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How much longer??

Posted: Mon Aug 01, 2005 12:34 pm
by GBS
Just a rough estimate will do. Thanks.

RE: How much longer??

Posted: Mon Aug 01, 2005 1:19 pm
by Arjuna
I'm trying to get some recalcitrant Bases deploying correctly as I type. We're planning to put out another build for our beta testers. We've stopped adding features and are down to bug crushing and minor tweaks. It all depends on how many of the critters surface over the next week or so. I have to review the scenarios for play balance and revise the player manual. But we are very close. I'm not going to say more than, but I am touching wood.[:)]

RE: How much longer??

Posted: Mon Aug 01, 2005 5:12 pm
by CriticalMass
Leave the wood alone and get on with your work [:D]

RE: How much longer??

Posted: Mon Aug 01, 2005 7:58 pm
by JudgeDredd
Yeah...come on...I've been waiting on this baby

RE: How much longer??

Posted: Tue Aug 02, 2005 1:28 pm
by Agema
Even an elite programming unit takes a while to finish under the real life delay setting of painfully realistic.

RE: How much longer??

Posted: Tue Aug 02, 2005 10:42 pm
by Arjuna
Thank you Agema.[:)]

RE: How much longer??

Posted: Wed Aug 03, 2005 6:31 pm
by sterckxe
ORIGINAL: Agema
Even an elite programming unit takes a while to finish under the real life delay setting of painfully realistic.

You can imagine then how much time it takes the Panther boys to come up with something half decent ....


<ducking en running>

Greetz,

Eddy Sterckx


RE: How much longer??

Posted: Thu Aug 04, 2005 12:16 am
by Arjuna
<G> it's hard to get a little respect these days.

RE: How much longer??

Posted: Fri Aug 05, 2005 5:09 pm
by Banquet
Yay, it's coming.. it's coming!!

I presume it will be available as a digital download? Hope so!

Keep going Arjuna and team.. nearly there now! [:D]

RE: How much longer??

Posted: Fri Aug 05, 2005 7:04 pm
by jhdeerslayer
Another one to spend my money on.

RE: How much longer??

Posted: Fri Aug 05, 2005 11:25 pm
by Plodder
Another one I wish I had the money to spend on[:D]

RE: How much longer??

Posted: Sat Aug 06, 2005 1:13 am
by Banquet
If you only buy one wargame this year.. buy this!

Coming soon to a PC near you [:D]

RE: How much longer??

Posted: Tue Aug 16, 2005 5:48 pm
by Banquet
I'm sorry for asking - I know how busy u guys must be at the moment.. but I can't help myself!

It's been a couple of weeks since Arjuna's last update in this thread and I was wondering how that tweaking, bug fixing and scenario balancing is going?

Is a September release looking likely/possible/plausible?

I've been playing a lot of HttR recently (and some of the great user made scenario's for it) It's been great fun - but it also keeps me thinking about CotA and wondering how it's going?

cheers

RE: How much longer??

Posted: Tue Aug 16, 2005 10:42 pm
by Arjuna
All right, all right. [:)] In revieiwng the First CLean Break scenario I encountered a significant bug with the Exit code. I'm almost done fixing that. But this has put me back on reviewing the other scenarios. Believe you me it is not for want for effort on my part. I'm sure the wait will be worth it.[:)]

RE: How much longer??

Posted: Wed Aug 17, 2005 6:05 am
by Banquet
ORIGINAL: Arjuna

All right, all right. [:)] In revieiwng the First CLean Break scenario I encountered a significant bug with the Exit code. I'm almost done fixing that. But this has put me back on reviewing the other scenarios. Believe you me it is not for want for effort on my part. I'm sure the wait will be worth it.[:)]


Thanks Arjuna. I'm sure the wait will be worth it times 10! [:)]

Progress Report

Posted: Fri Aug 26, 2005 12:58 pm
by Arjuna
Hi all it's late on Friday night here in Canberra. It's been a long, long week writing code to fix the Exit Tasks. Still not completely finished but oh boy the old AI engine has been given a major tune up in the process. My tweaks and overhauling of the reaction code are working like a treat.

I was particularly delighted during testing to see the AI pull off a brilliant ambush. The German 9th Pz Div was pushing hard through the night driving along the highway south of Perdika when it's lead elements hit a sqn from the 2 NZ Cav Regt. There was a brief firefight in which the German vanguard retreated. But the joy came in the next few minutes as dawn broke revealing to the surprise of both sides that the German armour was strung out in road column between two parallel lines of Allied units. The firefight that ensued was incredible, with many Getrman AFVs biting the bullet. The Germans reacted boldly launching an immediate supporting Bn level attack in the east, which forced the NZ Cav to retreat. But this too was hit in its flank by the 1st Ranger Bn, though these are green troops and failed to press home their advantage ( what a blast ).[:)]

RE: Progress Report

Posted: Fri Aug 26, 2005 2:20 pm
by JJKettunen
ORIGINAL: Arjuna

Hi all it's late on Friday night here in Canberra. It's been a long, long week writing code to fix the Exit Tasks. Still not completely finished but oh boy the old AI engine has been given a major tune up in the process. My tweaks and overhauling of the reaction code are working like a treat.

I was particularly delighted during testing to see the AI pull off a brilliant ambush. The German 9th Pz Div was pushing hard through the night driving along the highway south of Perdika when it's lead elements hit a sqn from the 2 NZ Cav Regt. There was a brief firefight in which the German vanguard retreated. But the joy came in the next few minutes as dawn broke revealing to the surprise of both sides that the German armour was strung out in road column between two parallel lines of Allied units. The firefight that ensued was incredible, with many Getrman AFVs biting the bullet. The Germans reacted boldly launching an immediate supporting Bn level attack in the east, which forced the NZ Cav to retreat. But this too was hit in its flank by the 1st Ranger Bn, though these are green troops and failed to press home their advantage ( what a blast ).[:)]

Sounds excellent!

RE: Progress Report

Posted: Fri Aug 26, 2005 2:21 pm
by oi_you_nutter
ORIGINAL: Arjuna

Hi all it's late on Friday night here in Canberra. It's been a long, long week writing code to fix the Exit Tasks. Still not completely finished but oh boy the old AI engine has been given a major tune up in the process. My tweaks and overhauling of the reaction code are working like a treat.

I was particularly delighted during testing to see the AI pull off a brilliant ambush. The German 9th Pz Div was pushing hard through the night driving along the highway south of Perdika when it's lead elements hit a sqn from the 2 NZ Cav Regt. There was a brief firefight in which the German vanguard retreated. But the joy came in the next few minutes as dawn broke revealing to the surprise of both sides that the German armour was strung out in road column between two parallel lines of Allied units. The firefight that ensued was incredible, with many Getrman AFVs biting the bullet. The Germans reacted boldly launching an immediate supporting Bn level attack in the east, which forced the NZ Cav to retreat. But this too was hit in its flank by the 1st Ranger Bn, though these are green troops and failed to press home their advantage ( what a blast ).[:)]

ooooohhh sounds nice

was it an AI v AI battle ?

RE: Progress Report

Posted: Fri Aug 26, 2005 4:24 pm
by Banquet
Awesome!!

I can't think of any other game that has an AI capable of anything close to that. The importance put on AI is one of the reasons why I will always buy Panther Games.

RE: Progress Report

Posted: Sat Aug 27, 2005 12:06 am
by Arjuna
Yes it was an AI v AI game.