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Build 4.6.273 Hot Fix Public Beta
Posted: Tue Feb 25, 2014 7:38 pm
by Arjuna
Gerry from Matrix is working to have the new hotfix made available in the Members area. Allow him some time to finalise that. In the meantime here are the fixes fro this build.
Build 4.6.273 Fixes:
- Tweaked the AArm Fire code to provide a more realistic casualty rate for crew based on historical research. Previously we were using a simple random number based on the crewCount. This resulted in an average of 50% casualties each time an AFV was destroyed. Historically it should be around 26%. The new algorithm delivers on that.
- Reduced thrashing of unit frontage and depth caused when a unit was near urban terrain.
- Fixed bug in DetermineGlobalAccuracyMod() within the APerFire() code that could cause a lookup to go out of bounds.
- Mods to the Retreat code that reduce the probability of a unit staying put rather than running. It now checks to see if the time last suffered casualties is greater than the time last retreated and if so applies a reduction in prob based on recentCas.
- Mods to PlanMove to ensure that Moves conducted within an attack after the final reorg now check to split the force if units are already at the objective. Previously, this wasn't happening and the assault units could move about even though they were on the objective.
- Mods to the Split Forces code within PlanMove so that units deployed or better are now considered for possible inSitu defends if near to objective. Previously they were required to be dug in. This makes it more likely that assault units at the end of a final reorg will stay put.
- Mods to Move code to remove road column formation as an option if the unit is near to the objective and there are enemy threats within 2000m. This mitigates against units going into road column on the objective after an attack.
- Fixed Assert at SPS 12393 to include cases where the attack subject ( if a line unit ) is no longer assault capable.
- New Feature - added Defend InSitu checkbox option to the orders view for attacks. When checked the force will stay put when it tries to defend after the final reorg.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Tue Feb 25, 2014 8:26 pm
by decaro
ORIGINAL: Arjuna
Gerry from Matrix is working to have the new hotfix made available in the Members area. Allow him some time to finalise that ...
As of this post, in the members forum, the Command Ops: BFTB 4.6.273 public Beta Update shows "page not found" when the link to the patch is clicked.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Tue Feb 25, 2014 9:04 pm
by henry1611
ORIGINAL: Joe D.
ORIGINAL: Arjuna
Gerry from Matrix is working to have the new hotfix made available in the Members area. Allow him some time to finalise that ...
As of this post, in the members forum, the Command Ops: BFTB 4.6.273 public Beta Update shows "page not found" when the link to the patch is clicked.
I can't speak to the Member's Area, but the 4.6.273 beta is available on the FTP site (link in the update sticky above).
The trick is that the file is named wrong in the FTP link. There is no "beta" in the file name. So copy the link location and past into your browser's address bar but delete the file name. That will bring you to the FTP page for BFTB and you can click on the 4.6.273 link to download from there. (Or just delete "beta" from the filename and the download should start.)
Here are the links:
File:
ftp://ftp.matrixgames.com/pub/BattlesFr ... v46273.zip
FTP:
ftp://ftp.matrixgames.com/pub/BattlesFromTheBulge/
I just couldn't wait to get my hands on it!
(If I had to guess, a wrong file name is the reason for the problem on the Member's Page too.)
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Tue Feb 25, 2014 10:49 pm
by decaro
OK, v46273.zip downloaded and installed.
Tnx
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Wed Feb 26, 2014 4:06 am
by Mahatma
Oh no I had big plans today of exercise, calculus and Kant and now it'll probably all be Command Ops. [:-]
Thanks Henry, I checked the beta link today and got the same error as OP but now there's a usable download link all is well.
I'm gonna kiss you Arjuna.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Wed Feb 26, 2014 4:34 am
by Renato
Downloaded and installed.
Sorry, but for me is much much worse.
I have reinstalled HTTR v.2.286 and it runs like a dream. I liked it then and I like it now.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Wed Feb 26, 2014 5:16 am
by BletchleyGeek
ORIGINAL: Renato
Downloaded and installed.
Sorry, but for me is much much worse.
I have reinstalled HTTR v.2.286 and it runs like a dream. I liked it then and I like it now.
Could you elaborate on what's worse in this thread
tm.asp?m=3557242&mpage=1
Renato? I guess you mean build 269.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Wed Feb 26, 2014 5:23 pm
by dazkaz15
"Page can't be displayed" is still displayed when trying to download the patch in the members area.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Fri Feb 28, 2014 8:59 pm
by dazkaz15
I'm still getting "This page can’t be displayed" when trying to download the latest beta patch from the members area [:(]
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Fri Feb 28, 2014 11:00 pm
by Arjuna
daz,
Can you please report this direct to Matrix. They have control of the Members Area.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sat Mar 01, 2014 5:10 pm
by Repsol
Hello...
I decided to try a quick testbattle of this latest patch.
battle: BATTLE OF THE ROADBLOCKS
I ordered the 1st battalion/3rd Pz regiment to attack the enemy possition at Antoniusshaff RJ.
