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RE: Progress

Posted: Sun May 31, 2009 11:39 am
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:)

RE: Progress

Posted: Sun May 31, 2009 9:11 pm
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.

RE: Progress

Posted: Sun May 31, 2009 10:55 pm
by slybelle
Thanks Dave. I appreciate the update. Of course I hope it only ends up being a few weeks:)

RE: Progress

Posted: Mon Jun 01, 2009 10:47 pm
by ETF
Yes thanks Dave appreciate that. Lets hope it makes it for this summer. No vacation for you till it is DONE [:-]
 
[:D]

RE: Progress

Posted: Tue Jun 02, 2009 12:23 pm
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]

RE: Progress

Posted: Tue Jun 02, 2009 8:59 pm
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. [;)]

RE: Progress

Posted: Tue Jun 02, 2009 9:46 pm
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]

RE: Progress

Posted: Tue Jun 02, 2009 11:22 pm
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?


RE: Progress

Posted: Wed Jun 03, 2009 3:10 am
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]

RE: Progress

Posted: Wed Jun 03, 2009 10:42 am
by sapper_astro
There are a few bits of sand around lake Burley Griffin...

RE: Progress

Posted: Wed Jun 03, 2009 11:53 am
by goodwoodrw
SA, it's not the sand that is the problem, its the temperature!! [:D]
Ron

RE: Progress

Posted: Wed Jun 03, 2009 8:20 pm
by BigDuke66
As long as the chicks aren't the problem...

RE: Progress

Posted: Tue Jun 09, 2009 4:35 am
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.



Image

RE: Progress

Posted: Tue Jun 09, 2009 4:37 am
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.

Image

RE: Progress

Posted: Tue Jun 09, 2009 4:41 am
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.

RE: Progress

Posted: Tue Jun 09, 2009 11:48 am
by oldspec4
Lookin' good [8D].

RE: Progress

Posted: Fri Jun 19, 2009 4:31 pm
by ETF
Impressive indeed.

RE: Progress

Posted: Mon Jun 29, 2009 12:06 am
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.

RE: Progress

Posted: Mon Jun 29, 2009 2:06 am
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.

RE: Progress

Posted: Mon Jun 29, 2009 8:49 am
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.