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View Full Version : v2.0.3 list of changes


Don Maddox
09 Apr 04, 12:28
Is there a document somewhere that details what changes/enhancements/fixes have been made since v1.02? There is a document included with DA that lists all the changes in v1.0.1 and 1.0.2, but I don't see anything new listing the changes for 2.0.3. Does anyone have that?

CPangracs
09 Apr 04, 13:33
http://www.pangracs.com/DA/DAFeatures.doc

Don Maddox
09 Apr 04, 14:42
Thanks for that link, very interesting. Is this a "wish list" or have some of these been implemented?

CPangracs
10 Apr 04, 11:56
Thanks for that link, very interesting. Is this a "wish list" or have some of these been implemented?
My mistake. This is the original request for DA changes, but yes, most of them are implemented. I will try to get the actual changes next week. Sorry.

CPangracs
12 Apr 04, 09:49
Decisive Action version 2.0.3 Changes

1. Linked NAI and TAI and Improved CAS. Attack helicopters, artillery, CAS, and bombers can now be programmed to attack specific types of enemy units as they pass through a specific “active” NAI.

a. Attack Helicopters. First, access the attack helicopter “Unit Order Menu”. Select the desired target types. Next, check the “Link to NAI” button and select the specific NAI from the pull-down box. Finally, plot the helicopter’s route. The helicopter will now wait indefinitely until a target of the specified type passes through the NAI. It will then move along the planned route. Insure an active TAI is located in the vicinity of the planned engagement or the attack may not take place.

b. Artillery. First plot a target on an active TAI. Select “Field Artillery”. Next, select the “Link to TAI” button and select the desired target type. The mission will be executed as soon as an “observed” enemy unit, that matches the type target, passes through the TAI.

c. CAS/Bombers. First plot a target on an active TAI. Select “Air Strike” or “Bomber Mission”. Next, select the “Link to TAI” button and select the desired target type and the number of sorties. The mission will be executed as soon as an “observed” enemy unit, that matches the type target, passes through the TAI.

2. DS FA Units. A unit that has a higher headquarters with an attached artillery unit (DS) will now receive fire support prior to ground combat. This facilitates effective DS fire support to subordinate units that are not aggregated within the parent unit. To implement this function, access the subordinate unit (Unit Orders Menu) and designate the desired parent unit as its higher headquarters.

3. Lines of Influence. Scenario developers can now plot terrain that has a higher elevation than the surrounding terrain and thus will block line-of-sight and combat through that terrain. Units will not be able to “see” and engage enemy units across blocked terrain unless:

· Either unit occupies the elevated terrain.
· The range between the opposing units is less than one/half of either unit’s footprint.

Access the terrain editor to draw elevation. There are only two levels: 0 and 1. Terrain level one is marked on the MCOO by black circles inside the terrain type.

4. Dedicated SEAD. Players must now dedicate SEAD to a specific aviation unit. First place one or more artillery units in the SEAD role. Next, access the desired aviation unit. Press the “Designate SEAD Priority” button to complete the process. Press the button again to remove the SEAD priority. Eligible artillery will fire SEAD for any designated aviation unit acquired by ADA.

CAS and bombers will receive SEAD support from any eligible artillery units that can range an enemy ADA system within the footprint of a SEAD marker.

The maximum number of SEAD markers per side limits the total number of standard SEAD markers and the number of aviation units that can receive SEAD priority.

5. Customizable Unit Database. Scenario designers may now build new unit databases using the separate weapons database editor (DAWeapons.exe). Authors can also select special unit icons within the standard unit editor. NOTE: Insure all unique icons are added to the icons folder of every computer that will use any scenario containing unique icons.

6. Attritable NAI. Friendly units can now temporarily destroy enemy NAI. This function represents a unit’s active efforts to defeat enemy reconnaissance and collection efforts. Every unit makes a check, once per turn, to locate a destroy enemy NAI. A unit’s success is based on their posture:

· Hasty defense – 1%
· Security – 3%
· Deliberate defense – 5%

7. Changes to Fire Support. In version 2.03, GS (interdiction) is renamed GS (opportunity fire) and every unit may now fire three missions.

8. Improved OOTW Events. OOTW markers can now be set to degrade movement. There are three settings: no effect, slow, and stop. “Slow” will halve unit movement rates. “Stop” ceases the all unit movement through the event area. Movement effects last until the event is edited or deleted.

9. Formatted Reports. Players can now print three reports to review the current status of their units. These reports are: artillery, logistics, and unit status. To print a report, press “Print” on the main menu and then press the desired report.

10. Decreased Logistics Rates. Logistics consumption has been reduced by 50% through-out the entire simulation.

11. Regeneration of Combat Power. Units can now regenerate combat power to reflect unit maintenance and the return to duty of injured/wounded personnel. Units will regenerate 1% of their combat power per hour if the following conditions are true:

· Unit strength is less than 99%
· Unit is not suppressed
· Unit morale is average or better
· Unit logistics is greater than 20%
· Unit is not exhausted (fatigue level)

12. WSRO. Players may now designate company and below size units as WSRO. Access the unit and press the “Designate WSRO” button. Follow the on-screen directions to designate the WSRO recipient. Press “Designate WSRO” button again to cancel the WSRO mission. WSRO units will automatically rearm their designated unit during the logistics phase if it is close enough to the designated unit. After WSRO is complete, the WSRO unit is absorbed into the designated unit.

13. AAR Feature. Players can now playback a game to observe friendly/enemy actions as part of the post-exercise AAR.

To playback a game, press the “Watch AAR Tape” button during the initial game setup. Next, press the “AAR” à “Watch AAR Tape” on the main menu. DA automatically plays back the last game from start to finish. The playback begins paused. View and sound can be adjusted by pressing the indicated keys. Press “P” to pause or un-pause the playback.

AAR can only be played back on one computer. An AAR file is saved in the AAR folder for each played turn. The AAR automatically links these files together during playback.

14. Realistic Logistics Consumption Rates. This effort is still under development.

15. Floating Unit Placement Window/OOB Files. The Floating Unit Placement Window is operational. First, “left-click” on a unit to access the unit. Next, “right-click” on the screen to place the unit. The OOB file feature is still under development.

16. Attack Helicopter Hovering (Additional Feature). Attack helicopters can now be ordered to hover at a specific movement node for the bulk of their movement. This replicates the unit conducting an aerial screen or occupying a battle position. To implement this feature, first plot a route for the attack helicopter. Next, press the UAV/AH orbit button. Follow the directions to complete the process.

17. Increased Number of Game Objects (Additional Feature). Players now have increased numbers of units (300/side), graphics (200/side), text (50/side), targets (100/side), and movement nodes (300/side).

cbelva
12 Apr 04, 10:45
Does anyone know when we can expect the next patch? Col Lunsford has disappeared again. From previous comments by CPangras, it sounds like he has been busy with Army commitments.Several weeks ago he stated that we would have a new patch shortly. Just wondering :cry:

Don Maddox
12 Apr 04, 14:25
Does anyone know when we can expect the next patch? Col Lunsford has disappeared again. From previous comments by CPangras, it sounds like he has been busy with Army commitments.Several weeks ago he stated that we would have a new patch shortly. Just wondering :cry:
Yeah, I'm interested in that too. I got hammered by the magic bombers... :confused:

cbelva
12 Apr 04, 14:38
I got hammered by the magic bombers... :confused:
My point exactly!!! :argh: