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DLH.Net User Foren | Patch Announcements | Point of Attack 2 Patch 2.30.7
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Dabei seit: 07.12.2007

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Download: www.patches-scrolls.de/point_of_attack2.php


---------------- Version 2.3.70 Relase (06 Nov 09) -----------------------------

Added/Adjusted:

- Added new "Sandbox" Form in both DataView and Game modules. It shows all
relevant properties and values for targeting, sighting, and effects. Use
Main Menu | Sandbox. WHen borught up in the Game module, the Sandbox is subject
to normal Fog of War limitations (and some units may not be selectable for that
reason).
- Optimized AI routines to cut processing time by half or more. Also, added a new
AI Fidelity setting that can speed up the routines even further (at a cost in
effective unit movement/objective determinations).
- Added checks when renaming or deleting terrain/line entries in the TEC for effects
on default bridge placement (for new games).
- Added new checks in the Bridge Types Table to show what hexside/hexline combinations
have default bridges, and also if any line types are not valid (Main Menu | Check
“Crossings”, and on exit form the form).
- Added size values to sensors to better model how hard they are to sight/target
(when deployed on their own).
- Added new check to database editors: ammo and wpns system to check for common
IF-capable flag errors.
- Wpns Sys pictures can be .jpg files, not just .bmp
- Redid the calculations to determine the impact location of non-powered ammo to be
accurate and to take into account the possibility of hitting units in the overshoot/
undershoot locations.
- Added additional file info to the Help | About box to better tell what files are
actually loaded in and in use by the program. This will help ID file version problems
and insure that users have the correct data tables for their scenario.
- Updated reporting for radar detection.
- Updated information box during placement to be more specific about why a unit can’t be
placed in a location.
- Added new fields to ammo data table: kill and damage prob adjustment (straight percentage
of calculated).
- Added checks to identify common ammo self-referencing linkages, such as when an ammo
links to a cluster that links back to the same ammo.
- Made ammo range values straight meters (as opposed to Dm) for simplicty and flexibility.
- Adjusted LOS blocking from “points” to percent (per 100m if full-loc terrain, otherwise
per instance for hexsides, etc).
- Adjusted force selection to delete units quicker. Deleting a Bn used to take 45 minutes
or more, now takes about 30 seconds.
- Added an “optimization” option after creating a game to “defragment the unit array –
making games run noticeably faster.
- Added IR sensitivity value to sighting system profiles – affects passive and active IR.

- Adjusted DF and IF targeting interface to show all composite units in a group, instead
of just the HQ (which may not have been able to target the selection). Also,
targeting no longer automatically set for all units in the firing group when a
target is selected for any of the units.
- Adjusted the geomorphic map editor to create “thumbnails” automatically when
selecting a new folder.



Things that didn't work right:

- Fixed intermittent C++ exception error when giving formtion orders
- Corrected Domain Overflow Error in radiological routines that determined final
particle counts after adjustment for protective/armor materials.
- Fixed an issue when selecting new forces that contained default unit types
(computer didn’t always ask what it should be & filled it in with inappropriate
types).
- Corrected a problem with in-flight units created from firing where the firing
angle wasn’t always set properly because the ammo table muzzle velocity didn’t
match the in-flight unit velocity.
- Corrected program glitch that was not properly adjusting sighting probabilities
for night and low-light conditions.
- Fixed a glitch where multiple units in the same loc had a higher than reasonable
probability of being hit by the same incoming round.
- Adjusted artificial illuminaiton calc routines to take into account elevation of a target
(if over 150m) as well as range.



---------------------------------------------------------------------------
-----
---------------- Version 2.3.65 Relase (12 Sep 0cool -----------------------------

Added/Adjusted:

