Prefer v4.6.270 vs 4.6.272

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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davidx
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RE: Prefer v4.6.270 vs 4.6.272

Post by davidx »

Your are delusional, the ir394 was been long knock out of placed from the entrenched position.

So, to

dazkaz15 and panther gamer, go fuck yourself and you delusional self contradictory butt licking.

davidx
navwarcol
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RE: Prefer v4.6.270 vs 4.6.272

Post by navwarcol »

Who are you to talk to people like that? People trying to help YOUR issue?
ORIGINAL: davidx

Your are delusional, the ir394 was been long knock out of placed from the entrenched position.

So, to

dazkaz15 and panther gamer, go fuck yourself and you delusional self contradictory butt licking.

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Arjuna
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RE: Prefer v4.6.270 vs 4.6.272

Post by Arjuna »

ORIGINAL: davidx

Your are delusional, the ir394 was been long knock out of placed from the entrenched position.

So, to

dazkaz15 and panther gamer, go fuck yourself and you delusional self contradictory butt licking.

david,

That type of language and response won't be tolerated here. Everyone is entitled to their opinion, just as you are. What I listen to are well thought out arguments backed by evidence. Abuse doesn't cut it.
Dave "Arjuna" O'Connor
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Arjuna
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RE: Prefer v4.6.270 vs 4.6.272

Post by Arjuna »

Now this morning I reviewed the retreat code after reading the posts in this thread about units staying put when people thought they should have run. I encountered the same thing late last night when an SS eng coy stood its ground, retreating in place for hours while it got whittled away and eventually was wiped out. What I have done is add code that tests if the time it last took casualties is greater than its time last retreated and if so it checks the units recent casualties and applies a reduction to the stayPut probability. I have been running a number of tests tweaking the values and I think it plays quite well now.

I am doing a new Hot fix build at the moment and hope to upload it tonight to Matrix. Allow them a few days to get it to you.
Dave "Arjuna" O'Connor
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navwarcol
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RE: Prefer v4.6.270 vs 4.6.272

Post by navwarcol »

Thank you Dave.... and then the med pack and CO2? [:D]
Yes... it is a never ending process, isn't it?

Seriously appreciate the effort into this past couple of patches!
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dazkaz15
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RE: Prefer v4.6.270 vs 4.6.272

Post by dazkaz15 »

RE: Prefer v4.6.270 vs 4.6.272 - 2/24/2014 9:38:00 AM Routed recovering units do tend to hang around longer, when in close contact with the enemy.
There might be a bit of a problem there, but as my units in close contact with them were not taking damage I role played it as time taken to process prisoners, and send them to the rear.

I have managed to get a little more game time in, and can confirm the above is a problem.

There is a problem with units that are route recovering (Red box) holding vastly superior units up, and taking very little damage from them even when they are heavily engaged and very close.
They do surrender eventually, but if they are on a road through a forest they can hold a Bn Road column up for hours.
There was a far worse example of this later in the game, but I don't have time to sort out saves for that one yet. Let me know if you need more examples of it to test.

Also in this you will see the FJ Regt base has taken the lead for a Regimental move order, it has one attached Bn.

I'm very busy with work at the moment, and have had very little time to play, but hope this helps.

It has nothing to do with the I&R Pl specifically, it is so do with the routing code.
As you can see in this example its B Coy that is the problem, but any routing unit on a track through impassable terrain has the potential to cause the same problem, and indeed did later on.

Ill dropbox Miguel a save, of this occurrences.



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dazkaz15
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RE: Prefer v4.6.270 vs 4.6.272

Post by dazkaz15 »

David

Sorry if my posts came across as contradictive to yours.
That was not my intention.
I could see that there is a problem just by looking at the images you posted, which was why I tried to help.

As I said in an earlier post, I pushed a Bn though the I&R Platoon several times, with no issues.
This was not to try and say that you never had a problem, or to trivialise it, but to try to replicate it to add another voice, and saved game to yours, to help Dave out with a fix so we can move on to Command Ops 2 faster.
Just because I never managed to replicate it, doesn't make your image, and saved game with the problem on disappear, but can help Dave to eliminate what may be the issue here, I hope.

I still don't think that the I&R Pl being to tough is the problem, I think it is probably to do with the retreat/routing code.

I may be wrong, but that's what we have Dave for, and is why you send him saves not me [;)]

Would be a shame to lose someone like you that actively contributes to the community here.
Whatever I did to upset you.

I apologise for.

Daz
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wodin
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RE: Prefer v4.6.270 vs 4.6.272

Post by wodin »

Daz..what are you apologizing for? He should be apologising to you.
Phoenix100
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RE: Prefer v4.6.270 vs 4.6.272

Post by Phoenix100 »

Yeah. I agree with Wodin, Daz. I don't mind foul language at all, but the insults we can do without. It would only be someone with a condition, or very drunk, who would say that kind of thing to your face. Don't understand why the guy had to be so awful, sorry. Odd behaviour.
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