COTA Patch 3

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PaulWRoberts
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RE: COTA Patch 3 - 21 Dec 2007

Post by PaulWRoberts »

I'm glad to hear it!
Thanks, Dave.
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RE: COTA Patch 3 - 21 Dec 2007

Post by bssybeep »

Patch news?
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RE: COTA Patch 3 - 21 Dec 2007

Post by Arjuna »

Release build is out being tested. Hope to get installer testing underway this week.
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

SITREP
 
Files for Patch 3 installer uploaded to Matrix. Once the installers have been built we will test them and then sign off. So it's looking pretty good for a release soon, hopefully next week.
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

While you are waiting, here's a copy of the Read Me with all the changes.


[font=arial]COTA Patch 3 Read Me[/font]
[font="times new roman"]Welcome to the Conquest of the Aegean ( COTA ) Patch 3 ( Build 3.3.147 ).[/font]
[font="times new roman"]This patch fixes all bugs reported since Patch 2, including the bug which could cause a crash to desktop ( CTD ) after a bridge was constructed if the user interacted while the terrain tables were being rebuilt. It also fixes the bug that sometimes erroneously reset the strength of reinforcements to 100%. And we have enhanced complex attacks, making it less likely that these will be called off and improving the force allocation to subAttacks. Some minor issues have also been addressed. Please see the items below for more details.[/font]
[font="times new roman"]In addition we took this opportunity to enhance a number of scenarios – including Parachutes over Corinth, Foothills of the Gods and Charge of the Centaurs. The latter two now have multiple reinforcement schedules, as well as the historical schedule, for added replay-ability. We also modified the German engineers in Parachutes over the Corinth, removing the bridge from the Abn Pioneer and adding instead to the LAH Bridging Column. Further mods include overhauling the fallschirmjager supply bases, the addition of an 'airlanded' base for the Gebirgsjaeger on Crete/Malta, more accurate fuel consumption routines, more stable artillery basing, and improved AI tendancy to stick to the defense of an objective.[/font]
[font="times new roman"]As a treat we are providing brand new scenarios. Gamble and Scramble is a hypothetical scenario covering a major Allied counter offensive against the German main supply route in Greece. Bir el Gubi:Trial by Combat and Sidi Rezegh:The Clash of Armour both cover the famous North African desert battles at the outset of Operation Crusader. To facilitate this we have provided new maps of the Bir el Gubi and Sidi Rezegh areas and added estabs sufficient to cover all the major force types that participated in the 1941 desert battles. We are looking to users to develop further maps and scenarios for this exciting theatre.[/font]
[font="times new roman"]Enjoy.[/font]
[font="times new roman"] [/font]
[font="times new roman"]Dave “Arjuna” O’Connor[/font]
[font="times new roman"]President[/font]
[font="times new roman"]Panther Games Pty Ltd[/font]
[font="times new roman"]29 Jan 08[/font]
[font="times new roman"] [/font]
[font=arial]Changes/Fixes[/font]
[font="times new roman"]Here are the individual task tracker ( TT ) items addressed in Patch 3:[/font]
TT3227 - AI - Attacks - Complex - Ensure Sub-Attacks not positioned on other side of river
TT3313 - AI - Attacks - Ensure Routers are only allocated to the Reserve Task
TT3298 - AI - Attacks - Ensure subAttack offsets for objectives excluded from possible FUP locations
TT3281 - AI - Attacks - Improve probability of launching attacks
TT3278 - AI - Attacks - Modify AchievedObjective() to cater for large forces
TT3283 - AI - Basing Code - Consolidate, make consistent and prevent rebasing during assault