- Added new checks to DataView that check that arty weapon system mountings have
their IF flag set to true, and also that the gun is IF capable.
- When placing units on the map and bringing up the “Detailed Unit Data” form for
each, clicking “Cancel” on the Unit Info form now un-checks the option on the
placement options form and exits the loop (if multiple units are being placed
in the operation).
- In the initial setup phase formations can now be placed as reinforcements. All
of the units get the same entry turn, and are placed on the map edge near the HQ.
- When saving a game as a scenario, “manually selected” objectives are not counted
as victory points for the defending player.
- Improved AI selection of default SOP target types. In many cases, the AI wasn’t
selecting anything at all based on player mission or expected enemy force.
- Added new checks to DataView to show what wpn sys do not have any commo assigned.
- Can now set/limit the civilian types included in the scenario.
- Set Game Forces form tree view window color changes to off-white when selecting
flank forces.
- Weapon System full-list report now has the option to include “Used-by” countries.
- A minimum weapon systems/ammo nominal accuracy is now required for indirect fire
to be spotted. This means that inaccurate systems (such as unguided rockets)
will only fire FFE, and their mission accuracy can not be improved through
adjustment. Note that this also means they may not specifically target enemy
unit since that requires that the fire be spotted; however they can target the
location of the those units and still cause losses/casualties.
- Updated AI targeting for small arms fire – more likely to fire.
- Added user selectable “sub-groups to Maneuver groups – replaces “carriers” from
previous version for more flexibility.
- Added new mode to Maneuver Groups – “Move & Hold”. When selected, sub-groups
will execute any unload orders and then depart the objective and move to specified
location (to get helicopters out of harm’s way or to provide supporting fire,
for example).
- Updated Intermediate Objectives form to show all objectives and to update as
values are changed.
- Added VP’s for moving unit off the “opposite” map edge for attacking players
(that have a defined map start edge) and when neither player has discrete victory
objectives. Points are awarded at 5 times the normal VP value. The award
applies only to an attacking player (which can be both players in a meeting
engagement).
- Redid artillery code to better model adjusted fire/bracketing. Now the spotting
round impact points are stored explicitly to the nearest meter, and adjustments
are made accordingly to the current target aiming point (which may not be the
center of a loc for moving units).
- Added arty time-out to nation values. The time-out applies only to spotted/adjusted
fire – if the spotting unit can not communicate back to the firing unit within the
specified time, the mission is cancelled.
- Added additional checks for spotted fire to insure spotting unit can see target, or
that an immediate subordinate can take over if it can instead.
- Updated form used to set-up an artillery mission to be more “aware” of the situation
when enabling/disabling options, and also runs faster and more user-friendly.
- Added new “Cross Check” reports to Weapons System Data Editor: 1) Guns/Launchers,
2) Move Type & Speed, 3) Stacking and other basic vals 4) Commo systems. These
reports are intended to more easily identify common database errors and make
corrections but also easy references as well.
- Added generic checks for common errors to the Weapons System and Ammunition Data
Editors. To enable them, click the checkbox at the bottom of the form before
clicking [Close].
- Put in a check for locations without any terrain assigned when creating new
scenarios and the TEC loaded in. IN these cases, the locations are assumed to have
the first entry named “Open” or “Clear”.
- Updated combat reports and staff office info for arty missions to be more explicit.
- Added a “No FOW” option for non-FOW Locked games that gives reports as if there were
no FOW in force (reports only – FOW remains active for all modeling, communications,
and orders purposes).
- Second force tree (AI vs. AI games: referee mode) now shows icons for unit status.
Also, the second-force tree form now stays on top of all other forms.
- Aircraft actual speed set to nominal speed when placed on the map, or when weapon
system changed at set-up.
- Added additional checks when changing a unit weapon type or qty – now it checks
passenger limits, ammo on-hand, targets, and movement path/altitude considerations
either adjusting if possible, or deleting it not.
- Adjusted AA fire accuracy for unpowered/unguided rounds based on “lead” distance as
a proportion of the range to the target. Radar-controlled guns do not suffer as
much than others.
- Improved AI for arty missions – better takes into account friendly positions, and
likely enemy positions when forces are not well known.
- Added new cross-check reports to weapons data: Ground/Air targeting options, and ROF.
- Now max of 5 rounds per “burst” in reporting, even for very rapid fire systems.
- Adjusted combat reports to include more relevant information for AA fire.
- Completed AI for Recon and radiation detection mission assignments. AI will handle
it for AI-controlled forces, and also for human ones, if desired. Recon/detection
units will search for enemy units in specified areas, normally in front of their
unit or HQ, although units assigned to the TFHQ will range across the entire front
of the force without transgressing flank boundaries).
- Units assigned to recon/radiation-detection missions are never included in any maneuver
group (even if they otherwise would).
- Updated Batch run process to clear memory between each run.
- Updated CAS AI & player CAS form to better pick ammo to use against object targets (IP’s,
obstacles, bridges, etc.). * The ammo selection form now shows how many rounds need to
be fired to achieve the kill probability level displayed.
- Recon Missions form for player selection of units and missions completed. Added to the
Main Menu | Maneuver Groups/Recon option.
- Added ID labels to Map Areas.
- Aircraft on a CAS mission will maintain altitude on the run-in based on the absolute
elevation of the target, flying higher only to avoid obstacles (but never lower).
- Rounds that “miss” their intended target and impact off-map now have no effect.
- AI takes into account rounds that might miss their intended target when selecting
targets.
- Update AI routines for airstrikes – will not strafe and will also more readily attack
ground targets when the AI force is all-air and most of the enemy force is known at a
high confidence level (otherwise the AI may “wait” for better targets to appear).
- Added ability to have objectives for each player (meeting engagement - both are
attacking).
- Added setting to remove CAS air units from the game after they make their strike pass
(will fly to on-call station first). Can greatly speed up program execution.
- TFHQ Altitude was never set when the first unit selected for a force was a “custom
unit”, and an aircraft selected for the TFHQ.
- Added a “Add Qty” up-down adjustment when selecting formations to add to a force from
the TO&E. This makes it easy to add a large quantity with a single click.
- When multiple reinforcement units enter in the same loc, non-hq units will enter first
in case of overstack
- Can now use Del, Ctrl-C and Ctrl-V keys when selecting a force.
- Adjusted AI routines that call in CAS to be more aware of airpower available as a
function of the estimated enemy force size.
- Added ability to “reincarnate” air units after they complete a CAS mission. This allows
a small number of units to execute a large number of strikes by having each unit
repeatedly “reborn” at full strength and its initial ammo loads. Because air units
are very “costly” in terms of processing time, this scheme results in scenarios that
execute much faster than if they contained a large number of air units (even if those
units are off map most of the time).
- Force tree now updates at the start of each pulse instead of once per turn.
- Added option to show wpn system name in the Force Selection form.
- Smoke no longer drawn offmap
- Added 60 second auto-save when selecting forces.
- Added new “Active IP’s” – one IP can change to another in a specified time (used to
open and close heavy blast doors on IP’s, for example).
- Ammo accy values (at range) can now be greater than 100% (to better model ability to
hit targets smaller than the standard 5 sq m). Additionally, they can also be decimal
values for probabilities less than 1%.
- Accy adjustments for wpn system mountings and gun/launchers are now straight percentage
adjustments, and can be greater than 100.
- The Help | About box now shows the data files names and dates used by a loaded game.
- Added new force values: fatigue, default speed % of max, engage HQ’s first, pause to
engage, move/urban combat SOP’s (some were already assignable to units, but this
allows he player to easily set it for the entire force at the start).
- Added new SOP value: “Do not let AI issue movement orders” – applicable to both units
and the force. When set, the AI will not issue specific movement orders to the unit
(ignore if part ofg a maneuver group). This setting allows players to move a unit to
a certain location for an AI player without worrying that the AI will change those
orders or subsequently move the unit to a different location.
- Players can no longer issue discrete movement orders to units that are part of a
maneuver group.
- When assigning a unit to a maneuver group, existing move orders are cleared if
necessary, after confirming with player.
- Added supplemental MOE data – saved to file XMOE_Data.TXT in /Action Reports folder.
Files saves time of kills, unloads, and entry on map in turn/pulse format).
- Added “sighting profiles” to weapons systems, which are explicit and replace old
general methods of visual/IR sighting.
- Stopped reporting of in-flight units being killed by collateral damage in MOE (was
showing the firing unit).
- Added additional combat phase reports for missile/in-flight events and failures.
- Updated guidance system controller routines to use radio as the default instead of
wire (if no link is specified).
- Updated movement path editor so that patrol paths are not removed when a unit’s path is
edited (as long as it hasn’t started the patrol loop).
- Can now reorder formation HQ’s during initial force selection (so B Co could be placed
higher in the list than A Co, for example). Used for command and control in absence
of higher HQ.
- Active IP operations can be flagged to stop if IP is occupied by enemy player (checkbox
on IP info form).
- Added new “Unit Occupies Loc/Area/IP” Event Trigger.
- The Place Units On Map unit grid and, and Main Form force tree are redrawn if a unit HQ
is changed in the Detailed Unit Info form.
- New sighting profiles now affect gun system accuracy when firing DF. The effect is
determined by getting the sighting prob for perfect conditions (100% illum & 20 deg C)
and comparing it to the sighting prob under actual conditions. The adjustment is ½ of
the difference (i.e. if it is 50% likely to be sighted under current conditions, the
accuracy will be improved by 25%).
- Added new “move unit after unload” panel to unload form – makes giving orders a lot
easier and more explicit.



