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Thursday, 20 February 2014
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Visit our forum at Matrix to get the download instructions.
Fixes in 4.6.272
Overhaul Disbandment and Surrender
Intel Fixes
Fixed Halting Issue
Visit our forum at Matrix to get the download instructions.
Fixes in 4.6.272
- New Feature - F6 will change the Unit Info Box to display whether or not the unit is capable of making assault. This cycles with the other F6 states (morale, cohesion and fatigue).
- Fix Assert at SMP 4191. Ensure that any peripheral delay task created in PlanWithraw that is empty after Force Allocation is deleted.
- Fix Assert at SMP 4206. Replaced all calls to ScenForceGroup::IsEqual() with IsEquivalent() because Copy function doesn't guarantee order in members list - thanks a lot MS.
- Fixed bug in the Fire code that was reversing the effect of suppression on vehicle mounted small arms. Ooops!
- Mods to the Assault Capable code to differentiate between inf and armour, to use gungHo factors and small unit status to modify the recentCas threshold.
- Mods to depot and fire basing code to prevent game hanging due to excessive processing of control grids. This was a downstream effect of the previous change that increased the fidelity of control grids from 1km to 100m.
- Fixed Formation lockup in Road Column formation. Now the advance guard won't be waiting for an infinitely long time for the task boss to move forward (and the other way around) - sorry fro erroneously reporting this for the previous build.)
- Fixed problem with map caches filenames getting the path to the Maps folder prepended twice.
Overhaul Disbandment and Surrender
- POW and MIA/AWOL are given a separated treatment now. The latter are now counted as casualties under the 'Other' category.
- Units that are selected for disbanding, but can't transfer their personnel to other friendly units, are reported as Disbanded rather than Surrendered. The personnel of these units is assumed to become MIA/AWOL (see above for their accounting) and the unit is reported to the player as 'disintegrated'.
- When units are retreating, routing, or recovering from either of the former, a small percentage of their troops may be surrendering (i.e. taken as prisoners) or becoming stragglers. The rate at which personnel is lost in this manner depends on whether the enemy has fire superiority over the vicinity of the unit has been changed so that routing units will losing the most personnel, and units recovering from a retreat will be losing the least personnel.
- Fixed problem when assessing units integrity: suppressed units were less likely to lose personnel due to surrender or straggling than unsuppressed units.
- Now units with higher levels of stubbornness will be less likely to lose personnel due to surrendering or straggling.
- Now units with strength levels below 10% of their establishment will lose personnel due to surrendering or straggling at a much faster rate.
- Fixed problem with double counting of surrendered units
- Fixed problem with counting disbanded units as surrendered
- Fixed problem when assessing local fire superiority
- Extensive Tweaks to Fire code including FireForgoneMod and GlobalAccuracyMod
- Adjustment to code to accommodate new size of Concentration Maps. Helps prevent cases of excessive halting.
- Tweak Retreat code. Specifically decrease the degradation of recentCasualties so that instead of being wiped after about 1.5 hours they take a whole day to degrade to zero. This means that casualties have a longer lasting effect and units are more likely to retreat or bunker down once they suffer significant casualties. Related Tweaks/New Features:
- Prevent attacks from being launched where the average recentCasRate >= 20%.
- Prevent units from being assigned to assault tasks if their recentCasRate >= 20%. This and the one above help prevent the repetition of attacks doomed to failure. Assault units will almost certainly retreat once they make contact with the enemy if their recentCasRate >= 20%.
- Increase safety margin from 150 to 200m to make it more likely that a retreating force will stop before running into an enemy during its retreat.
- Ensure existing task routes killed off if the new retreatLoc is different to the old retreatLoc. This and one above help reduce instances of a unit retreating towards the enemy.
- Prevent infinite recursion caused when a unit has no where safe to retreat to.
Intel Fixes
- Fixed bug in intel system that was substituting a default inf type company for all units
- Ensure only one call to IsVisible() is made per unit per minute within SpotEnemyForces() to prevent intel status from flipping. This helps prevent excessive halting and inability to push on to the objective.
Fixed Halting Issue
- Ensure OB Display handles cases where there are no units left on a side.
New Beta Hotfix 4.6.272 is available