TT3302 - AI - Check out the calculating of Losses for Disbanded units
TT3305 - AI - CTD - Check out Saved Game from Ogontion
TT3309 - AI - Delay - Ensure revised blocking tasks are acted upon in ReceiveOrders()
TT3308 - AI - Delay - Improve the fallback reassessment
TT3304 - AI - Ensure Enemy Kills Total is factoring in Losses from Transport Columns
TT3186 - AI - Ensure Sunrise/Sunset times stick when reloading saved game
TT3271 - AI - Force Allocation - Ensure FP of isolated units is properly deducted
TT3270 - AI - Force Allocation - Final HQ Check to try and reduce doubling up of subHQs
TT3282 - AI - Intel - SpotEnemyForces() - Cull old sighting if within 500m and have LOS and no one there
TT3279 - AI - Planning/Orders - Added TaskChangeRequiredType to BossTaskVersions
TT3280 - AI - Planning/Orders - Ensure TaskChangeRequiredTypes handled correctly
TT3311 - AI - Reassessments - Ensure Important Reasessments are not obviated by minor ones
TT3262 - AI - Reinforcements - Fix bug in PlaceReinforcementsOnMapFunction that erroneously sets strength to 100%
TT3284 - AI - Resupply - Ensure restricted sides do not initiate Resupply Determination at 0600
TT3314 - AI - TaskSecureCrossings - Change Assert so it doesn't test for Achievement in last minute of AI objectives
TT3266 - AI - UI - CTD in Mehring's Elasson Saved Game - bridge completion
TT3267 - AI - Weather - Assert running Narvik 40 scenario - check out Greg's recording
TT3269 - AI - Weather - Fix bug that fired when nightfall is midnight
TT3296 - Scenarios - Charge of the Centaurs v2 - Added Reinforcement Schedules
TT3265 - Scenarios - FOG - Ensure 72nd Base arrival locations is valid
TT3297 - Scenarios - Gamble and Scramble v2.4 - New scenario
TT3295 - Scenarios - Parachutes over Corinth v2 - Removed bridge from Abn Pnr and added bridge to LAH Bridging Column
TT3447 - SM - Enable Show Grid Menu Item
TT3285 - SM - Fix glitch that fails to display new Inf Gun icons in Force List
TT3268 - SM - Sunrise/Sunset - Restrict Ranges and warn user
TT3272 - UI - AI - Bridge Construction - Ensure thread safe when recalcing terrain after upgrading crossing
TT3310 - UI - Force Data - Ensure summary data correct when displaying data for multiple units
[*]TT3371 - AI - Abandon Plan - Overhaul code to ensure all cases covered
[*]TT3372 - AI - Abandon Task - Enable Commitment of Reserves in Attack plans
[*]TT3387 - AI - AbandonMissionEvent - Line 1018 - Check for abandoning subAttacks before committing reserve
TT3378 - AI - AbandonPlan - Ensure future plans only reset status - ie no replanning
TT3367 - AI - AbandonPlans - Add ReserveCommittedReport and ActionHistories
TT3383 - AI - AbandonPlans - Ensure reserves not committed to previously Abandoned Attacks
TT3373 - AI - Arty Bunker Down - Ignore if no enemy within 3000m
TT3384 - AI - Arty Rebasing - Check out Richard's Saved Game and arty rebasing too often
TT3381 - AI - AssociatedCrossings - Ensure AssociatedCrossing Ptr removed on Abandoning plan
TT3414 - AI - AtStartPers - Ensure CoreFG recopied from totalFG after removing all peripheral tasks
TT3427 - AI - AtStartPers - Fix loophole in Scheduling code to ensure correct FG used when creating new mission task
TT3227 - AI - Attacks - Complex - Ensure Sub-Attacks not positioned on other side of river
TT3379 - AI - Attacks - Ensure CoreFG used throughout initiation code
TT3376 - AI - Attacks - Ensure FUP in passable location - Assert at ScenRoute.cpp, line 3726
TT3328 - AI - Attacks - Ensure new vetting code for non-routers is working properly - see JeF's recordings
TT3313 - AI - Attacks - Ensure Routers are only allocated to the Reserve Task
TT3298 - AI - Attacks - Ensure subAttack offsets for objectives excluded from possible FUP locations
TT3281 - AI - Attacks - Improve probability of launching attacks
TT3278 - AI - Attacks - Modify AchievedObjective() to cater for large forces
TT3366 - AI - Attacks - Revise ObjAchieved() for Complex Attacks
