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2.03a Update Feedback - 3/11/2014 3:36:47 PM   
CapnDarwin


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Okay, so was it a good update?

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RE: 2.03a Update Feedback - 3/11/2014 6:41:50 PM   
jack54


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Wow.... I've been playing Piper an awful lot since 2.03 because I feel it is a challenge for the AI. The AI Soviets just blew the doors off and ran through Hamelin. This is the first time I ever lost this scenario and I did it in style with a 35%.

The Soviets flanked and avoided the usual killing field. I'm only one scenario in so far; I don't know what you did but if this is all 2.03a it's superb. End map is below...

a small thing I did notice; I couldn't delete saved Campaigns from the load screen, I could delete saved scenario files though!




Attachment (1)

< Message edited by jack54 -- 3/11/2014 7:44:29 PM >


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RE: 2.03a Update Feedback - 3/11/2014 6:53:17 PM   
CapnDarwin


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Sorry about the loss. As for the campaign file delete bug, I will check with Rob andlog it for a fix for 2.04.

< Message edited by Capn Darwin -- 3/11/2014 10:03:40 PM >


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RE: 2.03a Update Feedback - 3/11/2014 7:00:52 PM   
bosbes

 

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I noticed that artillery is less effective then before.

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RE: 2.03a Update Feedback - 3/11/2014 7:07:08 PM   
CapnDarwin


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Hoe ist? In what way? What is shooting? What and where are the targets?

< Message edited by Capn Darwin -- 3/11/2014 10:03:07 PM >


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RE: 2.03a Update Feedback - 3/11/2014 7:45:59 PM   
ComradeP

 

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I noticed it was less effective in the 2.03 public version than in the sort of 2.03 Grogheads version as well, but I thought that was just changed with 2.03.

< Message edited by ComradeP -- 3/11/2014 8:46:21 PM >


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RE: 2.03a Update Feedback - 3/11/2014 8:55:49 PM   
Tazak

 

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Looking good so far, enjoying playing again

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RE: 2.03a Update Feedback - 3/11/2014 9:28:43 PM   
Radagy


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Right now working as expected

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RE: 2.03a Update Feedback - 3/11/2014 10:05:27 PM   
Rondor11


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Fulda Frontier crashed 4 hours in. Not sure why.

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RE: 2.03a Update Feedback - 3/11/2014 10:22:36 PM   
CapnDarwin


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Rondor, any error messages? What was going on when it crashed?
Have you tried reloading from the latest save? If that crashes can you post the save file for us to look at.

Thanks.

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RE: 2.03a Update Feedback - 3/11/2014 11:10:52 PM   
battlerbritain

 

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Playing Rhino and Tracked Rapiers are engaging ground targets. One expended all missile ammo at some BMPs. One even took out a T-64!

Replaying this scenario for the Brits as I did for 203 all Brit Chieftains have been wiped out and everything else keeps running. Previously I got a Tactical victory with 20% loss, now I've had a 65% loss.

I can't get my missile troops to engage. Samson's used to fire at about 6-8 hexes and now I can't get them to fire above 2 hexes even when they're set to Screen. Vis is at 10km.

Infantry with Milan only fire at 1 hex.

And the Fire Support dialog doesn't update when new support becomes available. I had to click on the unit on the map to get it to appear in the dialogue.

< Message edited by battlerbritain -- 3/12/2014 12:12:58 AM >

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RE: 2.03a Update Feedback - 3/12/2014 12:45:25 AM   
Lowlaner2012

 

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I have just played through Rhino and my Rapiers are only engaging Soviet helos, the ATGM's are working as intended, your game must be screwed up somehow...

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RE: 2.03a Update Feedback - 3/12/2014 1:26:57 AM   
CapnDarwin


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His bug sounds very 2.01/2.02. We did have an issue.


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RE: 2.03a Update Feedback - 3/12/2014 2:32:50 PM   
ComradeP

 

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Not directly related to 2.03a, but recon units are still too trigger happy.

