COTA Patch 3

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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Arjuna
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RE: COTA Patch 3

Post by Arjuna »

Finally got out a new COTA Patch 3 Debug build for our beta testers. Here are the changes/ fixes:
  • TT3371 - AI - Abandon Plan - Overhaul code to ensure all cases covered
  • TT3372 - AI - Abandon Task - Enable Commitment of Reserves in Attack plans
  • TT3373 - AI - Arty Bunker Down - Ignore if no enemy within 3000m
  • TT3366 - AI - Attacks - Revise ObjAchieved() for Complex Attacks
  • TT3364 - AI - Firebases - Ensure MissionFacing for Attacks correctly calced
  • TT3365 - AI - Plan Scheduling - Ensure ForceGroups are adjusted correctly after regen of formation
  • TT3375 - AI - Plan Sheduling - Added CullOldPlanTasks() to remove completed tasks on replanning
  • TT3370 - AI - Plan Slippage - Ensure Current Tasks do not change their StartTime
  • TT3363 - AI - Slippage - Assert PodDatabase line 603 - Prevent slipping plans where there is no bossTask
  • TT3374 - MM - Increase Max Map Area to 2500 square kms

In addition, the DDT guys have edited a couple of the scenarios and added some new estabs as advised by Richard below:
'Battle fo the Maltese Cross' and 'Maleme Historical Campaign' revised to bring in the FJ Fliegerkorps HQ and Base prior to the mountain Division HQ and base so that the 2 on board division HQ's get correctly subordinated to the Korps.

Also increased capacity of FJ Bases and balanced Persqty with capacity, and reduced Airborne basics consumption rate to 1.1.

also:
Estabs: New vehicles and force estabs for coy, sqn, and HQ's:
1. Italian M11/39 medium tank.
2. Rolls Royce Armored Car
3. Morris CS9 Light recon Car
4. Stuart I (Honey)
5. Matilda I
6. Italian M13/40 (vehicle existed, added force estabs)
Dave "Arjuna" O'Connor
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flintlock
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RE: COTA Patch 3

Post by flintlock »

Between your new job, continued support for COTA and ongoing work on BFTB, don't forget to take a little "Arjuna Time©." You know--sit back, kick your feet up, grab a cold beverage and enjoy life. ;)

Great list, and as always, appreciate the update.

Cheers.
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captskillet
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RE: COTA Patch 3

Post by captskillet »

Well I hope the testing is going OK on the patch...?????
"Git thar fust with the most men" - Gen. Nathan Bedford Forrest

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Arjuna
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RE: COTA Patch 3

Post by Arjuna »

Have received a number of errors. So it looks like those testers have earned their keep ( that's virtual shiraz for the likes of Ray ). I hope to look into these next weekend.
Dave "Arjuna" O'Connor
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bssybeep
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RE: COTA Patch 3

Post by bssybeep »

Just purchased COTA due to all the good reviews and forum comments.  Looking for something different with good ai.   Btw are there any user made scenarios around?  Anxiously awaiting Patch 3.
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captskillet
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RE: COTA Patch 3

Post by captskillet »

There is one on Norway (Narvik in 1940....chk out the link.

tm.asp?m=1393455&mpage=1&key=&#1399696

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bssybeep
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RE: COTA Patch 3

Post by bssybeep »

cool, downloading now.
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jhdeerslayer
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RE: COTA Patch 3

Post by jhdeerslayer »

ORIGINAL: captskillet

There is one on Norway (Narvik in 1940....chk out the link.

tm.asp?m=1393455&mpage=1&key=?


Norway will need the new patch in my experience....
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RE: COTA Patch 3

Post by Renato »

There are two good scenarios which can be played without any problem with the last patch:

Leros 1943 update: Viva Italia!
tm.asp?m=1359191

Cyprus - Hypothetical
tm.asp?m=1471728
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captskillet
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RE: COTA Patch 3

Post by captskillet »

Well Dave hows the patch progressing.........will I have to wait much longer to start a new game?????[;)]
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Arjuna
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RE: COTA Patch 3

Post by Arjuna »

I've been down with the flu this week...pretty damm awful bug going around here. I did manage to address the following bugs and put out a replacement Game app for the testers today:
 