TT3283 - AI - Basing Code - Consolidate, make consistent and prevent rebasing during assault
TT3302 - AI - Check out the calculating of Losses for Disbanded units
TT3389 - AI - Checksum - Minimise processing of tasks with no subject
TT3305 - AI - CTD - Check out Saved Game from Ogontion
TT3377 - AI - Dead Unit - Ensure no further processing of ReceiveOrders() if unit surrenders
TT3309 - AI - Delay - Ensure revised blocking tasks are acted upon in ReceiveOrders()
TT3308 - AI - Delay - Improve the fallsback reassessment
TT3418 - AI - EndGame Review - Enable intel on dead units to have their location set to kNullMapLoc
TT3304 - AI - Ensure Enemy Kills Total is factoring in Losses from Transport Columns
TT3186 - AI - Ensure Sunrise/Sunset times stick when reloading saved game
TT3329 - AI - EstabFormationEffects.cpp, line 106 - Dead unit not removed from FG
TT3364 - AI - Firebases - Ensure MissionFacing for Attacks correctly calced
TT3271 - AI - Force Allocation - Ensure FP of isolated units is properly deducted
TT3270 - AI - Force Allocation - Final HQ Check to try and reduce doubling up of subHQs
TT3426 - AI - Force Allocation - Increase liklihood of Bn subUnits staying together
TT3425 - AI - Force Allocation - Increase Perimeter Suitability Effect to max of 70%
TT3436 - AI - Force Structure - Ensure Reattachment removes link with prevBoss
TT3434 - AI - Fuel Consumption - Ensure fuel expended during DefendEvents albeit at a reduced rate
TT3345 - AI - Game Recording #005 - Ensure inSitu for Rest
TT3397 - AI - GameDiagnostics 456 - Ensure HHour within bounds
TT3402 - AI - GameDiagnostics 483 - Enable multiple calls to StopProcessingMissionPlan()
TT3391 - AI - GN 444 - Ensure CheckIndTasks uses StopProcessingTask() when completing task
TT3417 - AI - InitialiseUnits() - Ensure only active units are assigned as new currSuperForce
TT3416 - AI - InitialiseUnits() - Spiral up to find first orgSuperForce that is onMap or a Reinforcement
TT3282 - AI - Intel - SpotEnemyForces() - Cull old sighting if within 500m and have LOS and no one there
TT3420 - AI - MTT 2204 - Ensure CheckLoc() called before using adjusted arrival Loc
TT3424 - AI - PD 603 - Ensure InitialiesUnits()::DestroyUnusedUnits() uses the activeOrgSuper
TT3406 - AI - Plan Scheduling - Ensure completed Independent Tasks are stopped correctly
TT3365 - AI - Plan Scheduling - Ensure ForceGroups are adjusted correctly after regen of formation
TT3375 - AI - Plan Sheduling - Added CullOldPlanTasks() to remove completed tasks on replanning
TT3370 - AI - Plan Slippage - Ensure Current Tasks do not change their StartTime
TT3405 - AI - PlanAttack 8180 - Ensure ReserveLoc set to SubjectLoc if reserveDepth/2 > assault route
TT3279 - AI - Planning/Orders - Added TaskChangeRequiredType to BossTaskVersions
TT3280 - AI - Planning/Orders - Ensure TaskChangeRequiredTypes handled correctly
TT3386 - AI - PlanScheduling - Ensure previous crossing references cleared when updating crossing references
TT3385 - AI - PlanScheduling - Line 603 - Ensure references to crossings cleared when plan stopped
TT3311 - AI - Reassessments - Ensure Important Reasessments are not obviated by minor ones
TT3262 - AI - Reinforcements - Fix bug in PlaceReinforcementsOnMapFunction that erroneously sets strength to 100%
TT3284 - AI - Resupply - Ensure restricted sides do not initiate Resupply Determination at 0600
TT3410 - AI - SCAI 6053 & SD 2838 - Ensure we handle case where supply route starts and end in same loc
TT3404 - AI - ScenCommonAI 6053 - Use DummyStartLoc if startLoc < 100m from endLoc
TT3342 - AI - ScenCrossingPointline 1196 - missing archive member
TT3401 - AI - ScenReinforcementEvent 521 - Increase prob of boss replanning if abandoned subordinate plan is signifccant
TT3338 - AI - ScenRoute line 5051 - Ensure force stay's put when formation set to inSitu for PlanRest and PlanReorg
TT3400 - AI - ScenTask 4138 - Ensure Task Status checked before accessing tasks
