Wodin
Member
Just thought I'd show some snippets from an email i got from Scott today..he is talking about something he has spent the last couple of months on..so it's only a tiny part of the work\changes that have been done for this upcoming patch.
"I've spent the time since you last heard from me principally reworking the targeting and airstrike AI routines. Yeah, what started with trying to figure out why it was only firing 4 rounds led to the realization that ... well.. that it needed to be seriously reworked. Along the way the changes also improved the general targeting AI, and give better info the the players when targeting by hand, so I guess it was worth it. I realize that it's seems hard to believe that it took as long as it did to make these changes... I'm still kinda in disbelief myself, but it's really hard to try to forecast all that stuff in advance and then set the parameters. Though I suppose that maybe it helps to rememeber that all the changes also needed to be capable of handing the modern stuff (since the same AI is used to POA), so it had to still be capable of assigning and forecasting FAC's, painting units, marking units, guidance stuff, etc.
Anyway, I'm looking into one c++ crash that Joe reported (got a few others of those/domain errors while I was working on the AI and squished them). After that I'll check into the city LOS thing, and passengers not bailing. I've also seen some weird things going on with the turn advance.. so I may have to look into that too.
Becasue of the sweeping changes in this version, I'm thinking that it's going to be best to put it out only to the testers first. Then after a week or so, we'll see what comes up and think about a more general release (but still probably as a beta)."
"I've spent the time since you last heard from me principally reworking the targeting and airstrike AI routines. Yeah, what started with trying to figure out why it was only firing 4 rounds led to the realization that ... well.. that it needed to be seriously reworked. Along the way the changes also improved the general targeting AI, and give better info the the players when targeting by hand, so I guess it was worth it. I realize that it's seems hard to believe that it took as long as it did to make these changes... I'm still kinda in disbelief myself, but it's really hard to try to forecast all that stuff in advance and then set the parameters. Though I suppose that maybe it helps to rememeber that all the changes also needed to be capable of handing the modern stuff (since the same AI is used to POA), so it had to still be capable of assigning and forecasting FAC's, painting units, marking units, guidance stuff, etc.
Anyway, I'm looking into one c++ crash that Joe reported (got a few others of those/domain errors while I was working on the AI and squished them). After that I'll check into the city LOS thing, and passengers not bailing. I've also seen some weird things going on with the turn advance.. so I may have to look into that too.
Becasue of the sweeping changes in this version, I'm thinking that it's going to be best to put it out only to the testers first. Then after a week or so, we'll see what comes up and think about a more general release (but still probably as a beta)."