V1.02 Bug Fixes and Enhancements

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

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MichaelCooney
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V1.02 Bug Fixes and Enhancements

Post by MichaelCooney »

This is what I have for version 1.02. Anything major that I'm missing? This was everything I gleaned from the forums and all the work is complete, so once we agree (enough [:)]), it'll go to the beta testing team.

1) Disappearing Wadi (tm.asp?m=2826156)

Description:
There is a scenario named Ruweisat Ridge. When the scenario starts the Axis can defend in some wadis. After a few turns the wadis disappear.

Resolution:
This was due to old conversion code. Besides removing wadi from saved and PBEM games, it also removed Jungle and Salt Marshes and set desert environments to Summer.This has been corrected.

2) Toggle the unit display on/off with the U key.

Resolution:
Can now press the U button to toggle pretty much anything other than the terrain being displayed.

3) Screen needs to update while the AI moves

Description:
Game appears to hang while AI is moving.

Resolution:
Windows messages (screen updates) and checked after each unit move (so there still might be a *slight* delay before the screen refreshes)

4) An examination into withdrawls (tm.asp?m=2845747&mpage=1&key=�)

Description:
Not all hexes appear to be available to withdraw to.

Resolution:
The game has logic to prevent a unit from burning withdraw MPs by going back and forth between two hexes. This was preventing the unit from withdrawing to the last hex it moved from before the withdraw took place.
All hexes should now be properly available to withdraw through

5) Can we draw supply across impassable ground? (tm.asp?m=2809301)

Description:
Supply lines can sometimes be drawn acrossing rivers without bridges

Resolution:
Bug fixes so that supply lines can no longer cross rivers except at roads/bridges. Less often, this bug could also cause other units NOT to be in supply when they should be.

6) Clarification for Player's Manual (tm.asp?m=2839048)

Description:
Putting an enemy unit on a supply hex should nullify it but doesn't

Resolution:
Bug corrected so that enemy units will now block a friendly supply source

7) 6 Shows units with movement available (tm.asp?m=2808397)

Description:
Moved some units to the red zero then hit "6". Most times but not everytime, it tries to center the map in the top left corner of the map.
"6" works with some scenarios but not with others. It does not work with Guadacanal for example. It does not work with Kasserine Pass ( as germans).

Resolution:
This is corrected - it wasn't working for Side B armies when playing both sides.

8) 1 Show out of supply units (tm.asp?m=2808412)

Description:
click "1" to draw lines from any unit to it's supply source. And the screen centers at the top left corner.

Resolution:
If there is nothing to center on, reports will no longer move to the top left corner.

9) Graphical Glitch (tm.asp?m=2831388)

Description:
When you right click on a reinforcement in the OOB window the unit info window has a In Command (?) icon over the nationality flag in the top right. This icon will then stay on screen behind any subsequent unit/info boxes that are displayed here until the screen is minimised and maximised.

Resolution:
Corrected. The icon is now drawn below like for non-reinforcement units.

10) Victory Screen

Description:
Not clear how Reserve Points affect the final victory level

Resolution:
Added a line for the effect of the Reserve Points on the victory level (-1, -2, +1, +2)
Also corrected coloring issues with the text background for summer and winter scenarios

11) Editor: Ability to move a unit to a new hex, rather than deleting/recreating.

Description:
Would like the ability in the editor to move a unit to a new hex, rather than deleting/recreating.

Resolution:
Can now select "Move Units Mode" under Scenario Setup menu
Left click a hex to select and highlight a unit and then left click a hex to move the unit there
When a unit is selected, right click the mouse to cancel the move selection

12) Unit Drops off Map - Game Stops (tm.asp?m=2851114)

Description:
Sometimes a unit withdraws and it withdraws off the side of the map.As it off the map I cannot de-select the unit The game stops.

Resolution:
This bug has been corrected.

13) Suggestion: View results before ending Assault resolution phase (tm.asp?m=2832420)

Description:
Phase ends and the game moves on before the results can be properly viewed

Resolution:
Added a Finished button at the end of the Assault Execution phase so that the last assault result can be read

14) Clarification for Player's Manual (tm.asp?m=2839048)

Description:
I've run a couple of tests placing an enemy unit on the friendly supply source. The only unit that appears to be affected is the Division HQ which goes to Limited and then None. The subordinate units remain in Full supply throughout.

