RE: Open Beta v1.00.01f (20 nov)
Posted: Mon Dec 06, 2021 1:28 pm
Bump! new version with a big bunch of revisions and improvements from Davide.
Best wishes,
Vic
Best wishes,
Vic
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Vic
Download the patch here (in Chrome you might have to right click and select open in new tab):
https://www.vrdesigns.net/openbeta/Arde ... 100_06.zip
Changelist for v1.00.06
-Fixed engine problem that was not taking into account reduced supply request standard order.
-Revised rule: March mode doubles readiness expenditure, but maximum to 30 rdn per 100AP spent. Meaning in practice that only vehicles spend some more rdn when they have to drive further.
-Clarified rule: Troops that get transported by other troops get the unmodified rdn loss of their transporters. Meaning in practice that transported infantry by truck will get -10 rdn and not -30 rdn per 100 AP.
-Battlegroup/KG units can now be disbanded as well
-Made some fixes to canyon drawing option from height map library, however it will not be able to draw all possible situations still.
-Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.
ORIGINAL: Jagger2002
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.
Will this change also tend to produce a quicker than normal collapse of a unit using "Defend at all Costs" defense? In testing "Defend at all Costs" defense in Skyline Drive scenario, I noticed a quick collapse of a half battalion defending Hosinger. It was a little surprising but not sure if it was just a normal result or perhaps due to this change combined with "Defend at all Costs" defense.
Changelist for v1.00.07
-Improved the right sidebar unit weight & carry breakdown to handle some special cases better (horse and weird mix of carry and weight troop types (warnevada bug))
-VR Basic Library v.45 added (upon inclusion in scenarios will allow supply layer to work with inspecting enemy supply on round 1 as well)
-Fixed a crash when you click on a HQ (link below unit name) of a unit that had not yet been deployed to map
-Fixed OOB tab to also show off-map HQs (and explicitly not crash when clicked upon)
-Showing unit’s total raw recon, zoc, stack and power points in unit sidebar now
-Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire. This additional rule will help you squash tiny but strongly fortified remnant units.
-Additional rule: If a unit retreats normally but the survivors are less than 50 power points breaking will be possible as well. Chance is linear thus at 25 power points of survivors there is a 50% chance that a BG breaks or a non-BG will have to pass the breaking rules. This additional rule makes small leftovers disappear faster and makes forming small BGs more of a hazard.
Defend at all cost is dangerous as it can cause panic. Once panicking the new ruled could kick and cause the unit to break.
Best
Vic
ORIGINAL: Jagger2002
Defend at all cost is dangerous as it can cause panic. Once panicking the new ruled could kick and cause the unit to break.
Best
Vic
I have seen a couple more cases of larger AI units going into complete collapse and surrendering/disappearing in mass in a single turn. I think it is primarily battlegroups and being AI, I can only assume they were using regular defense. I am not sure if those type results are what you are trying to achieve. I am going to start watching closer.
ORIGINAL: Jagger2002
Also I have been wondering if we can expect pzfausts for the German army? They were very common in 44 and did provide an effective anti-tank weapon at the squad level in certain circumstances. Their existence also served as an additional deterrent against allied tanks closing the range too aggressively against german infantry.
If possible can you send me a savegame where I can repeat collapsing a large units as you reported?
Their presence, like that of MG and small arms, is modeled in the different infantry squad types. If you look well at the illustrations you'll see some guys are actually carrying panzerfausts.
ORIGINAL: Jagger2002
Vic, I just sent you a turn showing a moderate sized unit capitulating.
.Changelist for v1.00.08
-Improved logging in detailed combat window if an individual is firing on unseen positions
-Added some library/masterfile functionality for Davide to include in next scenario versions.
-FOW shading is now applied if hex hide >= hex effective recon instead of the old if 1 > effective recon
-If a unit has 6 or more different movement types some of them are grouped to not distort the user interface in the right side bar.
-Reworked the unit and hex right sidebar to be completely compatible with screen resolutions between 768 height and 800 height.
-The Integrity score in the bottom part of the UI gives a very comprehensive mouse-over now. This mouse-over includes info on the TOE of the unit
ORIGINAL: Vic
ORIGINAL: Jagger2002
Vic, I just sent you a turn showing a moderate sized unit capitulating.
Thanks! Everything is working as I intended. Battlegroups must have a weakness: They break when they panic.