Things that didn't work right:

- Corrected a cosmetic issue where the mission for the RedForce (Player #2) wasn’t
always being correctly reported on the final Victory Screen.
- Corrected an issue where the “Call for Arty/IF” menu choice wasn’t being enabled
in the main menu when it should have been.
- Corrected an issue where the Place unit on map grid sometimes scrolled after
placing a unit.
- When using the right-click menu re-assign function (during force selection) the
acting HQ wasn’t being set to the new actual HQ.
- Corrected an issue where initially detected civilians were being returned to
“unknown” status on turn 1.
- Fixed a problem with un-powered in-flight units (such as large arty rounds)
when fired in IF mode: their in-flight time was being set based on the DF range
instead (usually resulting in them coming up short of their target).
- In-flight units created form arty fire sometimes had too of a low muzzle velocity
to reach the target (using database values), so now the muzzle velocity is changed
(at the instant of firing) to match the entered maximum range.
- Un-powered in-flight units’ targets were being reset if no friendly unit could
spot the target.
- Corrected a problem on CAS from where typing in the number of rounds could result
in a “not an integer” error.
- Corrected an issue with batch runs when the data files were “non-standard” – no
longer asked to select them again between runs.
- Corrected AA fire “overshoot” for small arms.
- Corrected an issue in the combat replay where ranges and locations were being shown
incorrectly.
- Fixed issue with Maneuver Groups form that randomly switched objective set being
edited.
- Corrected a problem with composite units when “Units Cleared” when selecting a
new force.






---------------------------------------------------------------------------
-----
---------------- Version 2.3.52 Relase (23 Feb 0cool -----------------------------

Added/Adjusted:
- Adjusted auto-generation routines to be more realistic and balanced in force
selection.
- Added check/uncheck all button to form when selecting auto-generated forces.
Also added new progress bars at the top, and the total units counts in each
formation to the checkbox display.
- Auto-selection routines will limit force sizes to reasonable limits (about 500
units max per force including flanks and support units).
- Added up/down row adjustment for the order of the defined nations.
IMPORTANT NOTE: moving nation definitions within the list could affect games
in progress and cause corruptions.
- Adjusted delete nation routine – wasn’t updating leaders.
- Added “sub forces”: intended to make force selection easier and more accurate
(i.e., now USMC forces don’t need to show up in the TO&E display or be considered
by the computer for auto-generated US forces unless the player specifically
decides to do so. Sub forces are denoted by having a colon after the “primary”
nation name.
For example: “United States: Army”, “United States: Marine Corps”, “United States:
Navy”, “United States: Air Force”, etc. All forces in a group MUST share the exact
same primary nation name (the text string up to the colon).
- The symbol for Custom Units is now automatically set to that of the selected
weapons system.
- When selecting individual data table files, the selection box default folder is
set to that of the last file selected.
- Completed the radiation detection/alarm routines including map display.
- Added new form when placing units on the map that allows for easy setting of basic
unit values (facing, in IP, MOPP level, etc). It also allows the Unit Info form
to be displayed automatically.
- Added discrete “Load Check” to “Place Units On Map” form and also the “Loading”
form. This check allows players to check if a specific unit can load on another
specific unit, and if not will give the reason why.
- Force selection Tree View now “remembers” what was expanded and what was selected
between operations (was closing all nodes and resetting selected to the top each
time).
- Added “Do not show again” checkbox to the notice that FOW is reset when saving
games as scenarios.
- Adjusted “ECX Loading Warning Messages” to be more relevant and get rid of
“false alarms”.
- Added Main Manu | Reports | Terrain Links to main form. Allows players to insure
that all symbols and lines in the map are properly linked to a TEC entry.
- Menu from right-clicking a location now has an option to show effects for terrain
in the location (only terrain types linked to/with TEC effects are shown – other
terrain is “cosmetic”).
- Added a checkbox to the information form that informs players the AI is about to
place the force that prevents the AI from rearranging the force structure. The
setting applies to both the main force and flanks.



Things that didn't work right:
- Corrected random c++ crash when selecting generated forces (typo from last update).
- Corrected display of emplacement time in Weapons System detail info box – was off
by a factor of 10 (cosmetic only).
- Corrected a problem with the Load Scenario form that locked-up the computer
(introduced in the last build).


---------------------------------------------------------------------------
-----
---------------- Version 2.3.47 Relase (08 Jan 0cool -----------------------------

Added/Adjusted:
- Added “unit count” on bottom of TO&E form and also warning messages so users can
insure that TO&E formations do not exceed “playable” limits.


Things that didn't work right:
- Fixed a c++ error from deleting an maneuver group intermediate objective loc when
it was also selected in the selection form (appeared solid red on the map).
- Corrected a problem when adding new units to a force, typo in code from last
release.
- Removed debugging code inadvertently left in form last build that was greatly
slowing down manual targeting.



