Patch?

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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goodwoodrw
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Patch?

Post by goodwoodrw »

G'day all,
Patch days weeks away?
Formerly Goodwood

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Arjuna
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RE: Patch?

Post by Arjuna »

Days. We put out a beta patch build on Tuesday. I'm waiting on testers to report back in. If all goes well we will ask Matrix to do a full install and then we need to test that for a couple of days. My guess is we should be able to go gold with the patch around 22nd August.
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RedDevil
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RE: Patch?

Post by RedDevil »

Hello,

The patch being so close is great news, thanks Arjuna. [&o]

And now, after apologising in advance for hijacking this thread for a question which is only partially relevant...:

What scenarios should I avoid playing while waiting for the patch?

Cheers,

RedDevil
God fights on the side with the best arty -- Napoleon
mefi
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RE: Patch?

Post by mefi »

Just found out that my ISP transfer has messed up and I'll be offline for at least 3 weeks starting on Monday. [:(]

Oh for the days when patches didn't require internet access. [:)]

-----------

Red Devil - I'm currently being cautious about scenarios which last longer than 3 days and use air landed or air dropped troops. Those are the only ones I've found which have been really affected by a bug (the resupply one). They are still playable just a lot tougher than they should be.
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ravinhood
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RE: Patch?

Post by ravinhood »

Oh don't worry mefi, someday they will offer "patch on cd" for a mere $10. ;)
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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sterckxe
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RE: Patch?

Post by sterckxe »

ORIGINAL: ravinhood
Oh don't worry mefi, someday they will offer "patch on cd" for a mere $10. ;)

Yup, and they'll call it "Victoria Revolutions" or "Panzer Campaigns LXXXVII" [;)]

Greetz,

Eddy Sterckx

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Arjuna
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RE: Patch?

Post by Arjuna »

Hi all,
 
Progress report. Last weeks beta debug build showed up a number of bugs - now hopefully fixed. Plus in response to some feedback here about a lack of AI aggression I have tweaked the probability values for initiating and calling off attacks. Last night's test in the now revised First Clash at Veve scenario looks promissing. A new beta debug build has gone out tonight for testing. If this goes well then I hope to run a full install test next week and release the patch after that.
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RE: Patch?

Post by Pergite! »

ORIGINAL: Arjuna

Hi all,

Progress report. Last weeks beta debug build showed up a number of bugs - now hopefully fixed. Plus in response to some feedback here about a lack of AI aggression I have tweaked the probability values for initiating and calling off attacks. Last night's test in the now revised First Clash at Veve scenario looks promissing. A new beta debug build has gone out tonight for testing. If this goes well then I hope to run a full install test next week and release the patch after that.

Sounds wonderfull!

I have been holding up on the major scenarios like Maleme historical campaign because of the SEP supply bug. Getting the pesky allies to counterattack more often(higher AI aggression) could only make the game more trickier. I wonder how this will affect the historical accuracy/outcomes of some scenarios.
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Arjuna
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RE: Patch?

Post by Arjuna »

Commander determination and judgement still come into play in determining probabilities for initiating and calling off attacks. But that is why our testers are putting it through its paces this weekend. [:)]
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Harvester
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RE: Patch?

Post by Harvester »

I appreciate the progress report on the patch Arjuna.

Thank You Sir!

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goodwoodrw
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RE: Patch?

Post by goodwoodrw »

G'day again,
Dave, how did the beta testing go over the W/end on the new patch? Good i hope
Ron
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Arjuna
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RE: Patch?

Post by Arjuna »

Well yes and no, depending on your perspective. We discovered a number of bugs - now fixed - and I've been tweaking and reviewing code to make the AI a bit more aggressive. The changes I have done so for attacks, both initiating and calling off, seem to work well. But I discovered a bug in the DevelopCurrentMissionPlans() and need to step through this again before signing off. As part of this I have been revising the First Clash at Veve scenario as well, adding in some optional reinforcement schedules where the player chooses Favour Axiws or Favour Allies. [:)]
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goodwoodrw
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RE: Patch?

Post by goodwoodrw »

good stuff
Formerly Goodwood

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Arjuna
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RE: Patch?

Post by Arjuna »

Found several bugs with the code that culls objectives. One was in a sort routine that effectively culled the wrong objectives. I'm about to test the fix now. So won't be long.
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Crimguy
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RE: Patch?

Post by Crimguy »

So with regard to the repeatable CTD's I've gotten on a few scenarios:  Were they just scenario specific errors, or something more pervasive?
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Arjuna
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RE: Patch?

Post by Arjuna »

They were something more pervasive. They are gone now. While I did get one autotest bug reported this morning its very stable. I want to wrap things up next week.
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RE: Patch?

Post by Arjuna »

