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RE: 2.9
Posted: Wed Sep 24, 2014 6:44 pm
by Tazak
Rev2 - appears that the issues I reported are working, CB fire is now infrequent and 'feels' right.
I think the resupply/screen/withdrawal might need a bit more tweaking - units still seem to be trying to slug it out at close range with low supply in most cases
and big thanks to Rob for the force roster tweak [8D]
RE: 2.9
Posted: Sun Sep 28, 2014 11:22 pm
by Plodder
Having some trouble with the map values editor not recognising lake elevations. I'm getting 99s and it's calling the terrain "mixed". These are on hexes that are completely blue with the rgb setting of 45,0,221.
RE: 2.9
Posted: Mon Sep 29, 2014 12:28 am
by Plodder
Not recognising the road net neither.
RE: 2.9
Posted: Mon Sep 29, 2014 12:33 am
by CapnDarwin
Can you send me the base map causing the problem? Via PM if it is something you don't want to show the world.
RE: 2.9
Posted: Mon Sep 29, 2014 1:19 am
by Plodder
It's no problem if people want to see it. Here you are, had to zip it.
RE: 2.9
Posted: Mon Sep 29, 2014 7:32 am
by CapnDarwin
Rob and I will have a look at it tonight.
map values editor
Posted: Fri Oct 03, 2014 7:49 pm
by Plodder
Could someone please pass on to Rob this updated file? I've cleaned it up a bit so if you set the buffer to 9 the only 99s you get are the lakes. I'd also forgotten to trim the right hand side of the map to make complete hexes.
RE: map values editor
Posted: Fri Oct 03, 2014 10:03 pm
by IronManBeta
Got it! Thank you for your help and once I return from my travels this weekend I will dive in and fix the problems.
Cheers, Rob
ORIGINAL: The Plodder
Could someone please pass on to Rob this updated file? I've cleaned it up a bit so if you set the buffer to 9 the only 99s you get are the lakes. I'd also forgotten to trim the right hand side of the map to make complete hexes.
RE: map values editor
Posted: Sat Oct 04, 2014 7:30 am
by WildCatNL
Rob, fyi, 2.05 does scan these lakes correctly (tagged as Lake, elevation 0). Roads aren't recognized (which 2.06 fixes).
RE: map values editor
Posted: Sun Oct 05, 2014 9:26 am
by IronManBeta
OK, thanks. That should speed things up! I love bugs that I've already fixed, lol. I'll just give it a once over to make sure it is all still fixed.
Thanks, Rob
ORIGINAL: W1ll14m
Rob, fyi, 2.05 does scan these lakes correctly (tagged as Lake, elevation 0). Roads aren't recognized (which 2.06 fixes).
RE: map values editor - 10/4/2014 5:30:26 AM
RE: Comments on the 2.06 BETA Patch (only)
Posted: Sun Oct 26, 2014 8:59 am
by WABAC
This is the first match in Tazak's campaign. The Soviet helo unit at 1322 came snooping down the road from the NE to 1921, and then moved west to 1321, and neither the 4/58 rapiers (1219) nor 1/46 javelins (1723) fired a shot.
Further north at 1912, the 8/46 javelins have yet to fire a shot. I had noticed in a previous start that these units were not firing till the helos were 1 hex away.
Other units are firing at the helos.
Haven't played for a while, and had yet to try 2.06 with anything but my own project. So this is my first time with AD and 2.06
RE: Comments on the 2.06 BETA Patch (only)
Posted: Sun Oct 26, 2014 9:15 am
by CapnDarwin
I'll check that out today. Everything was working in that area, but we did tweak some code.
RE: Comments on the 2.06 BETA Patch (only)
Posted: Sun Oct 26, 2014 9:25 am
by WABAC
This is the same setup running under 2.05.
The Soviet helos have not advanced in the southern section. Up north the 8/46 javelins started firing away at the helos as they entered the river valley.
I also happened to notice some difference in artillery fire between the two versions. In 2.06 staff fire control had yet to find a target worthy of interest. In 2.05 staff fire control was happy to fire away at the recon units that show up in the SE corner. But I seem to have peculiar problems with artillery
As long as I'm yakking [8|] . . . Screening units seem to hold a little too long under 2.06 and run away a little too fast under 2.05. But that is probably a topic where you will never be able to please everyone.
RE: Comments on the 2.06 BETA Patch (only)
Posted: Sun Oct 26, 2014 2:00 pm
by CapnDarwin
SAMs were shooting just fine in the latest build. Tested your scenario and our test case and both missiles and guns were blazing away at range.
RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 9:03 am
by WABAC
ORIGINAL: Capn Darwin
SAMs were shooting just fine in the latest build. Tested your scenario and our test case and both missiles and guns were blazing away at range.
That's the 9/22 build? Did you look at my first upload from Tazak's campaign? I don't understand why the AA units have 100% loads when helos are flying well within range and other units are firing what ever they can at the helos.
I will download it again to make sure I have the right exe.
RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 10:34 am
by WABAC
This is pretty typical for me. The AD unit to the north is at 99% ammo. Every other unit on that hill has been shooting at those helos.

RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 10:47 am
by WABAC
One turn later and that AA unit still has 96% of his load out while the helos fly with impunity and knock out a platoon of tanks at close range.

RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 11:17 am
by WABAC
Another setup with the aa units in screen rather than hold. I have also brought the rapier unit in for good measure. And all AA units on that hill are at 100% ammo. And if Microsoft can be trusted the properties on the exe say I am running a file stamped 8:49 PM 9/22.

RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 11:43 am
by CapnDarwin
Sorry to confuse you. OUR latest build, not a beta release. I had all sorts of shooting and kills at range going on.
RE: Comments on the 2.06 BETA Patch (only)
Posted: Mon Oct 27, 2014 11:58 am
by WABAC
ORIGINAL: Capn Darwin
Sorry to confuse you. OUR latest build, not a beta release. I had all sorts of shooting and kills at range going on.
Oh. It's easy to confuse me. [:D]
What build should I be playing with. And where can I get it?