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RE: COTA Patch 3
Posted: Wed Jun 20, 2007 12:41 pm
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)
RE: COTA Patch 3
Posted: Thu Jun 21, 2007 4:57 am
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.
RE: COTA Patch 3
Posted: Tue Jun 26, 2007 10:53 am
by captskillet
Well I hope the testing is going OK on the patch...?????
RE: COTA Patch 3
Posted: Tue Jun 26, 2007 12:57 pm
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.
RE: COTA Patch 3
Posted: Wed Jun 27, 2007 9:53 pm
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.
RE: COTA Patch 3
Posted: Wed Jun 27, 2007 10:28 pm
by captskillet
There is one on Norway (Narvik in 1940....chk out the link.
tm.asp?m=1393455&mpage=1&key=�
RE: COTA Patch 3
Posted: Wed Jun 27, 2007 10:39 pm
by bssybeep
cool, downloading now.
RE: COTA Patch 3
Posted: Thu Jun 28, 2007 1:16 pm
by jhdeerslayer
Norway will need the new patch in my experience....
RE: COTA Patch 3
Posted: Fri Jun 29, 2007 7:31 am
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
RE: COTA Patch 3
Posted: Fri Jul 06, 2007 9:38 pm
by captskillet
Well Dave hows the patch progressing.........will I have to wait much longer to start a new game?????[;)]
RE: COTA Patch 3
Posted: Sun Jul 08, 2007 7:04 am
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
RE: COTA Patch 3
Posted: Sun Jul 08, 2007 10:22 am
by captskillet
hope your gettin better Dave....................flu sucks big time!!!
RE: COTA Patch 3
Posted: Fri Jul 13, 2007 3:47 pm
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.
RE: COTA Patch 3
Posted: Fri Jul 13, 2007 11:59 pm
by captskillet
Any chance this patch is out in a week or two???
RE: COTA Patch 3
Posted: Sat Jul 14, 2007 9:37 am
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...
RE: COTA Patch 3
Posted: Sat Jul 14, 2007 1:02 pm
by PaulWRoberts
Wait--does this mean that we'll be seeing some Africa scenarios for COTA after patch 3?
RE: COTA Patch 3
Posted: Sat Jul 14, 2007 1:31 pm
by JudgeDredd
ORIGINAL: Arjuna
I've been down with the flu this week...
was it......[:(]....the worst kind.....?....Was it....
MAN FLU? [X(]
RE: COTA Patch 3
Posted: Sat Jul 14, 2007 2:04 pm
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]
RE: COTA Patch 3
Posted: Sat Jul 14, 2007 3:52 pm
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!!! [;)]
RE: COTA Patch 3
Posted: Sun Jul 15, 2007 11:50 am
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.