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RE: Patch 2
Posted: Wed Nov 08, 2006 2:45 am
by barbarossa2
Getting excited. [:D] Like the idea of new code for HQs!
Thanks!
RE: Patch 2
Posted: Wed Nov 08, 2006 7:48 pm
by GoodGuy
ORIGINAL: flintlock
ORIGINAL: GoodGuy
No worries,........
Easy for you to say. You're not the one who had to delve "into the bowels of the AI code base." [:D]
Eh? The "no worries" part was aimed at him being sorry for the additional fix adding another delay to the release.
Means: I'm cool with this being fixed as well, instead of rushing out the patch. [:)]
And yes, I'm well aware of the fact that it involved some heavy digging in the code there.
RE: Patch 2
Posted: Wed Nov 08, 2006 8:03 pm
by flintlock
ORIGINAL: GoodGuy
Eh? The "no worries" part was aimed ....
I had read the entire thread so I was aware of what you meant. Someone had quoted that snippet from you, so I was just having a little fun twisting it. It was meant to be taken as sarcasm, not literally. [;)]
RE: Patch 2
Posted: Thu Nov 09, 2006 4:31 am
by GoodGuy
Aiight [:)].
RE: Patch 2
Posted: Sun Nov 12, 2006 2:52 pm
by captskillet
Well Dave is testing proceeding without a hitch on new patch (I hope, I hope[;)]) ????
RE: Patch 2
Posted: Sun Nov 12, 2006 10:33 pm
by Arjuna
Well, we have just one small problem ( said with mad scientist voice [;)] ). I hope to resolve that today. Otherwise testing results have been very good.
RE: Patch 2
Posted: Mon Nov 13, 2006 3:38 am
by 06 Maestro
This sounds great-it is good timing for me as I will soon have my semi- annual break. I'm looking forwaed to finaly doing a "Vulcan mind meld" with COTA.
Tis a good thing to get the HQ's out of the line. Although a good Bn commander will spend as much time as he can near the front. the S1,2,3,4, have no reason to be with forward untis. It is a sad day indeed when a Bn personnel officer with his clerks are thrown into the attack.
RE: Patch 2
Posted: Mon Nov 13, 2006 4:17 am
by Arjuna
In general, personnel and other admin and logistic staff are hived off to the rear echelon and included in the Base they draw from. HQs are purely Tac HQs - ie include Cmdr, intel, ops, spt arms and a cut down comms staff plus a security detachment.
RE: Patch 2
Posted: Mon Nov 13, 2006 6:14 am
by 06 Maestro
True enough; what we call the ALOC (S1 &S4) are somewhat farther to the rear. However, the point is still valid for the TOC (S2 & S3). Even with some attatched security their impact by direct participation would be slight, whereas the loss of efficiency of the entire battalion by a lack of coordination (not to mention the irritation of higher HQ waiting for reports and intell) would/could be dramatic.
HQ units frequently gave their all in battle, but only because there side was in a very bad situation.
Anyway, thanks for the patch. I am ready for it. I hooked up a second monitor so I can check the manual w/o having to minumize the game-anticipation, anticipation.
RE: Patch 2
Posted: Tue Nov 14, 2006 7:17 am
by Arjuna
Hi all,
We've just uploaded the files for the new Patch 2 to Matrix. They will be creating the installer for us to test. So not long now.
Fixes and Changes since Patch 1.
- TT3202 - AI - Ensure Ammo/Basics/Fuel Levels factor in curr Wpn/Pers/Veh levels
- TT3197 - AI - Ensure Tutorial Saved Games load and play - fix ObjTasks with bad Mission Plan Ptrs
- TT3193 - AI - Overhaul Moving in Formation code
- TT3177 - AI - Resupply - Cap Available Transport at 50% for Transfers
- TT3175 - AI - Resupply - Ensure supplies arriving by air to SEPs is transferred to Base
- TT3174 - AI - Retreats - If Base is Deployed then stay put unless routed
- TT3178 - Estabs - Increased Transport capacity of Axis Abn Bases
- TT3191 - Scenarios - All - Update Cmdr Sigs
- TT3179 - Scenarios - Battle of the Maltese Cross - Delayed arrival of Bases till afternoon of day 1
- TT3181 - Scenarios - Maleme HC - BMC - Para over Corinth - Adjust arrival locations of Bases
- TT3189 - SM - Add Default Cmdr Name, Title, Messagse and Sig
- TT3188 - SM - Add Default Command Colours
- TT3184 - SM - Ensure GamePlan refreshed on selection of unit, VC and Reinforcement
- TT3180 - SM - Fix CTD on creating New Scenario
- TT3185 - SM - Fix ScenScenario Line 2159 Assert - Adjust Scenario Timings
- TT3171 - SM - Fix selection CTD - Ensure current side changed when Reinf and Victory items selected
- TT3192 - UI - AAR Screen - Ensure Default Cmdr Sig used if desired sig cannot be found
- TT3176 - UI - Depot Data Tab - Fix error in Max Payload amount and reverse payload % bars
RE: Patch 2
Posted: Tue Nov 14, 2006 10:05 am
by Helpless
ORIGINAL: Arjuna
[*] TT3188 - SM - Add Default Command Colours
Good job! [&o]
Stupid question: what is that command colour? Can't find any refference in Manual. [&:]
RE: Patch 2
Posted: Tue Nov 14, 2006 10:36 am
by Arjuna
It's the colour of the command bar at the bottom of the unit icon. The HQ/bridge symbols, unit size symbol and reaction LED lights are drawn on top of it. These will now default to light grey for the Axis and orange for the Allies. It was defaulting to white which we use to indicate a unit is under command of the player, so that was not a good choice for the default.
