3.9.4 Release Candidate 13
Moderator: Harpoon 3
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3.9.4 Release Candidate 13
Howdy folks,
This build has a handful of fixes for issues reported by users.
Large uncertainty zones generated by ESMs are tweaked to prevent erratic behavior by units attempting to intercept said UZ contact.
The UnRep (logistics F5) command is no longer allowed for plane to plane transfer. The user will be forced to use the Air Operations (F6) command which is designed for such behavior.
Visual horizons were not being set for units leading to poor visual sensor performance.
All of them were good catches.
Grab the installer here:
http://computerharpoon.com/public/Harpo ... v39413.exe
Thanks!
This build has a handful of fixes for issues reported by users.
Large uncertainty zones generated by ESMs are tweaked to prevent erratic behavior by units attempting to intercept said UZ contact.
The UnRep (logistics F5) command is no longer allowed for plane to plane transfer. The user will be forced to use the Air Operations (F6) command which is designed for such behavior.
Visual horizons were not being set for units leading to poor visual sensor performance.
All of them were good catches.
Grab the installer here:
http://computerharpoon.com/public/Harpo ... v39413.exe
Thanks!
RE: 3.9.4 Release Candidate 13
Hi
with this Beta with FILE->SAVE always the "save as" Dialog is displayed
Andy
with this Beta with FILE->SAVE always the "save as" Dialog is displayed
Andy
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RE: 3.9.4 Release Candidate 13
Hi Andy,
Is this in the single player game?
Thanks,
Is this in the single player game?
Thanks,
RE: 3.9.4 Release Candidate 13
Yes
Andy
Andy
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RE: 3.9.4 Release Candidate 13
This change was intentional. The previous build would automatically save a .SCN file but this was intended to only affect the editors.
Perhaps a change so that the save will automatically be saved as
<ScenarioName>-<Timestamp>-<Count>.SAV
What do you think?
Thanks,
Perhaps a change so that the save will automatically be saved as
<ScenarioName>-<Timestamp>-<Count>.SAV
What do you think?
Thanks,
RE: 3.9.4 Release Candidate 13
Hi
I don't understand:
If i have previously saved the game under a name then "FILE->SAVE" should save under this name without a dialogbox. If the system should automatically save the game, e.g. every 5 Minutes then there should be an option (and indeed theret is an option that works quit well)
So nothing to change for me
-> I'm speaking only for the game, not the Editor. Untill now i don't use the editor. Prehaps later i will create scenarios, but i don't have much time so i prefer to game....
Andy
I don't understand:
If i have previously saved the game under a name then "FILE->SAVE" should save under this name without a dialogbox. If the system should automatically save the game, e.g. every 5 Minutes then there should be an option (and indeed theret is an option that works quit well)
So nothing to change for me
-> I'm speaking only for the game, not the Editor. Untill now i don't use the editor. Prehaps later i will create scenarios, but i don't have much time so i prefer to game....
Andy
Harpoon
Concur with Morphin.
The first time the game is saved in the Game Engine (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SAV suffix. Subsequent File Save commands should just overwrite the previously saved file name.
The first time the game is saved in the ScenEditor (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SCN suffix. Subsequent File Save commands should just overwrite the previous scenario file name.
The first time the game is saved in the Game Engine (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SAV suffix. Subsequent File Save commands should just overwrite the previously saved file name.
The first time the game is saved in the ScenEditor (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SCN suffix. Subsequent File Save commands should just overwrite the previous scenario file name.
RE: Harpoon
It would be nice to have a keyboard shortcut for saving and opening games
Andy
Andy
Harpoon
The keyboard shortcut is:
F - to activate the File pull down menu
S - to save
2 keys as opposed to one isn't too much to expect, is it?
File Open is about the same, but a two clicks afterwards. So, I don't think it is unreasonable, either. Guess I'm just accustomed to them. [:)]
F - to activate the File pull down menu
S - to save
2 keys as opposed to one isn't too much to expect, is it?
File Open is about the same, but a two clicks afterwards. So, I don't think it is unreasonable, either. Guess I'm just accustomed to them. [:)]
RE: Harpoon
Hello,
100% agreed. It is standard PC procedure to overwrite previous saves. I also would like to have an option to create saves automatically, let´s say all five minutes.
Ralf
ORIGINAL: hermanhum
Concur with Morphin.
The first time the game is saved in the Game Engine (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SAV suffix. Subsequent File Save commands should just overwrite the previously saved file name.
The first time the game is saved in the ScenEditor (either with File Save or File Save As commands), the window appears asking for a file name and adds an .SCN suffix. Subsequent File Save commands should just overwrite the previous scenario file name.
100% agreed. It is standard PC procedure to overwrite previous saves. I also would like to have an option to create saves automatically, let´s say all five minutes.
Ralf
RE: 3.9.4 Release Candidate 13
Hello,
first impressions:
- RC13 runs smooth and stable
- the Uncertainty Zones (UZs) seem to be much smaller than in all earlier ANW versions
- hostile aircraft are much more aggressive now
Looks and feels promising. The AI operates aggressively and the UZ tweak seems to have brought back fierce air combat.
I will use my AAR on Eric´s new scen "Port Blair Witch" as a means of "testing" RC13, but will focus on obvious ge behaviours. No deeper detail testing; want to have first and foremost fun playing the scen.
Ralf
first impressions:
- RC13 runs smooth and stable
- the Uncertainty Zones (UZs) seem to be much smaller than in all earlier ANW versions
- hostile aircraft are much more aggressive now