[*]ScenRoute line 3726 ( AI - Attacks - Ensure FUP in passable location )
[*]PodDatabase.cpp, line 603 ( AI - Dead Unit - Ensure no further processing of ReceiveOrders() if unit surrenders )
[*]TaskDoctrine.cpp, line 10424 assert ( AI - AbandonPlan - Ensure future plans only reset status - ie no replanning )
[*]PlanDoctrine.cpp, line 1959 ( AI - Attacks - Ensure CoreFG used throughout initiation code )

There are still more asserts reported by our testers that I have to look into...hopefully later this coming week
Dave "Arjuna" O'Connor
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captskillet
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RE: COTA Patch 3

Post by captskillet »

hope your gettin better Dave....................flu sucks big time!!!
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simovitch
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RE: COTA Patch 3

Post by simovitch »

I just finished updating the new estab file for Patch 3, adding even more vehicles and weapons to flesh out the pre-1942 North Africa theater:

1. UK - Crusader Mk I, II (A15) including CS versions.

2. UK - Cruiser Mk I (A9) including CS version.

3. IT - 102mm Autocannone 102/35 AA gun-portee.

Also did a few minor adjustments based on some additional historical research, like removing HE capability for the 2-pdr.
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captskillet
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RE: COTA Patch 3

Post by captskillet »

Any chance this patch is out in a week or two???
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RE: COTA Patch 3

Post by Pergite! »

ORIGINAL: simovitch

I just finished updating the new estab file for Patch 3, adding even more vehicles and weapons to flesh out the pre-1942 North Africa theater:

1. UK - Crusader Mk I, II (A15) including CS versions.

2. UK - Cruiser Mk I (A9) including CS version.

3. IT - 102mm Autocannone 102/35 AA gun-portee.

Also did a few minor adjustments based on some additional historical research, like removing HE capability for the 2-pdr.

Great!

I just got the urge to fine tune the terrain effects on my Africa maps. I have not bothered due to lack of skill, to create a new set of terrain graphics though...
PaulWRoberts
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RE: COTA Patch 3

Post by PaulWRoberts »

Wait--does this mean that we'll be seeing some Africa scenarios for COTA after patch 3?
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RE: COTA Patch 3

Post by JudgeDredd »

ORIGINAL: Arjuna

I've been down with the flu this week...
was it......[:(]....the worst kind.....?....Was it....MAN FLU? [X(]
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simovitch
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RE: COTA Patch 3

Post by simovitch »

ORIGINAL: Paul Roberts

Wait--does this mean that we'll be seeing some Africa scenarios for COTA after patch 3?

Yes. You guys should be able to develop pre-1942 scenarios from Graziani's offensive through operation Crusader, including East Africa & Syria. You will have to make do without minefields, vehicle recovery, and 1942-43 equipment until the North Africa Module get released.

The Med data design team are trying to finish up a scenario but it will need some testing. Not sure if Dave will include it with the patch or if it will be released seperately. The map will have specialized desert terrain and a graphic mod included.[8D]
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captskillet
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RE: COTA Patch 3

Post by captskillet »

the North Africa Module get released.

The Med data design team are trying to finish up a scenario but it will need some testing. Not sure if Dave will include it with the patch or if it will be released seperately. The map will have specialized desert terrain and a graphic mod included.

Operation Crusader using the COTA/AA engine.............sounds cool to me!!! [;)]
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Arjuna
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RE: COTA Patch 3

Post by Arjuna »

Hi all,
 
I've fixed the following bugs today and sent out a new version of the Game for testing:

1. TT3380 - AI - StartProcessingTask() - Ensure recheduling reassessments handles cases where plan abandoned ( Task Doctine line 281 assert )

2. TT3381 - AI - AssociatedCrossings - Ensure AssociatedCrossing Ptr removed on Abandoning plan ( ScenMissionPlan.cpp, line 3796 assert )

3. TT3382 - AI - StopProcessingMissionPlan() - Set status of ObjectiveTask to Abandoned when Plan abandoned

4. TT3383 - AI - AbandonPlans - Ensure reserves not committed to previously Abandoned Attacks ( ScenAbandonMissionEvent.cpp, line 365 )

All of the above bugs were introduced by changes I made to the AbandonMissionPlan code which in turn were to fix some other bug. We're narrowing it down now and hopefully should take only a couple more iterations to clear everything up. Stay tuned.
Dave "Arjuna" O'Connor
www.panthergames.com
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