Resolution:
This bug is corrected. A subordinate cannot use its leader as a supply source if it itself is not in supply.

15) Hex description white on white for named, winter hexes

Description:
When you mouse over any hex which has a blue name in the text box at the top of the screen all of the following text (i.e. terrain type. victory points etc.) is displayed as bright white text on a white background

Resolution:
This bug is corrected. Text now appears black below names hexes in Winter scenarios.

16) Tilda (~) doesn't always close Order of Battle Dialog

Description:
Tilda opens the OOB dialog but doesn't close it unless the focus is back on the main window.

Resolution:
Tilda now closes dialog when the focus is on it as well. Note that the Cancel and Enter button also close all the extra dialogs

17) Withdrawing Unit is improperly eliminated (tm.asp?m=2851114)

Description:
Unit withdraws to the edge of the map into a green hex, showing it has met the minimum movement requirements, but is eliminated

Resolution:
Corrected.

18) Never-ending Scenario

Description:
Tebourba Gap never ends.

Resolution:
The scenario has been updated to end at 10pm instead of 8pm, which is an invalid time for winter scenarios.

19) End of PBEM game doesn't send final turn to opponent

Description:
End of the game checks set both players to 'human' before the final PBEM check is made, so that it never occurs

Resolution:
Corrected.

20) Regiment numbers need refreshed

Description:
When attaching units to a new leader, the regiment numbers do not change on the unit

Resolution:
Corrected.
Boku Strategy Games, Developer of Combat Command and Horse & Musket
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Wolfe1759
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RE: V1.02 Bug Fixes and Enhancements

Post by Wolfe1759 »

Michael

As one of the initial critics on the forum I am impressed and greatly heartened by the above.

Looks like you have covered all the bases from the points brought up in the forum so far with resolutions to them all.

Looking forward to the update - keep up the good work [;)]
"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill
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sabre1
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RE: V1.02 Bug Fixes and Enhancements

Post by sabre1 »

Thank you Mr. Cooney. Looking forward to the patch.
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sabre1
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RE: V1.02 Bug Fixes and Enhancements

Post by sabre1 »

Oh yeah, mechanized forces withdrawing? Tanks specifically and especially against infantry should always be allowed to withdraw? Mechanized recon units too?

Just requesting you look at it, please.

Thanks again for your support of this game.
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Fred98
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RE: V1.02 Bug Fixes and Enhancements

Post by Fred98 »

That list looks good!

Thank you!

-
Rosseau
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RE: V1.02 Bug Fixes and Enhancements

Post by Rosseau »

TBH, I never expected much of this would get done. Sorry for my lack of faith. Also, to the guys who kept pushing for improvements. I'm sure that helped. I am particularly thankful for change #11.

Our job is now to spread the word about the support to create more sales. I actually pulled myself away from Panzer Corps last night to get some CCME time in. I guess that says a lot. Thanks.
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JMass
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RE: V1.02 Bug Fixes and Enhancements

Post by JMass »

Thanks for the fixes! It could be possible to add this small issue with unreadable text when the white interface is used? tm.asp?m=2799036
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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PirateJock
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RE: V1.02 Bug Fixes and Enhancements

Post by PirateJock »

Great news and a comprehensive list [:)]

Nothing I would think needs adding at this time - what you've got there are the big hitters for fixes and some improvements.

Don't know if you were looking to do a major update the Manual - there's a lot of work Max86 and myself have done if you want to include that. If you need any help needed please let me know ... can't talk for Max86 but I'm sure he'll drop a line if he wants; though he hasn't been around for a few weeks [:(]

Cheers
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sabre1
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RE: V1.02 Bug Fixes and Enhancements

Post by sabre1 »

^+1
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MichaelCooney
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RE: V1.02 Bug Fixes and Enhancements

Post by MichaelCooney »

Thanks JMass, I added that to the list as #15 and then Obsolete gave me #16 through #19 (all added to the initial post).  These are all complete.  I believe we're just about ready for beta testing.

Again, I apologize for leaving you all hanging like I did.  I'm quite embarrassed about the positive response here because if I was doing my job right, you'd be taking this and me for granted.  Still, I appreciate it.

