Cougar_DK
Former POA2 Thread Keeper
Hi guys, here is info about the current build for POA2:
Version 2.3.65 released
Added/Adjusted:
Things that didn't work right:
Grab it here.
Full change history here: UpdateList.txt
Version 2.3.65 released
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.
Grab it here.
Full change history here: UpdateList.txt
Last edited: