New v2.0.329c Public Beta Available!

Panzer Command: Ostfront is the latest in a new series of 3D turn-based tactical wargames which include single battles, multi-battle operations and full war campaigns with realistic units, tactics and terrain and an informative and practical interface. Including a full Map Editor, 60+ Scenarios, 10 Campaigns and a very long list of improvements, this is the ultimate Panzer Command release for the Eastern Front!

Moderator: rickier65

User avatar
Andrew Loveridge
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

New v2.0.329c Public Beta Available!

Post by Andrew Loveridge »

A new beta update is now available in the Members Club. You can download it if you have registered your game.
It improves retreating Unit behavior, AI weapon selection, and makes Maps more portable, plus a number of Data fixes and adjustments.

v2.0.329c Beta - Oct 22, 2011
Third Public Beta Update
    Code Changes[/b] [ul]
  • Fixed a series of bugs with how retreated units behaved. Retreating units will now continue to retreat until they rally.
  • When an armored vehicle targets an infantry unit the Tactical AI will now select the weapon and ammo that has the most chance to inflict losses on the target. This selection will consider the range to the target as well as the Firepower. If the firer and/or target is moving, the weapon selection may change. In most cases this will result in an armored vehicle choosing to use HE shells, then MG AP.
  • Map Maker has been adjusted to provide more portability of maps between systems. This will make it easier for users to work on maps on more than one computer without having to have the same directory structure and simplify the process if multiple users are collaborating on a map project.
  • Map Maker will now insert a map size attribute into Random Battle Templates.
Data Changes
  • Map size attributes have been added to RB Templates for future use.
  • A new sand texture by szartur has been added for use in making desert maps.
  • Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These include making these units decal capable by the scenario designer and the inclusion of multiple commanders so that not all tank commanders are the same.
  • Fixed a problem where grass was too high in a small area on the map for Their toughest Battle.
  • Fixed a problem where RR tracks were tipping over when crossed on The Biggest and the Baddest map. This is actually a work around for a problem with how knockdown fences were implemented.
  • Fixed a problem with how map maker was drawing AI map colors around Telephone lines. Map Maker now only draws selected terrain around the base of one of the telephone poles, rather than along the entire length of the telephone line.
  • Added several new houses styled in the manner common to the style found in rural Hungary.
  • Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22 USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.
  • Ammo loadouts were updated for almost all ArmouredUnits.
  • The killpower for some offmap artillery guns was reduced. This will reduce the effectives of artillery strikes against armoured units, resulting in fewer armoured units kills resulting from artillery barrages, but more stunned results.
  • Models were added and the map updated for the Stalingrad railway station. The Railway Station and the 13th Crossing scenarios were updated.
  • New units were added for the German PaK 36 and Pak 36 Late, and for the Russian 45mm ATG M-1937 and M-1942. This units have been added as Mobile versions of the above units in the Infantry unit type. Existing scenarios will continue to use the static versions of these units. Scenario designers can choose to use either the stationary version of these units from the Armoured units folder, or the Mobile versions from the Infantry folder. The mobile versions have 'Mobile' after the unit type to make them distinguishable. Random battles will use only the mobile type of these units.
[/ul]
Changes in v2.0.328g Beta
User avatar
Commanderski
Posts: 941
Joined: Sun Dec 12, 2010 8:24 pm
Location: New Hampshire

RE: New v2.0.329c Public Beta Available!

Post by Commanderski »

Thanks for the update! Will the 8 man squad mod work with this patch or does that have to remade?
sevenpointsix2
Posts: 24
Joined: Sat Jul 30, 2011 12:51 pm

RE: New v2.0.329c Public Beta Available!

Post by sevenpointsix2 »

The PCO check was in the mail! Much appreciated. Didn't expect the added bonus Map Maker changes. [:)]
User avatar
belljack95
Posts: 12
Joined: Sun Jul 24, 2011 4:23 pm
Location: Tennessee, USA

RE: New v2.0.329c Public Beta Available!

Post by belljack95 »

Cool. Thanks for the updated beta. I hope this means the final patch is not too far away!
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: New v2.0.329c Public Beta Available!

Post by rickier65 »

ORIGINAL: Commanderski

Thanks for the update! Will the 8 man squad mod work with this patch or does that have to remade?

I haven't tried it, but I think if it worked with the last beta patch, it should work with this one.

Thanks
Rick
User avatar
junk2drive
Posts: 12856
Joined: Thu Jun 27, 2002 7:27 am
Location: Arizona West Coast

RE: New v2.0.329c Public Beta Available!

Post by junk2drive »

I installed the beta, then the squad mod, tried the tutorial and no crash. I think it should work. I don't believe there were any changes to infantry other than the small guns since the first beta and artur's revised mod.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
User avatar
Jafele
Posts: 782
Joined: Wed Apr 20, 2011 7:27 am
Location: Seville (Spain)
Contact:

RE: New v2.0.329c Public Beta Available!

Post by Jafele »

Thanks for the update! After all it was good to be patient [:D].

I´m totally addicted to PCO. And this is just the beguining...

Best wishes
Las batallas contra las mujeres son las únicas que se ganan huyendo.

NAPOLEÓN BONAPARTE


Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

LAO TSE
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: New v2.0.329c Public Beta Available!

Post by rickier65 »


Thanks Jafele,

We hope you continue to enjoy and that we're able to bring you more.

Thanks
rick
Ratzki
Posts: 580
Joined: Sun Aug 17, 2008 9:32 pm
Location: Chilliwack, British Columbia

RE: New v2.0.329c Public Beta Available!