---------------------------------------------------------------------------
-----
---------------- Version 2.3.45 Relase (03 Dec 07) -----------------------------

Added/Adjusted:
- Expanded number of basic weapon types to 100 from 25 (essentially cosmetic).
- Updated Unit SOP settings to for the use of new weapons types (more flexible).
Existing SOP target settings default to all of the new types that are included
in the old category (e.g., all arty types, all personnel types, etc.).
- Added additional weapon systems for US and Australia (now have 1093 total).
- Updated weapons data “used by” country fields to be more accurate.


Things that didn't work right:
- Corrected a floating point error in new icon display code from the last release.
- Games were ending on the last turn before orders or action phase. Now they
end after the combat phase on the last turn.
- Corrected replay not displaying units on the map - introduced in a previous
update.
- Corrected a main form size issue when minimized and the game closed.



---------------------------------------------------------------------------
-----
---------------- Version 2.3.39 Relase (06 Nov 07) -----------------------------

Added/Adjusted:
- Added the ability to designate a “dynamic” victory objective (enemy unit). Can
also have an optional “temporary” physical location to use until the enemy unit
is detected. The procedure for selecting scenario objectives is the same whether
the user is selecting a location or enemy units (to reduce confusion).
Click [Set As Objective] button to select th ehighlighted entry on the form.
- Added radioactive detectors, sources, materials, and spectra to database.
- Radiation detector and source values to Weapons Systems and Ammunition Data Tables.
- Flank units no longer go under the TFHQ unit when their HQ is destroyed.
- Updated Load Saved Game form – shows current folder and also instructions when
changing folders (double-click required before clicking OK).
- Added new force tree icons: clock for reinforcement, white flag for surrendered,
yellow question mark for not placed (and not a reinforcement) or not in play.
- Added stacking limit checks for unit qtys – when units are initially added to the
force, when the force is being placed on the map, and when individual unit
information is changed. These checks ignore terrain and use only the base
stacking limits based on the map scale, so it is still possible that the unit
may not be able to be placed on the map if it is covered with heavy terrain.
- Adjusted icon display routines to look in all POA folders for files instead of
just the default directories.
- Updated picture/icon loading routines to look for JPG’s as well as BMP files, and
also do search all folder under the main program directory if necessary – so it
should find pictures now when before it wouldn’t have.
- The procedure for selecting scenario objectives is now the same whether the user is
selecting a location or enemy units (to reduce confusion). Click [Set As Objective]
to select.


Things that didn't work right:

- Corrected some aircraft night and hover speed database values.
- Corrected a problem that caused the data base window sizes sometimes not to
“stick”.
- TF HQ now always placed when setup is handled by AI, including off-map; prior to
this change if the unit couldn’t be placed in any on-map loc, it was remaining
unplaced.
- Before AI auto-generatiion of a force in the setup phase, any exiting units are now
cleared (was causing access errors).
- When selecting units for the force “Add Custom Unit” button now active from the
start (used to have to select something first).


---------------------------------------------------------------------------
-----
---------------- Version 2.3.37 Relase (16 Oct 07) -----------------------------

Added/Adjusted:

- DataView: added file dates to name text as shown on info panel along with
“Author/Edited by” for DataView so users can tell who last edited a loaded file.
- Redid the TO&E editor to make it smoother and more user friendly and to allow for
units to be moved between pages.
- Strafing (firing over multiple locations as the unit moves) now more accurately
modeled, and “strafe distance” added to CAS mission form.
- Data editor default setting now always saved in default data folder
(POA2\Data Tables).
- Added additional MOE file output for specific weapon system kills.
- Added land lines (wire communications) – can be placed at start of scenario.
- Added radiological forms and data tables.
- Unit symbol selection form allows for alpha-sort (weapons system data table).
- Added “speed” to mouse-over text string options (Display | Map Colors).
- Added two new Yes/No fields to the S-2 screen: “Has Target” (the unit is currently
targeting one or more enemy targets) and “Is Targeted” (the unit is being targeted
by one or more enemy units). These fields were also added as sort criteria.
- S-2 Screen: enemy units in flank areas are now shown at the end of the list.
- XO: Added unit location in “Targeted By” field.


Things that didn't work right:

- TO&E editor: corrected an intermittent access error when inserting new units.
- Fixed a rare access violation error when detachments didn’t have their ROF properly
initialized.
- Corrected the Area LOS display – in rare cases was showing every loc as same unblocked
value.
- Corrected a problem loading in popped smoke information.
- Corrected a map display issue where unit movement paths were not being shown on the
screen properly with friendly FOW on (max FOW).
- Fixed a c++ error when the first/top unit was deleted form the force selection box
(when selecting units form the TO&E).


---------------------------------------------------------------------------
-----
---------------- Version 2.3.36 Relase (31 Aug 07) -----------------------------

Added/Adjusted:

