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RE: BFTB Build 4.4.259
Posted: Fri Apr 05, 2013 3:10 pm
by decaro
ORIGINAL: phoenix
From my playing - hence the posts above, Joe - I'd say yes - that's why I'm raising the issue above - because it does affect the playing of HTTR scenarios.
HttR is my next stop after playing all the BftB scenarios from both sides, but I didn't see any HttR scenarios flashed on my screen as the last build was loading into my game, but I did see some BftB scenarios/map names.
I seem to recall that Dave said he wouldn't do anything that impacts HttR
until the last build became an official patch, or words to that effect, but I may have misunderstood his comment.
RE: BFTB Build 4.4.259
Posted: Fri Apr 05, 2013 3:40 pm
by Phoenix100
Interesting, Joe. But I believe the engine is the engine - same for all games. And it's the engine that's patched, no? I thought he'd said they wouldn't 'convert' the HTTR scenarios until the final, but that's a different thing - something which relates only to the scenarios, I believe. Could be wrong, but if I am then all those people (me included) who have occassionally 'tested' this patch (and posted about it) with HTTR scenarios were seriously up the wrong tree and haven't been told about it.
RE: BFTB Build 4.4.259
Posted: Fri Apr 05, 2013 9:07 pm
by Arjuna
phoenix is right. The changes we have been making affect the engine and this will be true for all scenario played with it, including those from the HTTR Ex Pack. When we go final we will include a full set of converted HTTR Ex Pack data files.
RE: BFTB Build 4.4.259
Posted: Sat Apr 06, 2013 8:37 pm
by Arjuna
ORIGINAL: phoenix
Daz wrote: The HQ 1000m rule was not put in to counter HQ's leading the attack as that particular problem was fixed before that, in the work Dave did on the formation code?
It was put in to prevent them from taking a route to the objective re org, or on a move through areas that had enemy in them I thought?
Ah. Well in that case I'm with you, Daz. If the code isn't the code that stops HQs leading attacks, then I agree it would be better to revert to what we had and caution us all to watch out. Because the options that are limited presently are too much, I think, in the airborne ops. It works fine, I've found in BFTB (which is what most people here are using to test this patch) but once you start playing scenarios with bases and HQs deep behind enemny lines then it's a problem, I think. I would ask you to consider this again, Dave, if possible, please? You might not have had many complaints about it because people are not playing HTTR scenarios much, but I think once they start that (once they're converted) then you will have a 'clamour' about it. Am I right to guess that the code will lead to the position - where you have a base/HQ almost surrounded (even at, say, a distance of 1,200m) - which will happen quite frequently in HTTR scenarios, especially if they're hard to move away from SEPs - then they will be unable to sneak through lines at night, say? Surely you don't want them so stuck? I really think Daz is right and it would be better, as a short-term solution, to revert the position.
As a compromise I have added a check to see if Bypass is allowed. If not then the threat assessment for HQs and support units will be ignored. By default Bypass is allowed for AI controlled forces. So as a human user you can simply uncheck the Bypass option on your task and it will ignore the threat assessment. Eventually I want to add its own task option but that can wait for now.
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 6:40 am
by Phoenix100
Brilliant. Thanks Dave! That will do nicely, I think. Let me check that I've got my head round it (seems counter-intuitive) - if I want an HQ that is stalled and waiting due to a threat assesment to ignore that threat and move on then I have to give it the Move order and ensure that 'bypass' is NOT checked? (As if I were telling it that it CANNOT bypass the threat) - then it will ignore the threat? Is that right?
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 6:54 am
by Arjuna
Yep. You are basically not giving the force any option but to press on. As I said this is an interim solution only.
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 7:01 am
by Phoenix100
Great. That will be very helpful, I think.
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 8:16 am
by dazkaz15
ORIGINAL: Arjuna
As a compromise I have added a check to see if Bypass is allowed. If not then the threat assessment for HQs and support units will be ignored. By default Bypass is allowed for AI controlled forces. So as a human user you can simply uncheck the Bypass option on your task and it will ignore the threat assessment. Eventually I want to add its own task option but that can wait for now.
Dave "Arjuna" O'Connor
Thanks Dave [:)]
I was wondering if you got a bit confused in your post with reference to the Default.
Can you check my image to see if this is what you meant?

RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 10:05 am
by Arjuna
Dazkaz,
Within the code when a task is created for an AI controlled force Bypass is true. For a human controlled force its false. Note that when the user creates an order his setting will be copied down the line to all the subordinate forces within the force group assigned to the order, even though these may be managed by the AI - that's because they are deemed to be under command of a human.
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 10:21 am
by pekische
This will be good, Dave!
RE: BFTB Build 4.4.259
Posted: Sun Apr 07, 2013 6:50 pm
by dazkaz15
Thanks for clearing that up for me Dave [:)]