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.

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Arjuna
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RE: New Stuff

Post by Arjuna »

Once this function is in there you'll have won back a customer (me) . [:)]
For a non-customer, you sure post here often enough. [;)]
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RE: New Stuff

Post by GoodGuy »

Haha, that's why I said that, to pull your kind of humor [:D].
Well, i don't think it's a bad thing to provide some input to make the best Matrix title even better or more accurate (historically... "fuel supplies".. *hint hint* [;)]), so it doesn't matter whether I'm a potential BFTB customer or not. I just wish I could use a revamped engine/SM/estab for my planned Saarland scenario. So, I guess i gotta skip BFTB. I'd pay for a revamped SM/estab though [;)].
"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."
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RE: New Stuff

Post by Arjuna »

Hi all,

We're progressing well refining things to get the scenarios working just right. I've been working on the Battered Bastards scenario that covers the valiant defence of Bastogne by the 101st Abn Div and the drive to relieve them by the 4th Armoured Divisions. The German XLVII Korps with 5FJD and 26VGD and 901PGR are trying to stave off the 4AD while storming Bastogne. So it's hell for leather.

One of the challenges for our engine has been to get the defenders to stay put in their allotted sectors. To effect this we've added some pretty neat AI Allocation code that checks for defending units that are already dug-in or better within the objective perimeter and automatically assigns them to defend inSitu. It still allows for this allocation code to be overridden if required eg to launch counter attacks.

Below you'll see a screen dump taken at dawn on D2. An enterprising German VG Bn has infiltrated its way into the perimeter during the early hours. It overan a defending Coy position, pushing the defenders back. But they didn't quite make it. In the cold light of dawn they are exposed to a chilling wall of fire. A local counter attack is being put in against them replete with mortar and arty fire support. Note also the Americans have launched an assault in the south as part of an ettempted link up with 4AD.

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RE: New Stuff

Post by Arjuna »

30 minutes later and the slaughter takes a chilling toll on the trapped VG Bn - 150 from 402 personnel, many of them surrendering. The Germans have mounted an incursion with the 901st PGR and the limited assault by the American tanks has made headway.

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RE: New Stuff

Post by GShock »

Q1 2k9 seems so far away... I never said that... but i think the AI you built guys is really a cut above the others given the complexity of the task. Am very curious about these new code lines for the other in situ units you described... it looks to me you're gonna go for the same path they took with the AI of VBS2 and ArmA2. [:)]

Luckily you said so yourself... no release before it's rock solid, I wish other companies followed your example but after all, i'll be one of your first buyers anyway... so I have already decided to prize you a very long time ago. [8D]
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RE: New Stuff

Post by Arjuna »

Yeh I know it's dragging on and so does my bank balance. One of the things about developing this engine is that so much is original R&D. You just don't know what problems you will encounter until you dive into the river with the crocs ( alligators ). For instance, we knew we would have to automate bridge building for BFTB, but we didn't envisage that this would necessitate a complete overhaul of the Move doctrine to accomodate it, nor a major revision of the force allocation code.[8|] But I must say it's a pleasure to watch the AI drive on Bastogne crossing one unbridged river after another. [:)]
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RE: New Stuff

Post by TheWombat_matrixforum »

ORIGINAL: Arjuna

Yeh I know it's dragging on and so does my bank balance. One of the things about developing this engine is that so much is original R&D. You just don't know what problems you will encounter until you dive into the river with the crocs ( alligators ). For instance, we knew we would have to automate bridge building for BFTB, but we didn't envisage that this would necessitate a complete overhaul of the Move doctrine to accomodate it, nor a major revision of the force allocation code.[8|] But I must say it's a pleasure to watch the AI drive on Bastogne crossing one unbridged river after another. [:)]

Wait, you guys get PAID for this? I always figured it was, like, your community service for some horrible crime you had committed!

Seriously, though, this is looking pretty fabulous. It's rare to find games that are really doing something new and pushing the state of the art forward in the wargaming arena. I mean, getting the AI to bridge rivers on its own is no small feat--it may seem small, but it's a huge step towards the sort of virtual commanders we've been wanting to play with in our games since the old C64 days.
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RE: New Stuff

Post by Pete W »

Just a quick post to say I am very much looking forward to buying BFTB when it's released. Have only recently bought COTA and am thoroughly enjoying it, not my usual style of game but the AI is just a joy to play against. Glad to hear you're planning a demo for this release, I think (and hope) it will convince a larger audience to give your game a try - I wouldn't have happened upon it if not for Tim Stone's recommendation on Rock, Paper Shotgun, when he said the AA engine AI was the best he'd played against. I'm rubbish at the game so far, but learning and appreciating increasingly the more I play. Good luck with the release, you guys certainly deserve a good run given the effort you've put in.
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RE: New Stuff

Post by GoodGuy »

ORIGINAL: Pete W

[]...I think (and hope) it will convince a larger audience to give your game a try - I wouldn't have happened upon it if not for Tim Stone's recommendation on Rock, Paper Shotgun, when he said the AA engine AI was the best he'd played against.
After reading one of his articles in 2006, I added a phrase from Tim's article to my signature (see below :P), as that's how I felt each time I was tinkering with HTTR/COTA.