- Added new Israeli and insurgent weapon systems (1060 total) and new TO&E
entries (1992 total).
- Added a “?” symbol on top of units where the location is estimated or otherwise
not known exactly (both friendly and enemy).
- Added new time options to maneuver group/intermediate objectives:
[Wait for time] - the units will wait until a specified time before moving on
to the next objective;
[Wait for time or units] – the unit will wait for the other group units, but
only for the specified amount of time, after that they will move on (in case
other units become stuck, or can’t move due to overstacking, etc.).
- Expanded the TO&E editor capacity to an essentially unlimited number of entries.
- Added multiple deletion function to TO&E editor.
- Updated setup/player/pbem sequence – wasn’t’ working correctly in all cases.
- Added “revert to AI control or not” for Maneuver Groups (if not, the AI will
never move them, even after they are done executing any current orders).
- Added “Include/Do Not Include Detachments” as a flag in Maneuver Groups.
- Added Events form – consolidate triggers and reactions.
- Added user-editable Manufacturing countries to WpnSys Data Editor
(Main Menu | File).
- AI now capable of normal decision making with free-set up (no start line) forces.
- AI vs AI games can now be shown in combat mode with now FOW for unit positions.
This is for display purposes only: FOW is still maintained for all other functions.
- Optimized code to allow for more units per game.
- “Stay behind line units/HQ” SOP setting can now be set individually for any HQ
or support (arty, mortar, rocket, naval support) unit instead of only for the
entire formation.
- Updated staff officers so that detachments that rejoin with another unit are no
longer shown separately.
- Units not in play are no longer shown on “Calling Unit” force tree when calling
for arty support.
- Adjusted the form used to set up PPD IF fire – added a button to show why or why
not force arty units can be given the loc as a PPD target.
- Updated defender AI routines to better account for estimated enemy force and be
less likely to move near the start of the scenario.
- Added “objective radius” and “extended radius percent” values for each player;
these determine the extent of each objective for purposes of AI control and
Victory Points at the end of the game. Extended areas give approximately 25%
the victory points of being on the objective itself.
- Reinforcements can now be “placed” off map (where they appear.
- All units can now move Offmap. Non-air units have a max speed equal to their
x-country speed. Terrain is otherwise ignored.
- Added ability to set hot player during setup phase.
- Bridge map graphic map weight class display now matches mouse-over text subject
to FOW.
- Adjusted the AI routine that auto-creates tunnels in locations with surface IP’s
that have underground access to make better selections based on the IP type
placed.
- Added force tree for second player in Umpire mode.
- Aircraft can now be given orders once the last pass is completed – players don’t
have to wit for aircraft to return to the on-call location.
- All existing messages/SITREPs are now cleared when saving a game as a scenario
back to start.
- Added multiple deletion for nations/forces
- Now automatically save related data tables when items in another table are
deleted.
- General message form now stays a reasonable size and includes a scroll bar for
additional text.
- When firing at an area target, the AI no longer looks for alternates if the
mission can’t be fired.
- Flight paths are now calculated on the burst height of the round being fired,
not simply the ground elevation of the target.
- Adjusted movement routines so that the “stay together” feature for composite
units is ignored if the composite unit toggle is turned off (note: sub-units
will separate if they are set to different speeds, so it is up to the players
to manage these settings when disabling the composite unit mode).
- Added a new communication check so that units without good commo capability on
their own can “use” the commo capabilities of units (in their chain of command)
that are either passengers on/carriers of them, or, as long as both units are
stationary, located within N meters of each other (N is set on the Nation/Force
Data form @ start).
- Added a new “self-load” check when selecting unit forces. Click on a HQ in the
force tree, and the text at the bottom will show if the unit has enough
transport capability to organically (i.e. without outside assistance) load all
of its passenger units. If the result is “no”, then you might want to consider
adding additional transport units to the formation if it will be moving during
the scenario.
- Movement paths no longer shown for units when the display is set to “last reported
positions”, since it was giving an indication of the unit’s current position.
- “Co-located for commo” range now user settable (Nation/Force Form).
- Added Ionizing radiation Linear Absorption coefficient values (Mu) for armor types.
- Added the option to have an enemy unit as the force’s primary objective. AI routines updated as well to effective handles these situations. The unit objective is set when forces are placed on the map.
- Added ability to move sub-elements in the TO&E Editor.


Things that didn't work right:

- Corrected the small flag display – was always showing US/CIS.
- Corrected an error with manually popped smoke – was usually giving an incorrect
message that the system was reloading.
- Reinforcements were not entering map appropriately due to stacking errors.
- Reworked sensors so now they are more accurately detected, engaged, and destroyed.
- When sensors are placed as part of a minefield, deleting the minefield also
deletes the sensor (in the setup phase).
- Satellites weren’t being added as units to the scenario – now they are.
- Arty support mission screen was wrongly reporting friendly participating units as
“KIA” when they were suppressed or just otherwise unable to fulfill their part
in the mission (spotting/painting/etc.).
- Air unit paths now shown correctly for FOW effects (sometimes they weren’t showing
up at all).
- Corrected random CAS bomb drop location error that delayed missions from executing
wpn drop on 1st pass.
- Corrected problem with civilian placement that was always placing at least one
civilian even when it shouldn’t have been placing any (value was always rounded
up to at least 1).
- Force Tree display /acting HQ value no longer changed to TFHQ for reinforcements
while they are “waiting” to arrive.
- Corrected random/occasional reported times for the completion of movement/engineering
operations that were out of range.
- Fixed problem in DataView module where delete a wpns system was causing incorrect
TO&E assignments.
- Database: M109 155mm (SINCGAR) corrected to be IF-capable, along with the Stryker
MC and a few other units that we lacking IF capability. Also, the Level 1
Tunnel had “surface access” capability removed.
- Blocked placement of objects (other than units) on the Offmap Display. Was
giving a c++ error when left-clicked.
- Corrected a c++ access error when giving aircraft waypoints to units that can turn
within the radius of a hex/location.
- Formation pointers now go off the map edge if one of the units is offmap, instead
of to a corner or random location.
- Corrected a problem in setup where IP’s and objects sometimes became known to the
“wrong” player.
- Changed the database loading/unloading/emplacement values to be in seconds, not
“tenths of a minute” (6 sec). The old values were not accurate enough and led
to unrealistically long times for units/groups of units with even moderate
quantities.
- Corrected “Urban/Close-in Terrain Options” SOP values not “sticking” on Unit
Information form.
- Fixed a problem with the reported minimum and maximum IF firing range that
showed units to be unable to engage targets that should have been within range
(interface issue only – the AI targeting was not affected).
- Corrected the S-1 report – it was including destroyed in-flight missiles in the
overall damage percent.
- “Damage” wasn’t being reported correctly in the combat phase results window.
- Corrected a problem with support units not always “staying back” properly when moving.
- Fixed problem with the AI vs. AI autosave functions that didn’t save games started
after turn 1.
- Fixed a problem where Maneuver Groups weren’t moving if a composite unit had to
unload a HQ.
- Corrected CAS issue where aircraft wouldn’t return to station/become available
for further strikes.
- “Used By” wasn’t showing up in Weapons Data Editor if only one country selected.
- Corrected a rare & random div-by-zero error when AI was attempting to issue
orders to a newly disabled unit.
- Corrected a random c++ access error when selecting some nations units from TOE
in anew game
- Corrected some resizing issues on Force Selection /TOE/Leaders form.
- Corrected a c++ access error in the intel phase for some civilian units where
they were acting as an HQ.
- Corrected a bad entry in the Insurgent TO&E table.
- Adjusted the Scenario Set-up form so that nations can be changed when editing
an existing file.
- Corrected issue with some new unit SOP values not “sticking”.
- Corrected a display issue when setting intermediate objective radius values.
- Corrected a problem deleting Maneuver Group objective sets – weren’t being
deleted when the number of locations was zero.
- Corrected a division by zero error when a Maneuver Group objective set has zero
locations assigned to it.
- Corrected an infinite loop problem when a composite group subunit was its own
Maneuver Group.
- Corrected an issue in two player games where one player couldn’t log in.
- Fixed an intermittent problem with new Maneuver Group objectives not being drawn
on the map as they are selected.
- Corrected a problem where a unit couldn’t be added to a Maneuver Group if its
name had been edited.