PirateJock, Tim does the manual and I'll leave it up to him.  I'm sure he'll want what you've put together for the next version, though.
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michaelincol
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RE: V1.02 Bug Fixes and Enhancements

Post by michaelincol »

Thanks for all the work, Michael. Your work coupled with all the good work done by the knowledgable guys here is greatly appreciated by a newbie guy like me trying to get my arms around this excellent game.

michael
Rosseau
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RE: V1.02 Bug Fixes and Enhancements

Post by Rosseau »

I thought the "missing dev" threads were rather humorous. But that's because I knew Matrix would eventually respond. Don't feel bad, Michael. We all have a few games that haven't worked since release, and never a word from the actual developer.
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Max 86
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RE: V1.02 Bug Fixes and Enhancements

Post by Max 86 »

ORIGINAL: PirateJock

Don't know if you were looking to do a major update the Manual - there's a lot of work Max86 and myself have done if you want to include that. If you need any help needed please let me know ... can't talk for Max86 but I'm sure he'll drop a line if he wants; though he hasn't been around for a few weeks [:(]

Cheers

I am still around, just busy. This is all great news and I am happy to see this game receive the attention. I will take the info from Cooney's post and incorporate it into the Player's manual.

PirateJock, how are the tables coming? Reaching an end point?
No problem Chief!
Tim Coakley
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RE: V1.02 Bug Fixes and Enhancements

Post by Tim Coakley »

Max 86,
can you contact me at timc at matrixgames dot com?

Regards,
Tim
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sabre1
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RE: V1.02 Bug Fixes and Enhancements

Post by sabre1 »

ORIGINAL: rosseau

I thought the "missing dev" threads were rather humorous. But that's because I knew Matrix would eventually respond. Don't feel bad, Michael. We all have a few games that haven't worked since release, and never a word from the actual developer.


Those games that did not receive dev support died the quick death. This game deserves to morph into something greater than the original. There is no game to my mind that has the ease of scenario development, and quick playing hex based board game feel to it available to us (TOAW excepting). This is a grognards dream, and it will continue to grow as long as the developer wants it to prosper.

A "few" people gave up on it. I almost did, but I'm stubborn, complain a lot, whine a lot, and just plain stubborn (Scottish heritage). I look forward to playing my moves in PBEM, and that's a rare thing for me. Shoot, I even enjoy this game more than PC. That's saying a whole lot. It's equal to BA in my mind.

Fix the withdrawal issues, supply, UI, etc., really nothing that can't be tweaked, and we have lift off for a great game.

Developer disappears on us, and game dies, simple as that.

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MichaelCooney
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RE: V1.02 Bug Fixes and Enhancements

Post by MichaelCooney »

ORIGINAL: rosseau

I thought the "missing dev" threads were rather humorous.

There was more than one?[8|]

Regarding #19, "End of PBEM game doesn't send final turn to opponent":

Can any one send me some last-turn PBEM games? I'd like to finish the turn and make sure it sends the final file back, with the enabled replay. Email them to me at boku at att.net. Thanks!
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PirateJock
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RE: V1.02 Bug Fixes and Enhancements

Post by PirateJock »

Hi Michael

An end turn sent.

Cheers
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PirateJock
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RE: V1.02 Bug Fixes and Enhancements

Post by PirateJock »

ORIGINAL: Max 86
PirateJock, how are the tables coming? Reaching an end point?

Aaah! Well .... you know how it is ... before you know it another week has ended! There's not too many to do - mainly para and amphibious landing. Will have a go at them next week ... possibly if all goes to plan etc [;)]

Cheers
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Obsolete
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RE: V1.02 Bug Fixes and Enhancements

Post by Obsolete »

I've been watching Michael do the enhancements, etc. behind the scenes and have been quite impressed with his efficiency. For the record, some of the code he's been tweaking hasn't been touched by him in 6 or more years. Think about that, it's over half a decade, and most programmers have enough problems touching code that is just a couple months old.

No promises yet, but 1.02 will PROBABLY be released in a week or so.

I'll get back with more details...
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MichaelCooney
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RE: V1.02 Bug Fixes and Enhancements

Post by MichaelCooney »

Thanks, Obsolete.  ::flips quarter::

#20 added.  That's the last one; binaries are built.
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