Looks and feels promising. The AI operates aggressively and the UZ tweak seems to have brought back fierce air combat.
I will use my AAR on Eric´s new scen "Port Blair Witch" as a means of "testing" RC13, but will focus on obvious ge behaviours. No deeper detail testing; want to have first and foremost fun playing the scen.
Ralf
Harpoon
I believe that is covered by the Auto-save function. You can enable it with the Configuration launcher.ORIGINAL: koelbach
I also would like to have an option to create saves automatically, let´s say all five minutes.
IIRC, RSharp told me that the auto-save (in MP) is determined by the time compression setting. i.e. Games running at 1:1 would save more often than games running at 1:5min. I hope that I heard that correctly. [:)]
RE: Harpoon
ORIGINAL: hermanhum
I believe that is covered by the Auto-save function. You can enable it with the Configuration launcher.ORIGINAL: koelbach
I also would like to have an option to create saves automatically, let´s say all five minutes.
IIRC, RSharp told me that the auto-save (in MP) is determined by the time compression setting. i.e. Games running at 1:1 would save more often than games running at 1:5min. I hope that I heard that correctly. [:)]
That would be to check the box "Autosave -a" under the "Command Line Options" in the ANW Launcher?
Harpoon
Yes.ORIGINAL: koelbach
That would be to check the box "Autosave -a" under the "Command Line Options" in the ANW Launcher?
RE: Harpoon
H3ANW:390:Land Damage Model
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[edit] Facilities
Land Facilities no longer take cumulative damage like ships . The 4.1 Paper rules for structure damage were in part implemented. Basically, if a land object (other than runways) takes 50% or more of its damage rating in a 180 second period, it is at risk of destruction. The chance of destruction is proportional to the percentage of its damage taken up to 100% chance of destruction at 100% damage.
Damage reporting for land objects is changes in 3.9. Instead of a percentage, land objects will be reported as "Operational" or "Hit". "Hit" indicates the object has taken damage within the past 180 seconds and will be checked for destruction in the near future. "Operational" means its OK. Destroyed land objects go away immediately, so there is no special status indicator for that.
Russell,
Above is quote from WIKI-manual.
I understand the need to upgrade the damage model, but I have one observation.
When a Cruiser or Destroyer currently fires on a Company for example, damage accumulates on the ground unit, but during the time it takes to reload the guns, the ground unit 'repairs' in a matter of minutes (something like 3 minutes).
Result is that the ship can fire all the ammo it has on board without being able to kill the Company.
I would suggest that the 3 minute 'repair' time is very short. If that 'repair' time is meant to be time for the ground unit to do damage assessment, extract personel and make essential repairs than I think it would be more reasonable for it to be in the order of 6 hours than 3 minutes.
As a matter of interest - many scens in all DBs that have destruction of ground units in the vicconds need to be retested - and I'm sure in many cases serious work needs to be done on the scen (such as replacing the ground units and therefore the missions attacking them). I've certainly noticed a few scens already where that is the case.
Freek
RE: Harpoon
ORIGINAL: FreekS
H3ANW:390:Land Damage Model
From AGSI
Jump to: navigation, search
[edit] Facilities
Land Facilities no longer take cumulative damage like ships . The 4.1 Paper rules for structure damage were in part implemented. Basically, if a land object (other than runways) takes 50% or more of its damage rating in a 180 second period, it is at risk of destruction. The chance of destruction is proportional to the percentage of its damage taken up to 100% chance of destruction at 100% damage.
Damage reporting for land objects is changes in 3.9. Instead of a percentage, land objects will be reported as "Operational" or "Hit". "Hit" indicates the object has taken damage within the past 180 seconds and will be checked for destruction in the near future. "Operational" means its OK. Destroyed land objects go away immediately, so there is no special status indicator for that.
Russell,
Above is quote from WIKI-manual.
I understand the need to upgrade the damage model, but I have one observation.
When a Cruiser or Destroyer currently fires on a Company for example, damage accumulates on the ground unit, but during the time it takes to reload the guns, the ground unit 'repairs' in a matter of minutes (something like 3 minutes).
Result is that the ship can fire all the ammo it has on board without being able to kill the Company.
I would suggest that the 3 minute 'repair' time is very short. If that 'repair' time is meant to be time for the ground unit to do damage assessment, extract personel and make essential repairs than I think it would be more reasonable for it to be in the order of 6 hours than 3 minutes.
As a matter of interest - many scens in all DBs that have destruction of ground units in the vicconds need to be retested - and I'm sure in many cases serious work needs to be done on the scen (such as replacing the ground units and therefore the missions attacking them). I've certainly noticed a few scens already where that is the case.
Freek
Signed.
Ralf
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RE: Harpoon
And just on ground units taking damage, is it possible to destroy runways?


"Fortune favours the bold"
Harpoon
Only with nuclear weapons. Other weapons will damage runways, but they will slowly recover and repair themselves.
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- Posts: 102
- Joined: Sun Feb 08, 2009 1:14 pm
RE: Harpoon
I just downloaded and installed this release and noticed that in the .opt-Files tab of the launcher there are 2 options for the following: AlternateBombRange.opt, MissionPatrolAggressive.opt, MissionPatrolRestrictedZone.opt, MissionReconRestrictType.opt, MissionStrikePersistance.opt, MissionStrikeRedundant.opt, MissionTransitAggressive.opt, NoSubSpeedResumption.opt.
Has anyone else seen this? Will this cause a conflict in any way?

Has anyone else seen this? Will this cause a conflict in any way?

"Fortune favours the bold"