RE: Patch 2
Posted: Sat Nov 18, 2006 12:39 am
by Arjuna
Hi all,
Just to advise that we have signed off on Patch 2. Matrix should have it available soon.
RE: Patch 2
Posted: Sat Nov 18, 2006 12:45 am
by Arjuna
Here's the contents of the Read Me for Patch 2.
Welcome to the Conquest of the Aegean ( COTA ) Patch 2 ( Build 3.1.141 ).
This patch fixes all bugs reported since Patch 1, including the bug in the resupply code that prevented supplies from being transferred from air delivered SEPs to on-map Bases. Some minor issues have also been addressed. Please see the items below for more details.
In addition we took this opportunity to overhaul the Moving in Formation code to ensure HQs did not overrun their guard subgroups in the assault. The Estabs of various air landing Bases have had their available transport capacities increased.
Please note that the Signature graphics have been changed. If you have created a scenario, then open it in the ScenMaker and reset the commander signatures for both sides and save the scenario.
Changes/Fixes
Here are the individual task tracker ( TT ) items addressed in Patch 2:
- TT3202 - AI - Ensure Ammo/Basics/Fuel Levels factor in curr Wpn/Pers/Veh levels
- TT3197 - AI - Ensure Tutorial Saved Games load and play - fix ObjTasks with bad Mission Plan Ptrs
- TT3214 - AI - InSitu Orders - Ensure Peripheral Tasks ignored
- TT3193 - AI - Overhaul Moving in Formation code
- TT3177 - AI - Resupply - Cap Available Transport at 50% for Transfers
- TT3175 - AI - Resupply - Ensure supplies arriving by air to SEPs is transferred to Base
- TT3174 - AI - Retreats - If Base is Deployed then stay put unless routed
- TT3178 - Estabs - Increased Transport capacity of Axis Abn Bases
- TT3191 - Scenarios - All - Update Cmdr Sigs
- TT3179 - Scenarios - Battle of the Maltese Cross - Delayed arrival of Bases till afternoon of day 1
- TT3181 - Scenarios - Maleme HC - BMC - Para over Corinth - Adjust arrival locations of Bases
- TT3189 - SM - Add Default Cmdr Name, Title, Messagse and Sig
- TT3188 - SM - Add Default Command Colours
- TT3184 - SM - Ensure GamePlan refreshed on selection of unit, VC and Reinforcement
- TT3180 - SM - Fix CTD on creating New Scenario
- TT3185 - SM - Fix ScenScenario Line 2159 Assert - Adjust Scenario Timings
- TT3171 - SM - Fix selection CTD - Ensure current side changed when Reinf and Victory items selected
- TT3215 - SM - Import Force List - Ensure Bridge Count is correct
- TT3192 - UI - AAR Screen - Ensure Default Cmdr Sig used if desired sig cannot be found
- TT3176 - UI - Depot Data Tab - Fix error in Max Payload amount and reverse payload % bars
RE: Patch 2
Posted: Sat Nov 18, 2006 2:41 am
by flintlock
Appreciate the update, Arjuna. This patch can only help make an already outstanding title even better.
/thumbs up
RE: Patch 2
Posted: Sun Nov 19, 2006 2:09 am
by 06 Maestro
I finally got my marathon sitting with COTA-playing it zoomed in now (about 80%) with deployment showing-what a riot. I still have not tried a para drop operation-That's 1st on the list after after the air supply thing is done.
Praise be upon PG.

RE: Patch 2
Posted: Sun Nov 19, 2006 9:22 am
by Valgua
ORIGINAL: Rooster
Neat stuff!
Careful though... if you make the Italians too good, people will question the historical accuracy of the game [;)]
I agree! My people has never been too good at war (with the relevant exception of the Roman Empire). Wine, art and culture yes, but war certainly not. Well, I prefer it that way! [8D]
Filippo
RE: Patch 2
Posted: Sun Nov 19, 2006 11:12 pm
by Trigger Happy
ORIGINAL: Valgua
ORIGINAL: Rooster
Neat stuff!
Careful though... if you make the Italians too good, people will question the historical accuracy of the game [;)]
I agree! My people has never been too good at war (with the relevant exception of the Roman Empire). Wine, art and culture yes, but war certainly not. Well, I prefer it that way! [8D]
Filippo
And we like you that way![:)]
RE: Patch 2
Posted: Mon Nov 20, 2006 3:49 am
by 06 Maestro
ORIGINAL: Rooster
Neat stuff!
Careful though... if you make the Italians too good, people will question the historical accuracy of the game [;)]
Well, the Italian Army’s reduced proficiency is certainly reflected in COTA. Last night I played the “Pridos” scenario. Although I was able to get a decisive victory, ( the Duce promised a “House of Savoy” citation)[8D] it was especially difficult. I was using “realistic delay” settings-that coupled with 70 to 90 minute command delays for the Italian units were frustrating-as it should be. I only won the game in the last hour of a 9 & 1/2 day battle; I thought I was going to lose simply because of the delay of exiting. There is no need to further degrade the brave Italian Army’s abilities in COTA.
I'm going to fire this up again-playing the Greeks (in a few minutes). I suspect that a human Greek player will have litttle diffculty in squashing The Duces' best layed plans. The terrain is brutal with very constricted passes. I found this scenario very interesting-even without tanks or trucks. I should have saved more than just the end game so I could do an AAR.
[font="Verdana"]OT, but had to correct my observation about this scenario being easy for the Greek side. After checking out the Greek objectives, they don't have it easy at all. [/font]
RE: Patch 2
Posted: Mon Nov 20, 2006 5:30 am
by Arjuna
[:D] love the last line O6 Maestro!