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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TheHellPatrol
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RE: Patch?

Post by TheHellPatrol »

[8|]Oops, just bought the game, dd'ing now. Should i bother starting or just brush up with HTTR?
A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau

RayWolfe
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RE: Patch?

Post by RayWolfe »

ORIGINAL: TheHellPatrol
[8|]Oops, just bought the game, dd'ing now. Should i bother starting or just brush up with HTTR?

Oh no! There is so much that is new, the sooner you get to grips with the new goodies in COTA, the better. Just stick to the tutorials and short scenarios.
Cheers
Ray
jungelsj_slith
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RE: Patch?

Post by jungelsj_slith »

Sorry for re-posting this, but I think it got missed -

Will my current save games still work after the patch? Will the no-basics bug be fixed in my current saves, or will I need to restart the scenario?

Thanks
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simovitch
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RE: Patch?

Post by simovitch »

ORIGINAL: molotov_billy

Will my current save games still work after the patch?
Yes. I just loaded an old saved Maleme game from June with the latest beta patch and she works great.
Will the no-basics bug be fixed in my current saves, or will I need to restart the scenario?
The patched supply routines seem to be working on the old save. I played through 12 hours or so and saw "emergency supply requests" showing up and being filled and basics being pushed/pulled like they should be.

I can tell also that the AI has experienced significant refinement. You won't be disappointed.[8D]
simovitch

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Arjuna
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RE: Patch?

Post by Arjuna »

As Richard says yes the saves will still load and yes the resupply code will work fine with it. However, it will not correct any shortfalls in supplies that occured prior to the save due to the earlier bugs. In otherwords if a Base starts the saved game with no supplies on hand then it's depot will remain empty till the nest resupply arrival event. That may be some time. It just depends when the saved game starts.
Dave "Arjuna" O'Connor
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jungelsj_slith
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RE: Patch?

Post by jungelsj_slith »

thanks for the update.  I appreciate it!
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goodwoodrw
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RE: Patch?

Post by goodwoodrw »

G'day again, Dave do you still have the odd problem with the patch? Is it still awhile away?
Formerly Goodwood

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Arjuna
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RE: Patch?

Post by Arjuna »

Well I have some good news and some bad news. The good news is that all problems bar one are done . the bad news is I'm currently wating on a full recompile to test some changes to fix that last problem. After much analysis, modifications, testing and watching how the AI controlled side was playing I came to the conclusion that the last remaining impediment to the AI being aggressive at the strategic level was the fact that it would wait until its next reasessment to replan after achieving an objective. And sometimes even then it would not replan.
 
Why this has been more noticeable in COTA than in HTTR is that we have lengthened out the time between major reassessments to reduce "thrashing" and processor load. A Div HQ may wait up to 12 hours before doing a major reassessment - minor ones are more frequent.
 
To get around this I am now creating a special "replanAll" event that will force the HQ to replan all its missions. The event is triggered if a victory objective is gained or lost and certain other conditions met.
 
Oops...just finished compiling...I'll be back with the results later.
Dave "Arjuna" O'Connor
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PnHobbit
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RE: Patch?

Post by PnHobbit »

I'm not too bothered by patch delays as long as there are updates as to what is going on. Watching the progress of throwing out a patch and the little pitfalls is semi-entertaining but even more so just really rare to hear from developers. Thanks for taking the time to make the patch right.
dwinston
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RE: Patch?

Post by dwinston »

PnHobbit - I agree. Dave has done a great job of keeping everyone informed - and it has been pretty interesting reading as well.
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Arjuna
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RE: Patch?

Post by Arjuna »

You're welcome. We aim to please and if not then at least to entertain. [:)]
Dave "Arjuna" O'Connor
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Jakerson
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RE: Patch?

Post by Jakerson »

COTA could be quite proud for quality so far I have been victim of 1 CTD and I have played COTA +100h and i'm quite sure that cause of that only CTD was somehow related to my Nvidia 3D card drivers.[&o]

I have been unable to find any CTD that I could repeat from COTA.

