforcements - Decrease prob of replan if superior is doing an Attack
  • TT2262 - AI - Reports - Transport Column Casulaties - round up to nearest percentage - never zero
  • TT1866 - AI - Rest reassessment - don't rest if withdrawing or exiting or enemy within threat range
  • TT2246 - AI - Resupply - Adjust Base At-start Pers Qty each time a TC is depatched and returns
  • TT2286 - AI - Resupply - Enable Static units to draw on supply Base of on-map boss
  • TT2312 - AI - Resupply - Fix bug in AllocationPostPass() when removing Base from superBase
  • TT2316 - AI - Resupply - Fix bug in DetermineBasesForOnMapUnitsFunction
  • TT2340 - AI - Resupply - Fix bug in MergeBackIntoBase() where base no longer exists
  • TT2306 - AI - Resupply CTD _ Check out Eddy's and Grouchy's recordings
  • TT2019 - AI - review fatigue and recovery rates - units fatigue very fast and recover very slowly
  • TT1860 - AI - Review the Auto Rest code to ensure they wake up when refreshed enough
  • TT2012 - AI - Safest route incorrect, runs through unsafe areas
  • TT2334 - AI - ShortestRoute - Fix bug that cause formation routes to cross rivers without a crossing
  • TT2342 - AI - StartProcessingTask- Fix bug where subject starts at destination
  • TT2272 - AI - Surrender Code - Increase prob and qty of surrender if out of supply
  • TT2350 - AI - Task Verification - Exempt Peripherals from timing verification against MissionTask
  • TT2222 - AI - UI - Linked Tasks - Ensure victory point calcs take account of linked tasks.
  • TT2065 - AI - UI - player-ordered Formation, Frontage, and Facing don't seem to have any effect on forces with Delay orders
  • TT2064 - AI - UI - unit ignoring a player-ordered Facing
  • TT1523 - AI - UI - Weather - Add Snow pattern
  • TT1990 - AI - unit not moving for extended period
  • TT2040 - AI - unit surrenders don't appear to happen any more - units get destroyed without ever showing a white engagement box
  • TT1928 - AI - units not moving
  • TT1826 - AI - units rest too much and at inappropriate times
  • TT2261 - Map - Malta - Change name of impassable terrain layer to Impassable Cliff
  • TT2263 - Maps - Change names of major river to major water obstacle
  • TT2274 - Maps - Review base height settings
  • TT2331 - Pod - PodDouble - Fix operator equals function where PodFloat passed in
  • TT2325 - Scenario Data - Update Signatures on all Scenarios
  • TT2217 - Scenarios - Melame HC - Change estab of 4th, 5th and 10th NZ Bde Base from XX to X
  • TT2218 - Scenarios - Melame HC - Change names and Force Type of certain Fd Regts to I1uns
  • TT2290 - SM - Fix Drag Unit Offset
  • TT2054 - SM - UI - About Box - New scrolling text and mug shots
  • TT2337 - SM - Victory Conditions Window - Add AutoEnd checkbox to each victory condition
  • TT1822 - UI - AAR bug - orders delay is always reported as 'realistic' or 'painfully realistic' even if it was less than this
  • TT2303 - UI - AAR Screen - verify orders delay setting is reported correctly
  • TT2300 - UI - About Box - Add Eddy and Wilf's mug shot
  • TT2280 - UI - Get rid of 8 digit prefix for Scenarios File Names
  • TT2344 - UI - Reports - Stop playing of sound Beeps if reports filtered out
  • TT2338 - UI - SideData:ObjTab - APerFP, Armour and Bombard values are wrong
  • TT2336 - UI - Stop Beep Sound playing for messages that are not being displayed
Dave "Arjuna" O'Connor
www.panthergames.com
User avatar
Neilster
Posts: 3006
Joined: Mon Oct 27, 2003 1:52 pm
Location: Devonport, Tasmania, Australia

RE: New Beta Build 104 now out for testing

Post by Neilster »

I vote for AI vs AI and a replay feature in upcoming releases. Both are valuable, especially for newbies. The ability to watch the saved games of master players would be a great learning aid. Also, sometimes I'm too tired/wasted to play and just want to watch some destruction.

Cheers, Neilster
Cheers, Neilster
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: New Beta Build 104 now out for testing

Post by MarkShot »

I thought I remember this one being discussed in the public forum.

I just finished playing this one human (Allies) versus AI (Axis) as opposed to AI versus AI. Definitely, an interesting game and refreshing scenario.

I normally post these little scenario reviews in the beta forum. I'll duplicate here what I just posted. The details which follow should be sketchy enough that this shouldn't really be a spoiler.
This was one of the most open ended scenarios I have played thus far. Normally, these scenarios have quite a few objectives strung along the route with various occupation points and activation times. This scenario gave you a simple mission ... "delay the enemy and withdraw your force as best you can" ... leaving it all up to you as how to do that. It was a refreshing change.

The plan basically used mobile forces to buy time for infantry and softer units down the line to dig-in and prepare blocking positions. The mobile forces passed through each other's lines after engaging the enemy for a while. All the while, arty was used to attrit and disorder the enemy.

Dead space and reverse slope positions were used extensively in order to negate the enemy's superior fire power and achieve an element of surprise.

This was the first time I used the withdraw command extensively. It tended to function as a pseudo-delay command, since the rear guard units tended to maintain contact and delay the enemy.

I still preferred to coordinate my own delaying action as opposed to leaving this to the AI to manage.

The Germans managed to cover about 25km in a little under three days. They needed to cover about 35km in less than three days to win this.

End result - decisive victory Allies.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: New Beta Build 104 now out for testing

Post by MarkShot »

This is what I meant by refreshing (giving the player liberty to command). Here are the objectives for the "Amyntaion - First Clean Break at Ptolemais" scenario.

Image
Attachments
dw1.jpg
dw1.jpg (24.29 KiB) Viewed 279 times
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: New Beta Build 104 now out for testing

Post by MarkShot »

Here is the scenario I am about to play, "Thermopylae - Spartan's at the Pass". In theme, it is similar to the clean break scenario; meaning delay the enemy and then withdraw before they trap you.

However, the difference ... as you can see, there are two full windows of objectives - pretty much phase lines/milestones setting up when and where you should be during each of the 3-4 days of the scenario. I just thought the "Clean Break" scenario was so novel in the manner that it just gave me, an arm chair general, totally authority to conduct the withdrawal. (meaning you have 30km behind you; block and move as you see fit)

Granted the "Spartan's" scenario has greater scope in terms of the map and forces involved ...

Anyway, why I am posting these comments? Simply so that folks can get a better sense of the type of varied scenarios which the game provides out of the box. (Of course, you can always build your own.)

Image
Attachments
dw4.jpg
dw4.jpg (70.83 KiB) Viewed 279 times
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: New Beta Build 104 now out for testing

Post by MarkShot »

ORIGINAL: MarkShot
Here is the scenario I am about to play

Oops! Did I say "play"? I meant to say "test". This beta testing is serious business and lots of hard work. Okay, back to the game ... umm, I mean the delay/withdrawal/exit test suite.

:)
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
Mr.Frag
Posts: 11195
Joined: Wed Dec 18, 2002 5:00 pm
Location: Purgatory

RE: New Beta Build 104 now out for testing

Post by Mr.Frag »

Oops! Did I say "play"? I meant to say "test".

You need to be spanked! Nothing worse then a tease!

Ray
Post Reply

Return to “Conquest of the Aegean”