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RE: version 2.09

Posted: Mon Mar 02, 2015 8:24 am
by CapnDarwin
Tazak, assuming we are talking the 2.09 beta, can you show us some screen shots of the selection windows in the ScenEdit. Thanks.

RE: version 2.09

Posted: Mon Mar 02, 2015 11:50 am
by pzgndr
Did you find and fix the artillery explosion graphics glitch I mentioned? I also saw one odd artillery strike flash as a Russian unit counter on top of my guys in one game.

RE: version 2.09

Posted: Mon Mar 02, 2015 12:06 pm
by CapnDarwin
The graphics glitch is on the list. Right now we are stepping back on a fix that broke the game last night. Hopefully we can get that corrected and move forward again tonight.

RE: version 2.09

Posted: Mon Mar 02, 2015 2:41 pm
by Tazak
CD as requested, I can provide the FP_file.txt, similar to the first reports however its only showing user data files but not the original files and giving same error messages as before when you try to edit a scenario made with original files

Image

RE: version 2.09

Posted: Mon Mar 02, 2015 3:23 pm
by CapnDarwin
Tazak, if that is 2.09, try reloading (unzipping) the beta file again and then add in the fp_files.txt that I posted. See if that works. If not, you may need to wait for the Beta 2 or I can attempt to zip up the latest data and scenarios and fp_files.txt file and post that for you.

RE: version 2.09

Posted: Mon Mar 02, 2015 4:15 pm
by Tazak
That's sorted it, thanks CD

RE: version 2.09

Posted: Mon Mar 02, 2015 9:28 pm
by CapnDarwin
Sweet! First thing to go right in days. [:(]

RE: version 2.09

Posted: Tue Mar 03, 2015 2:41 am
by ivanov
ORIGINAL: RobertCrandall

Katukov - Thanks for taking the time to capture these screen shots and mark them up for us. They illustrated perfectly what was wrong and I just fixed it. I think you will be happy with the results. It will now deduct the elapsed time from the remaining delay as you expected and all the times match up now the way you anticipated.

Thanks again! Rob


That's great to hear guys! This is a wonderful game and I'm glad that everyone will be able to enjoy it now 100% [&o]

RE: version 2.09

Posted: Thu Mar 05, 2015 9:46 am
by guderian68
Hi

I don't know if this is an issue or if this was already happening before but I noticed that if some unit move in a enemy helicoper hex it stop moving and go on hold. It happened on AS-BRAVO scenario : I have a tank company (3 tank platoon + hq)and 3 recon unit and 3 mortar unit moving throught a Mi24 hex and all stop stacked there.

Is this by design?
Thanks!
Paolo

RE: version 2.09

Posted: Thu Mar 05, 2015 12:34 pm
by CapnDarwin
Paolo, I'll check with Rob tonight on this issue. Generally speaking, contact with the enemy will force non assaulting units to stop and cover/fight. Can you get us a screen shot? A save game file would be great too.

RE: version 2.09

Posted: Thu Mar 05, 2015 12:37 pm
by cbelva
There are too many variable involved in your situation to tell what is going on from your description. To really tell what is going on, we will need a saved game file.

RE: version 2.09

Posted: Thu Mar 05, 2015 4:15 pm
by guderian68
Tomorrow I try to find a saved game. Thanks a lot for the support.
Anyway my units were all assaulting.

Bye
Paolo

RE: version 2.09

Posted: Fri Mar 06, 2015 5:05 am
by guderian68
Hi

I can't find the saved games but I create a small test scenario.
I have put two Hind section with low ammo and low experience (to avoid they kill every enemy unit!) fixed on a road hex. Than I create 6 section of jeep moving in pair witn hasy, deliberate and assault order. The first two stop the hex before the hind, the assaulting one stop in the helicoper hex.

Every american units go to hold.

Thanks

Paolo

RE: version 2.09

Posted: Sat Mar 07, 2015 11:23 am
by CapnDarwin
Got the file. We'll check it out. Thanks. [8D]

RE: version 2.09

Posted: Thu Mar 12, 2015 6:42 pm
by ivanov
I'm not sure if this has been reported, but it seems that in 2.09 the counter battery doesn't work at all ( both against the on map and off map arty units ). In general the arty units seem to be very passive and they don't fire unless you don't assign them the targets manually. I've played two scenarios of the Teacher's Campaign and despite having the FSCC on, my arty didn't fire even once.

RE: version 2.09

Posted: Thu Mar 12, 2015 8:02 pm
by CapnDarwin
We will add that to the list to check. Something got into the orders code for 2.09 and seems to have broke a number of well functioning items in 2.08. That was half the reason of beta testing it. As I posted in another thread, doing seemingly small simple changes anywhere near the orders and timing code is poking a bear with a short stick.

RE: version 2.09

Posted: Fri Mar 13, 2015 5:47 am
by Tazak
CB fire is working well for me both on-board and off-board. The factor I think that people may see in the older scenarios is that the national status (which dictates CB %) was updated from the 4%-6% region to +20% in one of the recent patches meaning older games are still working to very low CB % values

Attached is something I'm working on with massive arty support, play as the brits, I've set some soviet arty to CB for the AI, set your M109 to CB and just hit start repeatedly and watch the CB battle rage

RE: version 2.09

Posted: Fri Mar 13, 2015 8:53 am
by CapnDarwin
Tazaks, the concern is if 2.09 beta 1 broke CB fire. I'm hearing that the latest internal build is working okay and it should be fine in 2.06-2.08 when it was setup and working again. All of the scenarios have been updated on our end, but a custom scenario, especially pre-2.06 could be messed up if the author did not post an updated version. Hopefully beta2 will make everything right again.