Post by Ratzki »

tHANKS GUYS, WILL BE TRYING IT OUT TONIGHT SOME TIME.
User avatar
Mobius
Posts: 10339
Joined: Thu Jun 29, 2006 10:13 pm
Location: California
Contact:

RE: New v2.0.329c Public Beta Available!

Post by Mobius »

I think the second code bullet point can be elaborated a little differently. The weapon and ammo selection will be chosen to be the most effective against infantry. For longer ranges HE will most often be selected while at close ranges the machinegun(s) will be used instead.
All your Tanks are Belong to us!
panzer
User avatar
dazoline II
Posts: 400
Joined: Mon Nov 05, 2007 3:59 pm

RE: New v2.0.329c Public Beta Available!

Post by dazoline II »

You guys Rock!
Thanks for the continued support.
Moscow by winter? Only if you send Fast Heinz to Kiev.
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: New v2.0.329c Public Beta Available!

Post by ComradeP »

Sounds good.

As a question: has the random campaign generator been changed at some point so that random campaigns feature more AFV's and less infantry? If there's a way to do so manually, I'd also appreciate it if somebody gave me some pointers as to how to do it, so I can start a new campaign.

And yes, I'm aware I still owe you guys 18 battles in the AAR, the last 1.5 months have been somewhat hectic so I couldn't really find the time for it, but I'll update it soon.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
User avatar
junk2drive
Posts: 12856
Joined: Thu Jun 27, 2002 7:27 am
Location: Arizona West Coast

RE: New v2.0.329c Public Beta Available!

Post by junk2drive »

We didn't make any changes to the Random programs. dazoline's mod in the mod section does help. I will have to spend some time figuring out some solutions to these issues.

I will say that this latest update seems to have made the game more playable from the German side.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: New v2.0.329c Public Beta Available!

Post by rickier65 »

ORIGINAL: ComradeP

Sounds good.

As a question: has the random campaign generator been changed at some point so that random campaigns feature more AFV's and less infantry? If there's a way to do so manually, I'd also appreciate it if somebody gave me some pointers as to how to do it, so I can start a new campaign.

And yes, I'm aware I still owe you guys 18 battles in the AAR, the last 1.5 months have been somewhat hectic so I couldn't really find the time for it, but I'll update it soon.

They way to do that right now is to build/create your own battle plans. Or try one of the other random campaigns if you haven't yet. As junk2drive pointed out, I think Dazoline is working on a mod to make it easier to accomplish what you want.

Thanks
Rick
User avatar
Eagle Strike
Posts: 83
Joined: Tue Jun 05, 2007 9:50 am

RE: New v2.0.329c Public Beta Available!

Post by Eagle Strike »

Gentlemen:

Could someone please tell me if the 3rd Beta release has the previous 2 Beta updates included in it or do you have to install each one separately? [&:]
Thx,
Eagle Strike (aka Reddog)
User avatar
junk2drive
Posts: 12856
Joined: Thu Jun 27, 2002 7:27 am
Location: Arizona West Coast

RE: New v2.0.329c Public Beta Available!

Post by junk2drive »

It is inclusive.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
User avatar
Eagle Strike
Posts: 83
Joined: Tue Jun 05, 2007 9:50 am

RE: New v2.0.329c Public Beta Available!

Post by Eagle Strike »

Thank you junk2drive...

ORIGINAL: junk2drive

It is inclusive.
Thx,
Eagle Strike (aka Reddog)
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: New v2.0.329c Public Beta Available!

Post by ComradeP »

What do the files in the presets folder apply to, do they also apply to random campaigns or only to battles? If I change the presets for Soviet vs 7th Panzer attack/defend, what will happen? What will the new setting apply to?

Considering the earlier comments that changing defending force composition for random campaigns is not possible at the moment, I guess the presets don't apply to random campaigns.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: New v2.0.329c Public Beta Available!

Post by rickier65 »

ORIGINAL: ComradeP

What do the files in the presets folder apply to, do they also apply to random campaigns or only to battles? If I change the presets for Soviet vs 7th Panzer attack/defend, what will happen? What will the new setting apply to?

Presets are used define forces for both Random Battles and for Random Campaign battles. They are mostly used to define non-core forces for your side in a Random Campaign, but they are not used if you do not have enough points to need more forces than what is defined in the Battlefile. But they do get used for defining the opposition forces for a random campaign battle.
ORIGINAL: ComradeP
Considering the earlier comments that changing defending force composition for random campaigns is not possible at the moment, I guess the presets don't apply to random campaigns.

Not sure which comments you are referring to, but you should certainly be able to change the defending force compostion using Presets files. To do this for a Random Campaign for the 7th Pz for example: MAKE SURE YOU SAVE YOU ORIGINAL FILES FIRST

1. check to see which battle files are being used, and note those down.
2. open each battle file to see what preset is being used by the SOVIET force and note those
3. go to the Presets file and edit the referenced Preset to change the force composition

I haven't tested this, but it should work. You can also set/define opposing forces directly in the battlefiles I believe.

Thanks
rick
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: New v2.0.329c Public Beta Available!

Post by ComradeP »

That's good to hear. I guess the initial response was not correct or there was some miscommunication. In your previous post in this thread, you didn't mention the presets and I thought you meant manually creating new battle plans instead of reconfiguring existing ones.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
Post Reply

Return to “Panzer Command: Ostfront”