Its not fair that some a lot more buggy wargames are more popular than COTA.[:@]
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Arjuna
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RE: Patch?

Post by Arjuna »

Hi all,
 
A new build ( #133 ) has just gone out to the testers. I reckon and I'm praying that this is the last one. I believe the changes I have made to the strategic AI have made it significantly more aggressive. My only fear now is that it may be a tad too much. I'll await the testers feedback for that. Suffice to say that it should give you even more of a run for your money.
 
It was with great delight that I witnessed the German spearhead forcing the Kleidi pass on Day 3 in First Clash at Veve. Once unleashed it belted those poor 'ol Aussie footsloggers and the Brit armour all the way south down the highway. Good stuff. A quick test of Ray of Hope saw the Allied invaders breaktrhough to Valetta.
 
I also reviewed the Allied flak units in Battle of the Maltese Cross,reducing their stubornness values by around 5-10%. However, in testing the effect with liberal airstrikes being applied I noted that the units were still pretty tough. I stepped into the code and discovered a typo resulting in the airstrike actually reducing the probability of them breaking rather than increasing it. [:D] That's now fixed. I also modified the reaction code so that static units with enemy very close by will surrnder more easily.
 
Bug-wise the game is very stable now. So fingers are crossed, wood touched and praying for the all clear from the testers.
Dave "Arjuna" O'Connor
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06 Maestro
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RE: Patch?

Post by 06 Maestro »

[font="times new roman"]A typo in the code?-that’s funny- and a little scary.  I hope the Pentagon doesn’t have that situation.[/font]
[font="times new roman"]Anyway, it sounds like we will have a patch soon-thanks for your effort.[&o][/font]
[font="times new roman"]So now, is it to soon too start asking about the next patch?  [:D](All inclusive OOB please).[/font]
[font="times new roman"] [/font]
Banking establishments are more dangerous than standing armies.

Thomas Jefferson

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TheHellPatrol
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RE: Patch?

Post by TheHellPatrol »

[:D]Don't forget "God Mode" There are cheats right?[;)]
A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau

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sterckxe
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RE: Patch?

Post by sterckxe »

ORIGINAL: TheHellPatrol
[:D]Don't forget "God Mode" There are cheats right?[;)]

Wanna know a super secret keyboard combination ?

Try hitting <Alt> <F4> during a game - it'll take you to a screen you won't expect [;)]

Greetz,

Eddy Sterckx
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Deathtreader
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RE: Patch?

Post by Deathtreader »

Hi,
&nbsp;
Glad to hear about the patch progressing and all......looking forward to it's posting. Now don't because I'm only inquiring, but could the fix for the AI not building/repairing bridges of it's own volition be added to this patch?? Or is it to late for that or too much work for this go round?? I freely admit I have no idea how much work the fix would entail...........
&nbsp;
Rob. [&:]&nbsp;&nbsp;&nbsp;
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
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Arjuna
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RE: Patch?

Post by Arjuna »

No that one is too big a job and will be done for BFTB. Just to clarify though, the AI will rebuild a bridge on the players behalf and it will do so if it is controlling the side but only where the scenario designer has checked the "AI Should Rebuild Bridge" box in the sideTask Data window of the ScenMaker. This is only available for Secure Crossing tasks. If the scenario designer checks this box and the crossing is subsequently blown then the AI will endeavour to rebuild it. However, it won't attempt to rebuild any other crossings.
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loyalcitizen
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RE: Patch?

Post by loyalcitizen »

Re: Too aggressive AI...
I'd rather have the AI be too aggressive than not enough.
&nbsp;
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Arjuna
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RE: Patch?

Post by Arjuna »

ORIGINAL: loyalcitizen

Re: Too aggressive AI...
I'd rather have the AI be too aggressive than not enough.

To a degree yes, but you would soon complain if when on the defensive it fritted away all its forces on forlorn attacks against superior opposition, thus making it a patsy after the initial flurry died down.
Dave "Arjuna" O'Connor
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