New Stuff

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

Txema
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RE: New Stuff

Post by Txema »

[:D]
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RE: New Stuff

Post by Txema »

Arjuna,

I have seen in the progress thread that you have recently enabled several "Double-click" functionalities:

TT3641 - UI - Enable Double-click in OB display to switch to Unit Data Gen Tab for selected unit

TT3642 - UI - Enable Double-click on unit on map to switch to OB Display and focus on selected unit

Have you solved also the problems with the double-clicks in the "Armaments" section of the Estab Data Views?



Txema

ORIGINAL: Txema

Arjuna,

Excellent work on the Estab Data Views!!!

However to make the Estab Data Views consistent I think it would be necessary to let the player view the "Weapon Estab Data" corresponding to the "Armaments" of the vehicles (for example, the "Weapon Estab Data" corresponding to the "7.5cm KwK 42 L/70" main gun that appears in the "Armaments" section of the "PzKfW V Ausf G - Panther" tank of your example).

Will it be possible to see the "Weapon Estab Data" corresponding to the "Armaments" of the vehicles?

Please....


Txema


ORIGINAL: Arjuna

Txema,

We're hoping to, but we have a problem with the Armaments control at the moment. It's not responding to double-clicks for some reason. I'm hopeful we'll have that licked before release.

Note for Paul - I told you they'd want it! [:)]
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RE: New Stuff

Post by Arjuna »

Txema,
 
No, not yet but thanks for reminding me. [:)]
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GShock
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RE: New Stuff

Post by GShock »

Arjuna i was wondering if COTA will be retrofitted with these new functions once the game is released.

I sincerely hope Matrixgames will also allow a small discount to those like me who own COTA and who will certainly purchase this title once it's out in recognition of the love i am developing for this engine. [:)]

Is there a scheduled release date?
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RE: New Stuff

Post by Arjuna »

No we will not be retrofitting COTA with the BFTB feature set.
 
Re release date. All I can say on this is that we are working flat out; we won't release the product untill it's rock solid; sometime in 1Q 2009 is my best guess.
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GShock
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RE: New Stuff

Post by GShock »

Well that's very close then....great!
I'm sorry to hear you won't retrofit COTA and I'm wondering why. At first glance it appears a worthwile effort to keep the game alive...perhaps after botb is released i hope you reconsider.
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RE: New Stuff

Post by GoodGuy »

ORIGINAL: Franklin Nimitz (March 2008)

A thought that occurred to me when reading that other thread referred to in post 19: Right now, you have some method when a unit disbands of transferring the remaining assets to another nearby unit. Why not do something like that when a motorized unit dismounts, but have the vehicles "disband" into either the owning HQ or base force. When the unit remounts, the vehicles "disband" from the HQ or base back to the original owner. No separate counters, just an accounting change. An appropriate "transfer delay" analogous to orders delay would account for drive time between units.

If a coy/plt size unit dismounts > vehicles go to bn HQ.
If a Bn or larger dismounts > vehicles go to base.
  • 1) I stumbled over this and Dave never answered to this, I think.
    Dave, would that be a feasible way to overcome the situation where motorized inf units (for example) can't enter woods, without having to code an all-new "dismount pool" solution?
  • 2) If I am not mistaken, currently, a motorized unit - which is forced to retreat/route - may very well cross terrain earmarked as impassable (for mot. units, ie. woods, walls, fortress/bunkers), with incredible speed, too.
    If that happens, it's a real pain to get a tank Coy or a PaK company back to the roads, it takes up to 4-8 hours sometimes, sometimes even days.