Hi all,

Here are the changes we have made for the patch:
  • TT3000 - AI - Arty - Ensure mot arty units can fire into woods
  • TT2947 - AI - Bases - Should go through on-map-boss if organic boss off map
  • TT3047 - AI - Check out possible bug in In-situ orders
  • TT3022 - AI - CTD - Check out JudgeDredd's saved game
  • TT2980 - AI - CTD - From Deerslayer in Pindos Historical Campaign
  • TT3026 - AI - CTD from Bil
  • TT3056 - AI - Cull Objectives - Add IsAchieved component to DetermineCullingPriorities()
  • TT3054 - AI - Cull Objectives - Ensure Threat Range Set Correctly
  • TT3053 - AI - Cull Objectives - Fix Bug in Sort Routine
  • TT3055 - AI - Cull Objectives - Reduce APer value to 20 inside kDefaultEnemyCombatValues
  • TT1635 - AI - Enemy Intel - Retain reports of stationary forces
  • TT2968 - AI - Ensure arty units rest in-situ when Rest After Bombard option checked.
  • TT3057 - AI - Ensure Intel initialised on StartSavedGame
  • TT2674 - AI - Ensure para units reorg on arrival by para drop
  • TT3037 - AI - Fix bug inside InitializeDocument() when opening saved game and unit exits immediately
  • TT3059 - AI - Force Allocation - Ensure SourceSubject Base is isolated and allocated correctly
  • TT3030 - AI - Force Allocation - Prevent transfer of Bases in Penultimate Pass
  • TT3038 - AI - GetGTI() - Prevent selection of locs across rivers where inappropriate - prevent infinite recursions
  • TT3043 - AI - Increase AI Aggression - Increased prob of initiating attacks and decreased prob of pullback
  • TT3013 - AI - Increase initial reorg times for German Bad Para Drops
  • TT3049 - AI - Mxd Mode Movt - InSitu Attack - Ensure FUP adjusted where impassable to FG
  • TT2985 - AI - No Basics being delivered - From Goodguy ( Gunnar )
  • TT2972 - AI - Resupply - Determine why transport column reports losses but no trucks actually lost
  • TT3035 - AI - Resupply - Fix Assert in SupplyArrivalEvent at line 110
  • TT3003 - AI - Resupply - Fix calc of unit vehicle level
  • TT3029 - AI - Resupply - Prevent recursion inside GetCurrentSupplyBase()
  • TT2804 - AI - Resupply - Review Tanks at Platamon - why no requests
  • TT2615 - AI - Resupply - Why no Emergency Request for out of ammo arty - see Mark's SG
  • TT3039 - AI - Sort Bases - Cater for those with no boss - ie he's dead
  • TT3045 - AI - Stalled Move - Check out MarkShot's Saved Game
  • TT3036 - AI - TryToReorg and TryToRest - Ignore if duration of rest/reorg less than 5 mins
  • TT3048 - AI - Victory Points - Fix bug in Exit VPs
  • TT3004 - AI- Resupply - DetermineInitialStockRequirements - Ensure attachments for on-mapBoss included
  • TT3024 - AutoTest Error - at EstabForce::GetTaskDoctrineType() EstabForce.inl line 215
  • TT2986 - CTD - DudSupplyRoute - From CaptSkillet et al
  • TT2988 - CTD - From Goodwood
  • TT2989 - CTD - From Martin Krejcirik
  • TT2984 - CTD - From Matt Schwartzstein ( Crimguy ) - FOG scenario
  • TT2987 - CTD - From Simon Elwin
  • TT2982 - CTD - TAP - From Bill Cations
  • TT3044 - Estab - Change symbol colour of Au/NZ bases to white
  • TT3008 - Estab - Conversion to recount Ammo
  • TT2975 - Estabs - Set sMG34 to Must Deploy to Fire
  • TT2956 - Maps - Partial Map Edge Bug - Check out ability of mot units to move through woods on eastern edge
  • TT3033 - Maps - Recalc Terrain Tables for all maps
  • TT3006 - Maps- Platamon - Check out Road move rates
  • TT2964 - MM - Confirm option to rescale ground scale of maps for developers
  • TT2333 - MM - Fix bug in display code for MoveTable that ignores "no crossing" setting
  • TT2997 - MM - Multi-Layer Select - Should not select hidden layers
  • TT3020 - Scenarios - Charge of the Centaurs - Review Arrival Loc of Reinforcements
  • TT3060 - Scenarios - First Clash at Veve - New version with alternate reinf schedules & revised objectives
  • TT3041 - Scenarios - First Clash at Veve - Revise Objectives and Initial Allied Deployments
  • TT2949 - Scenarios - Para over Corinth - Add bridge to Bridging Tp
  • TT3015 - Scenarios - Para over Corinth - Add in alternate Reinf Schedules
  • TT2935 - Scenarios - Para over Corinth - Missing Br Bridge form Bridging Column
  • TT3040 - Scenarios - Revised Initial Intel Reports
  • TT3028 - Scenarios - Take the Pass - Add 12th Gk Div Base
  • TT3042 - Scenarios - Tempe Gorge Crisis - Add Unit History for Au 2/2nd Bn and Cmdr details for Au Bns
  • TT3027 - SM - CTD - On Export of Force List
  • TT3021 - SM - CTD - On Import Force List
  • TT2990 - SM - ForceList Import - Find out why unit supply levels zeroed on import of ForceList
  • TT2996 - SM - LOS Tools - Use Standard Daylight Good Visibility Weather rather than Current Weather
  • TT2957 - UI - Default Folders - Ensure default for Save As dialog is the Saved Games directory
  • TT3011 - UI - Depot Tab - Increase width of text boxes to avoid truncating numbers
  • TT2594 - UI - Disable Terrain Popup during Recalcs of MoveTable after Blown Crossings
  • TT3046 - UI - Ensure that enemy SEPs cannot be selected.
  • TT2860 - UI - Ensure User pref sticks for Reverse Mouse Zoom and for Show Crosses
  • TT2991 - UI - Make sure SaveFileLocPref.cfg is not included with the installer
  • TT2916 - UI - Reverse Mouse Zoom Setting not saved
  • TT2761 - UI - RunUntil - Rollover with time running till when button depressed
Dave "Arjuna" O'Connor
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RE: Patch?

Post by Pergite! »

Image
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Arjuna
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RE: Patch?

Post by Arjuna »

What a horrible image! [X(]&nbsp;
&nbsp;
I won't be able to sleep now. [;)]
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RE: Patch?

Post by jungelsj_slith »

Will my save games still work after I run the patch? Im in my 7th day of a scenario right now and none of my units have ever received a "basics" re-supply, just ammo. So a lot of guys have gone 5+ days without food. Not good! I'd rather wait for the patch to continue the scenario.
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