A Luchs unit was in a woods hex overlooking a road. A T-64BV company appeared, which initially may not have been able to spot the Luchs.

The Luchs, though they have no weapon that could realistically penetrate the armour of a T-64BV at range, opened fire at 2 hex range. The result was predictable: they were wiped out.

It didn't matter whether they were in Screen or Hold mode: they always opened fire with their weapon with a practically zero chance of knocking out a tank for unclear reasons.

Another issue I'm now running into is that even though tanks don't have a preferred standoff range as I interpret the unit's information (my thinking is that a range of 0 essentially means it has none), they refuse to move to within 2 hexes of an enemy tank unit because of their preferred standoff range being higher.

The first scenario of the School Teacher campaign. Heavy rain/visibility 500 meters. There are some 20 or so T-64BV's in the objective town. The Leopards move to within 2 hexes. The T-64BV's can't see them. Even though they receive no incoming fire and should "know" that the enemy can't see them due to the reduced visibility, they automatically move out of the hex.

The only way to make them stay put is to either time their movement so that they move into the hex at the end of the turn so you can give them a Hold order, or give them an assault order for what should be a simple move and which takes too much time.

You want the Leopards to use their superior optics to engage the enemy tanks, but they won't, they always move back with an automated move order without firing a shot.

< Message edited by ComradeP -- 3/12/2014 5:55:27 PM >


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RE: 2.03a Update Feedback - 3/12/2014 4:52:09 PM   
cbelva


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Regarding recon being too trigger happy, I am afraid we will have to wait until 2.1 and some of the changes that Rob and Jim are considering to improve the AI. I don't know if Cap'n D work some of his magic to try and give some relief. I will have to let him speak to that.

Regarding the tanks and other units backing up because of their standoff range (esp when is screen). The others in the development team will tell you I have been complaining about this problem since I joined the team. What is needed (as a minimum) is the ability to set the profile after a movement order. When I first joined they always ended in a screen. Rob at the time could not figure a way to allow the manual setting of profiles after a movement order. But to shut me up for awhile, they made the end profile for assaults to be hold. It didn't work (shutting me up). I kept the pressure up. In the meantime, Rob thinks he has figured out a way to allow us to set the profiles of the units after a movement order. He hopes to have in in place for 2.04. If it works, that will make a big different in the game and your problem (and mine) will be solved. For now, we will have to use an assault order if we want the unit to hold at the end of a movement order.

There are several features that could be added to this game that would raise the bar so to speak. Allowing to assign profiles at the end of movement is one of them. We will keep you up to date as the development of 2.04 continues and if Rob is able to get this working.

For additional profiles and orders, we will have to wait for the 2.1 engine.

< Message edited by cbelva -- 3/12/2014 5:56:43 PM >

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RE: 2.03a Update Feedback - 3/12/2014 5:26:40 PM   
ComradeP

 

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Thanks for the explanation.

-

As I've reported before, helicopters don't need to fly to their HQ to resupply, they can still resupply anywhere after you manually order them to resupply.

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RE: 2.03a Update Feedback - 3/12/2014 6:03:46 PM   
bosbes

 

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Well, I see artillery inflicts less damage to ground targets (infantry or armor targets) then before.

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RE: 2.03a Update Feedback - 3/12/2014 6:07:07 PM   
CapnDarwin


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I was sure we had the Helo resupply fixed. I'll add it to the bug tracking again. We must have bumped something.

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RE: 2.03a Update Feedback - 3/12/2014 6:14:22 PM   
CapnDarwin


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There was a bug in the 2.01/2.02 code with respect to arty damage calculation and it was fixed. You should still get kills. ICM will be a noticeable killer versus HE. Cover of the target helps survival too. We will keep an eye on the outcomes to see if there is a problem.

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RE: 2.03a Update Feedback - 3/12/2014 7:55:08 PM   
cbelva


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quote:

ORIGINAL: Capn Darwin

I was sure we had the Helo resupply fixed. I'll add it to the bug tracking again. We must have bumped something.

