Progress

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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slybelle
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RE: Progress

Post by slybelle »

I know not likely to receive a detailed response (but hopefully something more than a new beta build was released), but any chance on an update that provides a general release time period? Are we days, weeks, or months away at this point?

Just anxious for the release and wondering if I need to start saving my money anytime soon:)
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Arjuna
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RE: Progress

Post by Arjuna »

Definitely weeks. Maybe two months. I'm still debugging the HQ Basing for Attacks code. I hope to finish this in the next few days and put out a new build for beta testing.
Dave "Arjuna" O'Connor
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slybelle
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RE: Progress

Post by slybelle »

Thanks Dave. I appreciate the update. Of course I hope it only ends up being a few weeks:)
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ETF
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RE: Progress

Post by ETF »

Yes thanks Dave appreciate that. Lets hope it makes it for this summer. No vacation for you till it is DONE [:-]
 
[:D]
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BigDuke66
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RE: Progress

Post by BigDuke66 »

Autumn would be enough, who wants to sit inside if the summer provides us with so many naked flesh to stare on. [:D]
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Arjuna
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RE: Progress

Post by Arjuna »

There won't be too much naked flesh to stare on in Canberra during our winter I can tell you! Not that I'm looking mind you. [;)]
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BigDuke66
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RE: Progress

Post by BigDuke66 »

Well isn't that perfect?
You have time to work and we have time to stare.
And when the Autumn comes and the game is released then you have time to stare and we have time to play. [:D]
sapper_astro
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RE: Progress

Post by sapper_astro »

ORIGINAL: BigDuke66

Well isn't that perfect?
You have time to work and we have time to stare.
And when the Autumn comes and the game is released then you have time to stare and we have time to play. [:D]

Speak for yourself. Arjuna can take a break, put his feet up and watch the money pour in, while I will be deprived of some of that beach time because the game will be out. Arjuna, not looking out for your cobbers eh?

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goodwoodrw
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RE: Progress

Post by goodwoodrw »

ORIGINAL: Arjuna

There won't be too much naked flesh to stare on in Canberra during our winter I can tell you! Not that I'm looking mind you. [;)]
Thats cos there are no beaches, a place full of pollies, public servants and defence personnel........... Oh yer and gifted hard working PC game developers. [:D] [:D][:D]
Formerly Goodwood

sapper_astro
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RE: Progress

Post by sapper_astro »

There are a few bits of sand around lake Burley Griffin...
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goodwoodrw
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RE: Progress

Post by goodwoodrw »

SA, it's not the sand that is the problem, its the temperature!! [:D]
Ron
Formerly Goodwood

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BigDuke66
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RE: Progress

Post by BigDuke66 »

As long as the chicks aren't the problem...
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Arjuna
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RE: Progress

Post by Arjuna »

Hi all,

We're just putting out a new build #211 which includes the following changes:
  • Estab - Added subForceType
  • Sighting - Deployed, non-firing AT, Mor and IG units are treated as infantry types for sighting purposes.
  • Movement - Max Slope now = 22 degrees ( down from 30 )
  • Terrain Popup - fixed error in calc of slope
  • HQ Basing for Attacks
  • Attacks - revised ObjectiveAchieved()
  • Firebasing - Ensure same minBombRange used for reaction and basing code - prevent thrashing
  • Movement - Traffic Jams - Factor in non-urban covered terrian to otherFriendliesMod
  • Rest at Night - Revise code to ensure forces rest at night
  • Added separator line between equipment and supplies on E&S tab view

The most notable amongst these are the Rest at Night mods and the HQ basing for attacks. I have rewritten the rest at night code to ensure that units do in fact rest during the night. What we found with the level of activity in the bulge battles is nthat once engaged forces were not resting at night and invariable everyone was exhasuted by Day 3 of any battle. We've changed that now so they do rest at night. I ran out of time for this build to finish it off entirely. But for the next one, we'll ensure that forces push on through the night were appropriate - eg if time is running out or progress behind schedule. This will be effected from the top down based on the victory objectives. In that way we should see the Germans pushing through the night as they fall behind schedule and the Americans force marching to gain those victory objectives.



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Arjuna
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RE: Progress

Post by Arjuna »

The HQ basing for attacks is the first part of the new HQ basing code that will base HQs rather than include them in formations, thus keeping them out of harms way and preventing them from "leading the charge". HQs now are assigned to the reserve location when attacking. The line companies and line support companies manage the assault. Included in this overhaul I've modified the Assessments for deploying support troops during the assault. Units like IG, AT and HMG units now drop off at a standoff range and provide much better fire support for the attack.

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Arjuna
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RE: Progress

Post by Arjuna »

Note also that for the assault the attackSubject or Boss will be assigned to the senior assault company - the assaultSubject. The assaultSubject then uses the Boss's command capacity during the assault, so it will end up overloaded with lengthy orders delay. I have yet to add something to the force icon to indicate that the Boss is present. Stay tuned.
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oldspec4
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RE: Progress

Post by oldspec4 »

Lookin' good [8D].
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ETF
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RE: Progress

Post by ETF »

Impressive indeed.
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CapnDarwin
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RE: Progress

Post by CapnDarwin »

As a heads up, we just used BFTB beta at Origins War College for James Sterrett's Staff training and hit a couple snags both with the sleep code and units doing a May pole dance (all of the units moved arounded a central point after a movement order to head off map) and promptly went nowhere. Otherwise a fun battle.
 
Good luck with the rest of the game.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
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Arjuna
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RE: Progress

Post by Arjuna »

Re the sleep code. That was because the version ( build 211 ) that James took to Origins didn't have all the "rest at night" code implemented. It had the new code that gets the forces to sleep at night and allows the user to set the rest at night task option ( either None, Min, Normal or Max ) but it did not have the code that determines what option to use for the AI. So it automatically defaults to "normal". In fact I only started on that code today and it won't be ready till the next build.

No doubt James will brief me on any other outstanding anomolies. Rest assured we'll nail them before release.
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RE: Progress

Post by GoodGuy »

Is there a "rest at day" option? German armor was scheduled to move at night only, especially after Allied air cover kicked in again. Quite some German tank units used to hide in woods during the day, unless ordered/forced to engage the enemy. This procedure was actually part of the orders for Wacht am Rhein.
"Aw Nuts"
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December 22nd, 1944
Bastogne

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"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
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