This battalion has 3 Pz.companies equiped with Panthers and i also reiforced it with a PzGren company from the 2nd battalion/2nd Pz.regiment.
The attack worked very well. My battalion completely destroyed the opposition causing 47 AFV casualties and more then 100 infantry losses...Routing , destroying and retreating the enemy from the objective...
All good ! but...
Enemy artillery stopped the pz.grenadiers for a short while...The entire battalion got bogged down and refused to move at all. Eventhough the enemy forces was BEATEN ! and the enemy artillery stopped my battalion did not move an inch forward
for 12 hours despite still having the original attack order active.
I finally got tired of waitning and issiued a new DEFEND order at the same location and almost imidiatelly they carried that order out...?
I'm sorry but i don't find this to reasonably acceptable behavior from the AI...I'm affraid i do not have a save of this incident..
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sat Mar 01, 2014 5:26 pm
by Mahatma
Repsol,
I think Arjuna is working on this as I had the same problem with my units routing for 6+ hours, yet enemy units were routing then recovering within minutes.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sat Mar 01, 2014 5:34 pm
by Repsol
Good to hear...I have high hopes for these updates and even more so for CO2
I want to start playing this game again...
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 1:54 am
by BletchleyGeek
Repsol, Mahatma,
that's the new threshold on casualties kicking in and preventing your forces from pursuing the attack. You can check that out by cycling through the Morale status displays (the F6 key). You'll see there a new entry - Asslt. Cap. - that stands for "Assault Capable".
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 4:51 am
by dazkaz15
I've not had a chance to play the new patch yet, but shouldn't the AI be dropping the unit unable to attack from the plan, placing it in reserve, then continuing with what it has?
Or if it thinks it doesn't have the required strength to continue the attack reporting that it has stalled?
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 6:34 am
by Repsol
ORIGINAL: Bletchley_Geek
Repsol, Mahatma,
that's the new threshold on casualties kicking in and preventing your forces from pursuing the attack. You can check that out by cycling through the Morale status displays (the F6 key). You'll see there a new entry - Asslt. Cap. - that stands for "Assault Capable".
If that was the case with my example it sure needs some tweaking. My 3 panzer-companies had pretty much ZERO !! casualties. The entire battalion lost 2 AFVs and only a few infantry and the enemy at the objective where totaly beaten...My guys only needed to 'drive' in there and take it (hatches open)...
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 6:35 am
by Repsol
.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 6:36 am
by Repsol
ORIGINAL: dazkaz15
I've not had a chance to play the new patch yet, but shouldn't the AI be dropping the unit unable to attack from the plan, placing it in reserve, then continuing with what it has?
Or if it thinks it doesn't have the required strength to continue the attack reporting that it has stalled?
That's the way i would expect it to work
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Sun Mar 02, 2014 7:50 pm
by BletchleyGeek
ORIGINAL: Repsol
ORIGINAL: Bletchley_Geek
Repsol, Mahatma,
that's the new threshold on casualties kicking in and preventing your forces from pursuing the attack. You can check that out by cycling through the Morale status displays (the F6 key). You'll see there a new entry - Asslt. Cap. - that stands for "Assault Capable".
If that was the case with my example it sure needs some tweaking. My 3 panzer-companies had pretty much ZERO !! casualties. The entire battalion lost 2 AFVs and only a few infantry and the enemy at the objective where totaly beaten...My guys only needed to 'drive' in there and take it (hatches open)...
I'd suggest you try to replicate this issue, taking saves along the way. If you upload them into Dropbox and pass me a link I can go through them.
RE: Build 4.6.273 Hot Fix Public Beta
Posted: Mon Mar 03, 2014 2:52 pm
by Repsol
I have tried the same type of attack a few times but i have not been able to replicate my previous problem...
But i'm sorry to say that i have experinced other problems...
In one of my tests a managed to route the enemy like before from the objective with minimal casualties...This time my battalion moved up to the objective and instead of deploying in good order they keept reassesing the situation IIRC 5 times until midnight...only changing their individual movement tasks a very short distance and keept traveling in road colum back and forth around the objective. The enemy that was once again beaten where located maybe 200 meters to the south and made a few attacks against my units while they were messing around at the objective in road colum time and time again. The enemy forces in the area were very weak and did not pose any threat to my units...No need to reasses the situation 5 times and regroup in my oppinion. Why not just DEFEND IN SITU as ordered ?
The next time...The first attack played out OK i think...Defeating and routing the enemy and deployning at the objective in good order...But...When i gave a probe order to an other battalion to probe southwest from their location the line units did just that and they were succesful. But when the Hq moved out to join them it took an intirely different route (moving a long way further to the south in unscouted terrain before heading back north to join the rest of the battalion) and ended up being ambushed a destroyed by enemy troops...
Sorry for the limited info once again !!