Adding the signature was also meant as a hint for Dave that he should try to enhance community acceptance, accessability and marketing (means to kick Matrix' butts to improve in that department, their marketing is.... non-existent), I dunno if Dave ever noticed that part of my signature, heehe.

Anyway, Tim's right, AA (or CmdOps) has the biggest potential in the Matrix universe, as the engine is truly unique (and superior).
I'm rubbish at the game so far, but learning and appreciating increasingly the more I play.

I recommend to check out the AARs in the COTA forum, especially the older ones with proper documentation (images). Quite some people put up some informative AARs, where less experienced players may pick up one or another useful advice/strategy.
"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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RE: New Stuff

Post by Arjuna »

GoodGuy,

Yes I noticed your sig....about as subtle as a sledge hammer. [;)]
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RE: New Stuff

Post by GoodGuy »

Some ppl need a hammer once in a while, like a wake-up call [;)]
"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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RE: New Stuff

Post by Deathtreader »

Hi Arjuna,

This excerpt is from your reply to Adam Parker over on the General Forum. It's here so I wouldn't hijack that thread.

".....and the automated commitment of reserves"

This is the 1st of I've seen on this. Great news!! How (in brief) does it work?? Is it a new order of reserve or??

Thanks!

Rob.[:)]
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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RE: New Stuff

Post by Arjuna »

Rob,

The way this works is that it's fully automated. If the AI commander maintains a reserve for the attack ( most do ) and one of the assault guards breaks, then there is an assessment to see if the reserve should be committed. If so, the reserve will be ordered to launch its own attack to the objective. This in no way interferes with the user's ability to create their own reserves and commit them as they see fit. Doing so is strongly recommended.
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RE: New Stuff

Post by Deathtreader »


I see..........

So would this reserve unit/formation have a defend order/task (for example) while it awaits the possibility of being called forward?? Would it also be subject to the "full" orders delay?? Or is there some other task/status with a "reduced" orders delay to account for the designated unit/formation being ready to go as soon as the commander passes the word to go.
I'm probably out in left field aren't I.......

Anyway, can't wait for release!!

Rob.[:)]
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
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RE: New Stuff

Post by Arjuna »

You guessed it. Part of the attack planning doctrine is to create a reserve task. HQs no longer lead assaults, but instead are assigned to the reserve task, along with mortars and other units. How many other units depends on the aggro level for the attack. If this is high or there aren't many line units in the force group, then there may be no line units assigned to the reserve. In which case it won't be possible to commit them later. However, if the aggro level is normal or low there is a good chance there will be one or more line units in the reserve. If this is the case, then they can be committed if the need arrises. They only suffer minimum orders delay - ie 5 minutes, which is about the time it takes to relay a quick verbal order. It presumes they would be ready to go at a moments notice.
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RE: New Stuff

Post by OlegHasky »

Hi cholos,

Following the main topic
Im on a roll with AA from some time.
Thing that jabbing has to be lack of detailed info about losses.

Correct me if Im wrong, but seems like
"Taking Casualties" note + ..an own calculations, are the only options given when comes to the disposal of "info gathering" during the gme

That could work with 2-3 Bns or so, but with handling the divisions it could blow or seriously damage the memmory trying to grasp all the specific losses.
Personaly I would like to know the specifics of my "under fire" unit losses at the specific situation, without preforming the substract from the memmory matrix.
A Log register would be usefull on how many guns, riflemeat, Mps.. trusks,cars, etc unit lost at the time after "Taking casualties" .

I saw earlier, that someone actualy tryied to bite this issue delikatly, but without any visual effect.
Wondering why such important Log wasnt created, and why without perspective to reflect it in anoter act of AA.


Time Elapsed.
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RE: New Stuff

Post by OlegHasky »

Second point will be on the so called "salle-rate" of AA.

from my presonal expierience..

The expierioence was with buying COTA )as for the first AA tittle).
The main objective was - lack of good gameplay trailer.

When I first encountered the tittle - rewievd some txts ,analized some screens, I knew its not an ordinary position.
Freshly jumped out from hardly pawned - DB Series , so the good engine look, and "inside" was mostly in my interest.

Ive encountered official gameplay vid, to dispel all the doubts. And hard to say it appeared to be rather an arogant, unreal, misleading scrap that only confused me.
I do not goin to lay on the guy that preformed this terrible dark suicidal ritual on AA. But the effort was devastating.
the "Gameplay" showed nothing of the COTAS real soul.

And only because eventualy I followed the initial inner-call, Ive decided to risk it and bough it after a peroid of mixed fealings after the oficial gameplay vid. Didnt missed this time, but sure the oficial gameplay vid is a poison kiss to COTA /AA

The Demo attached to the new bulge battle set could resolve this infected mushroom now.
But I feel COTA losted a lot attention because of that.

Time Elapsed.
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RE: New Stuff

Post by OlegHasky »

Ask for the PBM issue.

I think the combination of AA timed engine with a PBM system would made this game undefited
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RE: New Stuff

Post by GoodGuy »

It'z zumvot hart to reet zis, but i zink I get zeh idea (GG with fake German accent).
"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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RE: New Stuff

Post by simovitch »

Well, we really do need a resolution on the infected mushroom issue.
simovitch

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