TT3413 - AI - Scheduling - Ensure Task Assigner set correctly
TT3363 - AI - Slippage - Assert PodDatabase line 603 - Prevent slipping plans where there is no bossTask
TT3398 - AI - SMP 1808 - Ensure taskEnd < objTaskEnd
TT3407 - AI - SMP 1853 - MissionTaskFG != coreFG
TT3340 - AI - SMP line 3544 - Cater for Blown Crossing
TT3430 - AI - SMP::CullFUPs() - Ensure final objective location kept
TT3396 - AI - SPS 10702 - Ensure reserveTask is not complete or abandoned
TT3422 - AI - SPS 12166 - Ensure Abandoned plans are replanned on receive orders with change
TT3431 - AI - SPS 1812 - Ensure Units with no CP are disbanded
TT3411 - AI - SPS 933 - Exclude dead units from being assigned as current superForce
TT3419 - AI - SPS 9887 - Amend Assert to cater for Rinforcement going on Hold when placed on map
TT3421 - AI - SPS 9889 - Ensure currSuperForce set correctly when onMapBoss destroyed
TT3423 - AI - SPS 9890 - Modify Assert for no currSuperForce to exempt forces under direct human command
TT3428 - AI - SPS 9956 - Ensure Old Side Plans culled when new OnMapBoss arrives
TT3337 - AI - SPS line 5035 assert - ensure inSitu for Hold
TT3432 - AI - SR 3726 - Revise DetermineRoute() for FUPs
TT3394 - AI - SRE 521 - Ensure Superior Responds correctly to subordinate abandoning its orders
TT3409 - AI - SRE 521 - Remove Assert that is no longer valid
TT3390 - AI - SRF Line 11761 - Ensure missionFG used in DeterminePeripheralTasks
TT3429 - AI - ST 1518 - Only check PlanTasks for attack timings
TT3415 - AI - ST 1719 - Ensure if SideTask has Assigner it is the onMapBoss
TT3380 - AI - StartProcessingTask() - Ensure recheduling reassessments handles cases where plan abandoned
TT3382 - AI - StopProcessingMissionPlan() - Set status of ObjectiveTask to Abandoned when Plan abandoned
TT3347 - AI - Take the Pass - AT Recording #004 - Revise FindSupplyBase()
TT3332 - AI - Task Timings - GameDiagnostics line 444 - constrain HHour to max( timeNow, Start )
TT3346 - AI - TaskDoctrine line 5088 - RemoveUnitFromActiveList(), MainFG update bug et al
TT3348 - AI - TaskDoctrine line 7654 - Fix error in IsDistanceMoreThan()
TT3314 - AI - TaskSecureCrossings - Change Assert so it doesn't test for Achievement in last minute of AI objectives
TT3395 - AI - TD 5701 - Add check for depotTask subject before processing it
TT3412 - AI - TP 310 - Ensure subordinates of dead units are assigned a valid CurrentSuperForce
TT3266 - AI - UI - CTD in Mehring's Elasson Saved Game - bridge completion
TT3267 - AI - Weather - Assert running Narvik 40 scenario - check out Greg's recording
TT3269 - AI - Weather - Fix bug that fired when nightfall is midnight
TT3330 - CTD - Check out GoodGuys's Tempe Saved Game
TT3374 - MM - Increase Max Map Area to 2500 square kms
TT3296 - Scenarios - Charge of the Centaurs v2 - Added Reinforcement Schedules
TT3265 - Scenarios - FOG - Ensure 72nd Base arrival locations is valid
TT3297 - Scenarios - Gamble and Scramble v2.4 - New scenario
TT3295 - Scenarios - Parachutes over Corinth v2 - Removed bridge from Abn Pnr and added bridge to LAH Bridging Column
TT3301 - Scenarios - Remove Template C41, C44
TT3399 - ScenCrossingPoint 746 - RespondToDemolition() - Fix Assert - test for taskStatus not planStatus
TT3285 - SM - Fix glitch that fails to display new Inf Gun icons in Force List
TT3268 - SM - Sunrise/Sunset - Restrict Ranges and warn user
TT3272 - UI - AI - Bridge Construction - Ensure thread safe when recalcing terrain after upgrading crossing
TT3310 - UI - Force Data - Ensure summary data correct when displaying data for multiple units
TT3439 - UI - GameTask - If no existing order then ignore code to add in attachments
TT3438 - UI - OB DIsplay - Ensure Updated when units enter and exit map and are destroyed
TT3441 - UI - Reattach - Refresh Orders Tab after reattachment
&nbsp;
&nbsp;
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RE: COTA Patch 3 - SITREP