I thought I saw it working last night.

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RE: 2.03a Update Feedback - 3/12/2014 10:05:47 PM   
Clod100_slith

 

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Hi Guys! Thanks for the update! Makes more fun to play! But........... I can confirm that the AD-Missile Units are firing at tanks. First scenario of the Hell on wheels campaign: My chaparral unit fired twice at a Russian T80 company. But its a great game, I loved to play it. Just missing a hold fire or a SOP feature. Keep up your good work!

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RE: 2.03a Update Feedback - 3/12/2014 10:42:02 PM   
battlerbritain

 

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Just played a completely fresh 203a Brits Hells Crossroads and Rapiers are still engaging ground units.

I'll post a piccy.

Milan units are also still only engaging at 1 hex.

And the Fire Support dialog doesn't update when new support becomes available. I had to click on the unit on the map to get it to appear in the dialogue.

Attachment (1)

< Message edited by battlerbritain -- 3/12/2014 11:56:15 PM >

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RE: 2.03a Update Feedback - 3/13/2014 3:50:41 AM   
jenrick

 

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I'm debating tweaking recon units not have any weapons. To be honest if your a recon platoon commander and are shooting at something, things have gone SERIOUSLY wrong.

-Jenrick

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RE: 2.03a Update Feedback - 3/13/2014 6:11:29 AM   
ComradeP

 

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To clarify: helicopters do schedule an automatic resupply mission when they run out of ammo and will fly to within a few hexes of the main HQ to resupply. However, if you give a resupply order yourself, they will resupply in situ like all other units.

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RE: 2.03a Update Feedback - 3/13/2014 7:33:24 AM   
Flef

 

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I got multiples "error violations" when I arrived to Hell on wheels' fifth mission.

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RE: 2.03a Update Feedback - 3/13/2014 9:49:24 AM   
ComradeP

 

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Also: you can resupply when in position, without much of a negative effect currently, and your units will keep firing. Some sort of penalty might be needed. With tanks on a ridge, firing at Soviet tanks in the distance, it can be an effective way of keeping ammo levels up.

Most of the time, my tanks are on Hold or Screen, but Resupply can be useful if you expect to use a lot of ammo, also because the tanks will also target less important targets (like Gremlin teams instead of AFV's).

You could say the tanks are essentially sniping, and when not receiving return fire, could be resupplied in real life, but it would still be quite risky.

Single element units are less tricky to kill than before thus far by the way, which is nice.

< Message edited by ComradeP -- 3/13/2014 10:51:34 AM >


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RE: 2.03a Update Feedback - 3/13/2014 11:09:57 AM   
cbelva


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Fled, can you send me the saved game file just before this occurred so I can see if I can duplicate? My email is crbelva@comcast.net


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RE: 2.03a Update Feedback - 3/13/2014 11:32:27 AM   
CapnDarwin


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Jenrick, in many cases recon units will fight. Wait for 2.04. We will be working on some standoff and and engagement tweaks to recon and other units a bit smarter.

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RE: 2.03a Update Feedback - 3/13/2014 11:37:09 AM   
CapnDarwin


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ComradeP, we made a few adjustments to make units looking to resupply to be disengage from the fighting. Apparently not working in all cases. We'll look into the problem.

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RE: 2.03a Update Feedback - 3/13/2014 8:57:52 PM   
ComradeP

 

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As long as units are beyond minimum standoff range, they'll resupply normally, otherwise they'll move out of their hex. When they do so, they don't schedule a new resupply mission immediately as it seems to be treated as a regular automated hasty move as if the unit was on screen orders/took serious losses/scoots.

-

On an unrelated note, I'm now seeing explosions when no unit counter is displayed in the hex anymore from time to time. As in: a unit seems to die, and then I see another explosion. That is with direct fire, not artillery fire. It's like it lags slightly. I'll check what it kills in those instances.

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