    Is it possible to exclude let's say tank units from routing through these types of terrains?
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RE: New Stuff

Post by Arjuna »

ORIGINAL: GoodGuy
ORIGINAL: Franklin Nimitz (March 2008)

A thought that occurred to me when reading that other thread referred to in post 19: Right now, you have some method when a unit disbands of transferring the remaining assets to another nearby unit. Why not do something like that when a motorized unit dismounts, but have the vehicles "disband" into either the owning HQ or base force. When the unit remounts, the vehicles "disband" from the HQ or base back to the original owner. No separate counters, just an accounting change. An appropriate "transfer delay" analogous to orders delay would account for drive time between units.

If a coy/plt size unit dismounts > vehicles go to bn HQ.
If a Bn or larger dismounts > vehicles go to base.
  • 1) I stumbled over this and Dave never answered to this, I think.
    Dave, would that be a feasible way to overcome the situation where motorized inf units (for example) can't enter woods, without having to code an all-new "dismount pool" solution?
I agree that this option could serve. However, it only addresses the minor part of the problem, namely where to hold the vehicles. What would still be left to do, and this by far is the biggest hurdle, is to make the AI smart enough to handle all the cases where an objective is impassable to motorised but passable to foot and allowing the mech/mot inf to still be allocated to that objective. Further is would need to work out when and where to dismount ( relatively easy ) but more difficult, when and where to remount. This would mean overhauling the route finding routines yet again to insert RVs at the dismount and remount locations. Then separate discreet routes would have to be calced between the start and RV and end ( not to mention any other interim locations like crossings that have to be rebuilt ).

On the bright side. I have just spent over a month doing more or less the same type of thing to get the automated bridge building to work. So once I get a spare month or too I can focus on doing this for the mount/dismount as well. [:)]
  • 2) If I am not mistaken, currently, a motorized unit - which is forced to retreat/route - may very well cross terrain earmarked as impassable (for mot. units, ie. woods, walls, fortress/bunkers), with incredible speed, too.
    If that happens, it's a real pain to get a tank Coy or a PaK company back to the roads, it takes up to 4-8 hours sometimes, sometimes even days.

    Is it possible to exclude let's say tank units from routing through these types of terrains?
That should not happen as the route code still calls the standard pathing routines and it should prevent the unit from enetering impassable terrain. If this is happening then it's definitely a bug. If you can give me a saved game I'll check it out.
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RE: New Stuff

Post by Lützow »

Can you convert scenarios from predecessor titles into BftB ? One thing I like about TOAW 3 is the almost infinite replay value, based on scope and flexibility. And is it possible to create and play a large scenario of entire bulge front - considering one has a fast multi-core system, able to handle this - or would the AI being overstrained here ?

I just discovered CotA and am very pleased with it, but would regret if I can't adopt older scenarios into the enhanced engine of your upcoming title.
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RE: New Stuff

Post by simovitch »

ORIGINAL: Lützow

Can you convert scenarios from predecessor titles into BftB ?
For now only Western Front 1944. So HTTR is no problem (even the maps port over) and Normandy, Italy, etc.

Polish Airborne, Dutch SS, and all the funky little security detatchments from HTTR will all be included in the estabs.
And is it possible to create and play a large scenario of entire bulge front - considering one has a fast multi-core system, able to handle this - or would the AI being overstrained here ?
If you had the super computer to do this, I don't think there would be a problem since the AI will adapt to the envioronment you create for it. I'm just not sure such a machine exists yet.[;)]
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RE: New Stuff

Post by Helpless »

ORIGINAL: simovitch



For now only Western Front 1944. So HTTR is no problem (even the maps port over) and Normandy, Italy, etc.

Polish Airborne, Dutch SS, and all the funky little security detatchments from HTTR will all be included in the estabs.


aha.. so the rumors about the HTTR estabs in BFTB just proved to be true.. [:)] [&o]
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RE: New Stuff

Post by ETF »

Nice indeed!
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RE: New Stuff

Post by JMLiege »

Hi.

I've take a glance at all your nice pictures, but I didn't see any screenshots (nor scenarii) about Bastogne - Noville - Foy.[&:]

Hope to see some soon.