__________________
More patches are available here: http://www.patches-scrolls.de

famous quote:
YES, Dexter, I CAN read your thoughts.
And I AM smarter than you.

Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von ps_matt: 10.11.2009 17:28.

10.11.2009 17:20 ps_matt ist offline E-Mail an ps_matt senden Homepage von ps_matt Beiträge von ps_matt suchen Nehmen Sie ps_matt in Ihre Freundesliste auf
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Dabei seit: 07.12.2007

RE: Point of Attack 2 Patch 2.30.7 Auf diesen Beitrag antworten Zitatantwort auf diesen Beitrag erstellen Diesen Beitrag editieren/löschen Diesen Beitrag einem Moderator melden       Zum Anfang der Seite springen

---------------------------------------------------------------------------
-----
---------------- Version 2.3.17 Relase (23 May 07) -----------------------------

Added/Adjusted:

- Updated manual.
- Added new fields to IP’s: Can also hold (stacking types), Underground,
Accessible from surface, Connects underground, and Interior height.
- Adjusted guided munition routines for accy based on seek radius and seek accy
values. also added new “seek height”. Used for arty and air missions.
- IP’s can now hold different types of units (capacity is adjusted for occupying
types other than primary).
- Added underground LOS calculations. The max range of an underground LOS is
based on the lowest “tunnel” height along the path. In general, a half meter
high tunnel has 15 meters of visibility, a 1 meter one has 100 meters, and a
2 meter tunnel allows 250 meters of vision. The tunnel IP’s between the spotter
and target must be in a “straight line”, adjusted for the hex grain. The LOS
uses the floor elevation and interior height values of the tunnel locations to
see if it is blocked.
- Added tunnel underground/movement routines. Tunnel max speeds are set in the TEC
as for normal terrain (and the tunnel IP is then linked to the TEC entry).
- Added new unit movement order codes to enter/exit a tunnel.
- Added “show guns and wpns systems that use this ammo” report to Ammo data table
- Added Maneuver groups and interim objectives.
- Added immobilization status to S-3 officer
- Added intermediate Objective info to S-3 staff officer and Unit Info move section.
- Added actions on intermediate objective: load, unload, carriers hold position,
enter IP (if present), and enter tunnel (if present). Carriers holding position
will be removed from their composite group if the rest of the units in the group
move on.
- Updated formation auto-loading routines to be more realistic and efficient on
passenger assignments. Vehicles and ships are blocked from being loaded on
other units, even if it would be possible to do so.
- Adjusted IP map display so that above-ground IP’s are shown “on top of”
underground ones.
- When a detachment is created from a parent unit carrying passengers (either on
purpose or due to damage), the passengers are now allocated (proportionally) to
the detachment as well. Additionally, if the parent unit was part of a comp
unit, the resulting group pf detachments will create a new composite unit with
the same basic command structure as the parent’s.
- Units that suffer breakdowns may now have their passengers debark and continue
moving on foot if the expected repair time is large or before they are
auto-evacuated.
- Detachments, broken (morale) and disabled units are not considered part of a
maneuver group.
- New AI routines added for units moving into unknown tunnels towards an
objective. The units will move on a location-by-location basis as new
tunnels are discovered.
- Units moving into a tunnel automatically spot tunnels in adjacent locations.
- Added landline communications.
- Added projected/estimated friendly unit view (now the default).
- Time to target for CAS in mission form and staff officer now much closer to
actual.
- Zoom and view in combat phase now retained in one or no player games.
- Units are now displayed “under” the map symbol for the IP’s they occupy.
Units outside of an IP are shown on top of it.
- Updated close combat routines. Units can now suffer morale effects during
close combat instead of waiting until morale adjustment phase. Also units
in contact can be limited by IP width (tunnels, etc.).
- Improved AI formation handling to keep support and HQ units behind advancing
line units, including in scenarios with free-set up (no start lines).
- Blocked normal AI routines from issuing orders to Maneuver Group units as
long as they have a valid objective.



Things that didn't work right:

- Fixed problem with AI breaking up composite units when moving a force.
- Corrected problem with IF accy curves not being applied correctly (arty wasn’t
having much of an effect).
- Fixed a random div by zero error with air missions against area targets.




---------------------------------------------------------------------------
-----
---------------- Version 2.2.30 Relase (23 Feb 07) -----------------------------

Added/Adjusted:

