View Full Version : Any news?
HercMighty
13 Mar 05, 15:33
I haven't played but it hasn't been easy to walk away. So what are you guys seeing? Any info from Scott on what you are seeing?
Regards
I haven't had much opportunity to work with POA2 over the last week due to real world commitments :( but I will pass along what I have found so far....
It looks like the Scenario editor is much more reliable in the 215 Build. I have been able to create a half dozen or so test scenarios without encountering any C++ errors or fatal system freezes.
I am currently attempting to develop some understanding/experience with artillery. It appears that smoke rounds are now working. I think that was fixed in build 210. I think there might be a problem with the MLRS attack routine as I have fired a battery worth of rockets into a hex with two tank platoons and didn't hit a %$#@ thing :mad:.
It might be my imagination but spotting seems to be working a little better in this build. I find that my units (even on Level 3 FOW) can sight and eventually ID units in a much more logical manner and time frame.
I believe there is still a problem with ATGMs. While they fire and display info in the combat summary report, they have yet to hit and kill anything.
I am currently working on a couple of scenarios that show these problems and will forward them to Scott when done.
Thanks,
Mike
HercMighty
13 Mar 05, 17:58
Good to hear Mike. My understanding of what should be happening is limited so I had been looking forward to your tutorials. Hopefully the work you are doing will help POA2 function properly and then maybe I will be able to understand instead of being to frustrated to play.
Anyone hear anything on the next patch?
I sent the following email to Scott earlier this week. I will let everyone know when I hear back from him.
Hi Scott,
I have been playing with Build 215 for several days
now. In general the scenario editor seems to be much
more stable now. I have been able to create a half
dozen test scenarios without encountering a single C++
error.
I also like the color coding you added to the combat
display window. Would it be possible to add one more
level of color coding to this display? Possibly
record "friendly fire" reports in one color and enemy
fire reports in another. It funny how a little thing
like that can make the display easier to read...
I do have a few questions and a couple of potential
bugs to report. I have attached a series of save game
files to this note which should display each of the
bugs.
Questions:
1. How do I, or is it even possible to, prevent my
Artillery Staff officer from designating and firing
Artillery barrages? There may be times when I want to
conserve ammunition or simply not fire artillery, but
I don't seem to be able to prevent the AI from
assigning missions.
2. Does the US have any chemical or nuclear warheads
for their artillery forces? I have been working with
artillery and wanted to test these functions but
didn't see any entries for this type of ammo.
3. In one of the earlier builds you added the ability
to display in-flight missiles on the map. How do I
turn this functionality on? I have checked under
preferences but didn't see any options. I have also
set the minimum unit size to "All" without effect.
Bugs:
1. I have found that MLRS attacks seem to be extremely
ineffective. Over the course of several turns, a
battery worth of MLRS rockets have been fired into a
single hex without hitting a single unit. The combat
reports in the attached file should show this.
2. While ATGMs will now fire, they have yet to hit a
darn thing (both mine and the enemy's). Reviewing the
combat display report shows that they have been fired
but end up traveling their max distance without
hitting anything. The Turn 3 save game file I
attached should show nearly 10 Friendly and enemy
ATGMs being fired and none ended up hitting their
targets.
Thanks
Mike
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