Best regards,
Jean-Marc

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RE: New Stuff

Post by simovitch »

There are at present 5 scenarios featuring Bastogne so no worries there. Here's a screenie from The Battered Bastards" showing snow terrain during the night time.

Note that "Easy Company" is highlighted in the woods near Foy. Unfortunately they will suffer command delays in this scenarios as they were at this time under the command of "Foxhole Norman" Dike.

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RE: New Stuff

Post by JMLiege »

Nice.Thanks.

By the way, foxholes still exist in the 'Le bois Jacques'.
Many People often visit this wood to check.

There is also a German cemetery near Recogne.(see attachment)

PS:
I travel each day through Noville, Foy. It's why i'm so interested in those places especially.



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RE: New Stuff

Post by Arjuna »

Buret,
 
Richard "simovitch" and I were part of a Band of Gamers tour that visited those foxholes and that cemetry last October. Richard and his brother organised the tour of the Ardennes battlefields. It was great.
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RE: New Stuff

Post by JMLiege »

Arrhh...too bad.

If I knew it, I would invite you to have a drink at home (to beta test some Belgian biers)
and I might have test some beta version of your game on my PC... [:D]

Did you visit Saint-Vith ? there is a King tiger there.

What do you think about the refresh they made on the Sherman ?
Personally and as many people other here, it looks like a dinky toys now, not a real destroyed tank during this mighty winter offensive.[:(]

Best regards,

Jean-Marc

PS: You're still welcome here.
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RE: New Stuff

Post by simovitch »

ORIGINAL: Buret

Arrhh...too bad.

If I knew it, I would invite you to have a drink at home (to beta test some Belgian biers)
and I might have test some beta version of your game on my PC... [:D]

Did you visit Saint-Vith ? there is a King tiger there.

What do you think about the refresh they made on the Sherman ?
Personally and as many people other here, it looks like a dinky toys now, not a real destroyed tank during this mighty winter offensive.[:(]

Best regards,

Jean-Marc

PS: You're still welcome here.
Jean-Mark - yes, too bad we missed you - it wouldn't take much to talk a group of wargamers into some (more) Belgian Beer. Duvel was my choice this time btw.

Saint Vith - we stood on a bluff just down the road from the US memorial that overlooked the Prümmerberg (which was our next stop) but we had to drive to La Gleize to see what I think is the the only Mk IVb on display in the Ardennes.

Anyway I assume that is you there up on the Geryhound Panther in Houffalize?

cheers,
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RE: New Stuff

Post by JMLiege »

ORIGINAL: simovitch

Jean-Mark - yes, too bad we missed you - it wouldn't take much to talk a group of wargamers into some (more) Belgian Beer. Duvel was my choice this time btw.

Saint Vith - we stood on a bluff just down the road from the US memorial that overlooked the Prümmerberg (which was our next stop) but we had to drive to La Gleize to see what I think is the the only Mk IVb on display in the Ardennes.

Anyway I assume that is you there up on the Geryhound Panther in Houffalize?

cheers,

Sorry for the mistake (Bier = Beer)...it's the dutch translation for beer.[&o]

You assume well about picture, it's me in Houffalize on top of the panther.I should take a picture at night under snow. It's even more terrifying.
Did you notice the two US white bombs around the tank? It's also amazing.

Best regards,

PS: My favorite beer is 'La Chouffe', but I also appreciate 'Kriek' and 'Rodenbach'.[;)]




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RE: New Stuff

Post by GoodGuy »

ORIGINAL: Arjuna

On the bright side. I have just spent over a month doing more or less the same type of thing to get the automated bridge building to work. So once I get a spare month or too I can focus on doing this for the mount/dismount as well. [:)]

Does this mean mount/dismount will make it into the next installment, or [dream-mode on] maybe into an update coming with an expansion BEFORE the next installment[/dream-mode off]?

Once this function is in there you'll have won back a customer (me) . [:)]
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
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