- Added “Combat report detail level” setting to AI Settings form.
- Adjusted the combat report to file so that it now uses the scenario name as
the base file name, puts the file in a new folder “Action Reports” under the
main POA folder, and asks before overwriting existing files (renaming the
existing file by appending its creation date and time).
- Updated help files for wpn system, ammo, and guns.
- Added night movement rates for road and cross-country to wpns data table.
- Adjusted max speeds based on illumination in locs, as well as visibility
adjusted for smoke/dust and the global max sighting range. Sped is based on
being able to see so many “seconds worth” of movement. Does not apply to
aircraft or RPV’s.
- Updated and tweaked AI movement routines. Implemented “Unit Timeout” which
limits the time the AI will search for alternate destinations if it can’t get
to the primary one.
- AI movement “timeout” counts are now added to the end of turn report. Timeouts
indicate that units are not being given movement orders because the AI can’t
figure out how to get them to where it wants them to go in the time allowed.
The timeout values (in seconds) are set using the Preferences form, and/or on
the special AI Preferences form that appears at the start of the game that
includes an AI player.
- Updated Preferences Help text.
- Added sorting to the Ammo, Gun/launcher and Weapons Data Table views (DataView
module).
- Added chemical rounds to CIS arty: 122mm D-30 and M-30: blister & sarin;
130mm M-46: sarin & VX; 152mm D-20, 2A61, 2A64 and 2A65: blister & VX.
No units start with a basic load of chemical rounds on hand.
- Adjusted AI to better deal with support units when moving formations AI only –
not used for human “move formation” orders).
- Added pictures for many Israeli and British weapon systems.
- “MOPP” value on Unit Data Form/Status Tab shown in color for units currently
changing MOPP level (red if increasing, green if decreasing).
- Adjusted movement SOP AI routines so that unit other than HQ’s can be “held
back” for attacking forces If they move too far forward of other units or
their HQ. To be held back, the non-HQ unit must have it’s appropriate
movement SOP flag set, must not be a recon or air type, and its unit level
must be two levels below its nominal HQ unless the unit is an arty, mortar,
rocket, or naval support type (then it only has to be one level below). This
keeps single support units from “taking off on their own” and getting too far
forward of other units in the force or their HQ.
- Added selection box when the main program tree contains more than folder with
files of a certain type (database, picture, sound, etc.) instead of just
selecting the first folder found by default.
- Adjusted pop-up menu positions on main form if the main form was not aligned at
the upper left corner of the user’s display.
- Updated AI strategy routines to better achieve/defend objectives.
- When determining a path to a new waypoint, the AI will use existing unit
movement paths as far as possible.
- Optimized AI movement routines – they now run 4 times faster or more.
- Blocked victory objectives from being placed in flank areas
- Updated AI so units do not move though flank areas or out of sector unless
absolutely necessary.
- Added new AI vs. AI setting forms – pops up at start of scenario.
- Units will no longer try to move off the map edge.
- Added file selection box when saving MOE to spreadsheet file.
- AI vs. AI games now show “preferences” panel at start (timed form).
- Added dates to TO&E entries
- Added “oil platform” and Iranian naval weapon systems (986 total).
- Added “Comments” field to gun/launcher data table.
- Added additional countries to wpn mfg. nation list, incl. Iran.
- Added an IF Accy curve to the Ammunition Data table along with max IF range.
- Added “IF-capable” setting to Mounting value in Wpns Data for each wpn to
better reflect which guns are actually used in an IF role as opposed to those
that strictly could be.



Things that didn't work right:

- Fixed c++ access error problem when a unit went out of MOPP. Also corrected a
situation where stationary units were not changing MOPP levels.
- LOS not being shown on main form info panel when mouse moved over locations on
the map.
- Found a problem in damage routines – a testing line of code was left in from
the last fix that kept kills from being racked up after a certain point (so
some units became invincible).
- Fixed problem with morale levels being set incorrectly due to a limiting value
being set incorrectly (introduced Jan 06).
- Corrected problem with bridges created during the game – weren’t being fully
recognized. Also updated FOW routines for bridges to be more accurate.

---------------------------------------------------------------------------
-----
---------------- Version 2.2.25 Relase (21 Dec 06) -----------------------------

Added/Adjusted:

- Special ammo qty (Cbt Eng, other special systems) now multiplied by unit
strength at start and when unit qty changed in Edit Unit Data Form.
- Adjusted message routines to time out messages that are partially delivered.
- Added new message“time-out” values to nation/force values. Applicable to
digital, analog and visual transmission attempts.
- Updated the bridge demolition routines and added new fields to Bridge table
detailing explosive amounts to damage. It’s now easier to understand and
more accurate.
- Added about 35 new wpns systems incl. Iran-specific models (980 total).


Things that didn't work right:

- Found a problem with the implementation of the new urban combat SOP, where it
was causing unit positions to be completely incorrect for targeting causing
all sorts of targeting related issues (applied to newly created scenarios
only).
- Corrected a problem in the Edit Unit Data form, when setting SOP movement march
modes – value was being “lost”.
- Put in a check for “zero max climb grade”, was causing a div-by zero error.


---------------------------------------------------------------------------
-----
---------------- Version 2.2.20 Relase (22 Nov 06) -----------------------------

Added/Adjusted:

- Added full–game replay of basic movement, DF, IF, CAS, Close Combats and units
destroyed. Can be accessed from end of game victory screen, and also from
Main Menu | Reports. If forces are password protected, both passwords must
be entered to view the replay.
- Added a warning message when layers create new games with long/short pulse
times.
- Volleys are now shown on the Combat Reporting form so users can tell the
program is not locked up (detailed results are only shown for the first 10
volleys. Others happen in the background).
- Preferences now active from main menu before a game is leaded.
- Added new auto-unload SOP values for urban, concealment, or LOS blocking
terrain. It applies only to personnel passenger units with speed setting
greater than zero. When carrier moves into a new loc, the pers units will
automatically dismount and move thought the loc on foot. At the other side
they will automatically re-embark on the carrier, or if the next location
would also have them disembark, then they will remain on foot.
- Adjusted the way the “apply these settings” option works on the unit data
form. Now players can specify the SOP’s to copy by functional area.
- New move_sop settings now set to default values based on force mission and
aggressiveness level (new games only –old games set off/off/off).
- Updated suppression effects on movement – % reduction now shows up in staff
officer comments.
- Units that break, go berserk or run to cover are now issued move cmds by the
AI to their original objective.
- Added “Keep HQ behind subordinate units SOP setting”. When enabled (which it
is by default), the unit (which must be a HQ) will not move farther from the
start line than any of its immediate subordinate units (not all units in the
formation). In situations without a start line, the closest enemy unit is
used instead – the HQ will not move closer to it than any immediate
subordinate unit. For both of these calculations, the AI uses the “last
known” position for enemy and friendly units. The SOP also applies to non-HQ
carrier units having an HQ as a passenger. It does not apply to composite
unit HQ’s.
- Optimized movement routines to speed up turn execution, especially in games
where units have a lot of movement commands.
- Tweaked reporting routines to be more efficient and provide more accurate
data.
- Added over 50 new weapon systems including attack satellites a wide range of
irregular types (media, guerilla and insurgents) as well as US Army Special
OPS and Land Warrior units.
- Tweaked friendly fire probability to put greater emphasis on firing unit’s training level.