Post by Helpless »

Wow, that's a long list [X(] [&o]

Can't wait to try it.. [:)]
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RE: COTA Patch 3 - SITREP

Post by Deathtreader »


WOW!!!!!!

Pretty damn impressive, especially the new scenarios, maps, and estabs.
Earlier on in one of the more recent threads there was speculation/talk of this patch reducing the probability(?) or something like that of units routing and then performing the "dance of death". The implication seemed to be that they would retreat as opposed to routing, rerouting etc. Not being privy to many of the details behind the Task trackers I was just wondering if that has been addressed. Great job in any case.... can't wait!! [:)][:)]

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??
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

Rob,
&nbsp;
We have not erradicated that behaviour but we have reduced it significantly. We'll review it again for BFTB.
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RE: COTA Patch 3 - SITREP

Post by simovitch »

I just remembered another thing - we added a new generalized nationality (new colours and estabs) for the remaining Commonwealth nations. These can be used to construct the South African or Indian formations in the Western desert; 1941.
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RE: COTA Patch 3 - SITREP

Post by Mehring »

So who's up for an historical scenario or five?
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RE: COTA Patch 3 - SITREP

Post by RayWolfe »

Yes, a truly awesome list.
However, poor old Dave, under pressure again has slipped in one or two duplicate lines ...
No prizes for spotting them all. [;)]
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

Yeh not surprising at all...you try and embellish it with a few duplicates but ol' Ray calls you to account. [;)]
&nbsp;
I'll fix that list. thanks Ray. [:)]
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

SITREP
&nbsp;
One hiccup has arisen with the old tutorial saved games crashing because of a change we have made. So we are going to have redo these. That will hold things up a little. Not sure how long exactly. Will know better by end of this coming weekend. I'll keep you posted.
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RE: COTA Patch 3 - SITREP

Post by goodwoodrw »

G'day all, haven't hit any more snags on this one. just looking at the origin of this thread almost a year old, must be close to a record for the same patch thread. [:D][:D][:D]
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RE: COTA Patch 3 - SITREP

Post by PaulWRoberts »

It's a complex game...
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RE: COTA Patch 3 - SITREP

Post by Fred98 »

Ultimately the small team is putting in a big effort to get it right.&nbsp; This is the work ethos of Panther Games [:)]
&nbsp;
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RE: COTA Patch 3 - SITREP

Post by 06 Maestro »

Well, it started as a patch for a few small bugs, and grew to include enhancements. With the addition of new estabs, maps, and a couple of new scenario's, this has turned into a mega patch. The delay is both understandable, and worth it. I just hope it won't be much longer.
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Arjuna
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

Testing is everything. While testing the installer we found that the original saved games provided for the two tutorials no longer work without crashing. This has necessitated redoing these and modifying the manuals to reflect some minor differences. I have just finished those manuals.

I hope to upload a new set of files tomorrow and Matrix will then revise the installer. We'll test it again and if it passes muster it will be released to you guys. We're very close.
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RE: COTA Patch 3 - SITREP

Post by Arjuna »

BTW the game itself is now rock solid. We found one minor UI glitch in the last few days but otherwise it's been running without a hitch.
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RE: COTA Patch 3 - SITREP

Post by seisouso »

Awesome, Dave.&nbsp; I can't wait to pick this game up (bought HTTR, which I love, and figured I'd wait until this patch to take the plunge for COTA).&nbsp; Having worked on games over the past 7 years, I know how patches sometimes expand into full-fledged upgrades, so kudos for getting what sounds like a ton of awesome enhancements and fixes in, and actually finishing it up!
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