Things that didn't work right:

- Corrected an AI fidelity setting that kept the AI from being engaged after
the first turn.
- Corrected a very specific set-up anomaly when saving with the red force AI
controlled and active.



---------------------------------------------------------------------------
-----
---------------- Version 2.2.08 Relase (08 Sep 06) -----------------------------

Added/Adjusted:

- Updated re-targeting so that lower targets are “moved up” this list. This
enables players to set a series of targets to be engaged (up to three)
in order (just make sure to use the same gun for each target).
- Left clicking a stack of units on the map “cycles” the hot unit (friendly units
only).

Things that didn't work right:

- Fixed manual orders to pop smoke during the game.
- Corrected the impact report for some guided missiles (report said “Unknown”
for kill and damage probs).
- Fixed a “div by zero” error caused by mathematical imprecision using 32-bit
floating point variables.
- Fixed c++ error when joining units.

---------------------------------------------------------------------------
-----
---------------- Version 2.2.07 Relase (11 Aug 06) -----------------------------

Added/Adjusted:

- Decreased base accy by 50% for IF missions if tgt isn’t sighted, and 15% if
sighted level = 1.
- S-2 staff officer now show “as of” time for each enemy displayed.
- Added "ammo used" to MOE kill reports.
- SOP/Reaction orders to rush enemy now applied to all units in a composite
group.
- MOE report blocked for two human player games until the end of the game.
- The Reaction orders: move to assault and run to cover were sometimes clearing
a unit’s movement path. The path is now preserved (the unit will backtrack
to its starting position when the reaction is over).
- Added “current / initial” unit qtys to strength column on S-1 officer screen.
- Added new reporting code to MOE for losses from exploding ammo (collateral),
airborne landing, aircraft immobilization (treated as a kill), crater
formation, fire, chem., and close combat.
- Added new “Used By” field for guns/launcher table – shows wpns system that
have the gun assigned (DataView).
- Adjusted the “near miss” HE burst routines to better model shrapnel/blast
effects and target armor protection (the routines used to reduce the
effective HE weight based on armor types and thicknesses, now they explicitly
model the armor effects).
- Added new SOP for personnel units – “house-to-house” in urban terrain. When
set to “yes”, this causes the unit to clear each room and destroy every enemy
unit before moving on. Additionally, all enemy units in the loc will be
discovered. The time required depends on the number and size of rooms (and
how many units are clearing the loc at the same time – the default is 3
minutes per room per person, with minimum of 60 seconds regardless of number
of troops involved). Units will always clear normal (non-building) IP’s.
- Added “Rooms Per IP” field to the IP Data Table.



Things that didn't work right:

- Corrected a c++ access error in SITREP phase if a “location/hex” was the final
unit defined in the list.
- Fixed the Mil Version Weapons System Data Editor – the Victory Point and
Survivability field changes were not being saved.
- Carriers (ex: APC’s) weren’t properly protecting passengers from near-miss or
collateral effects.
- Fixed mouse-over text for enemy units known at level 4 (wpn wasn’t displaying
correctly).
- Fixed problem in Auto re-supply command execution. Units weren’t moving after
being re-supplied.
- Adjusted the routine that determines incidence angles for “always hits top”
projectiles that follow a relatively flat flight path (ATGM, principally,
such as the JAVELIN). Now these missiles are assumed to be designed so the
warhead impacts the top armor surface at close to perpendicular. This
prevents the “glancing” hits that were being generated that did little or no
damage.
- Fixed MOE display issue for weapon system detail chart.
- Corrected issue where arty missions were firing more rounds that intended
if time remained in the ending pulse.



---------------------------------------------------------------------------
-----
---------------- Version 2.2.03 Relase (16 Jun 06) -----------------------------

Added/Adjusted:

- Streamlined report propagation routines. Now reports not automatically sent
up and down chain of command when received if not digital (otherwise they
wait for the next normal report).
- Updated setup routines. In some cases, the sequence was skipping steps and
not allowing players to make changes.
- Adjusted the code so that formation move orders apply to subordinate units,
even if they are “not known” (known level = 0) to the parent HQ. While the
original situation was more realistic in most situations, it was impossible
to easily convey to human players why the formation move command was not
being issued to the subordinate units as expected. So the change was made in
the interests of user-friendliness.

Things that didn't work right:

- Fixed a crash bug with self-homing missiles when orbiting waiting for a target.
- Fixed “Grid out of range” error when clicking on a blank area of the Staff
Officers form.
- Corrected an AI path error when setting the “petal” search pattern for self-
homing/fire and forget units (such as the NLOS). The path was causing memory
errors and other problems.
- Fixed the positioning for “Show finished missions” checkbox on the ALO staff
officer form – it was staying anchored to the bottom left corner.



---------------------------------------------------------------------------
-----
---------------- Version 2.2 Relase (18 Apr 06) --------------------------------

Added/Adjusted:

- Live feed units do not generate auto-SITREP’s. Whenever a live feed is
received, the recipient unit now automatically knows where the live feed
unit is.
- Fatigue is reduced at less than 120 minutes into the scenario.
- Streamlined message processing routines.


Things that didn't work right:

- Fixed c++ access error when determining if a unit automatically knows a bridge
it is crossing. Also – now only applies to aircraft under 500 meters AGL.
- Morale effects no longer applied to in-flight units (no crew).
- Updated reporting procedures from latest rev. Weren’t working quite right.
- Corrected a problem sighting IP’s (and units in them) introduced in a recent
build.

__________________
More patches are available here: http://www.patches-scrolls.de

famous quote:
YES, Dexter, I CAN read your thoughts.
And I AM smarter than you.
10.11.2009 17:26 ps_matt ist offline E-Mail an ps_matt senden Homepage von ps_matt Beiträge von ps_matt suchen Nehmen Sie ps_matt in Ihre Freundesliste auf
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