PoA2.5 and TU updates (2017)

Red2112

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HI, just a heads-up on recent updates...

As of today:
PoA v2.5.09 (Beta B4Q)
TU v1.2.01 (Beta B4R)

* = Corrections
+ = Additions/Improvements

Latest Release:

* Fixed occasional “Invalid Pointer Error” on closing (Tigers Unleashed).
* Corrected issue where some composite sub-units would have their speed set to zero after being issued orders by the AI .
* Fixed situation where Player 1's map would be shown when Player 2 was logging in or viewing combat.
* Map and Operational Graphics Layer visibility settings now saved with the OPS file. Operational layers all turned ON by default.
* Corrected an EEFACE error in arty routines from a line of testing code inadvertently left in.
* Implemented a workaround to a 'Grid Index Out Of Range' error caused by an internal compiler issue when clicking on the map to place a unit after clicking a button on the Place Units On Map Form.
* Added a start of check of Composite Units to see if any sub-units have different entry/reinforcement turns. Users can choose to split them up, or it is done automatically after turn 1. The check is done after placement and also at the start of each turn.
* Corrected issue with AI not assigning targets because it deemed friendly/civ units too close,to the tgt or in the LOF. Hew restrictions:
- Must be within +/- 20 degrees of azimuth.
- If on friendly side of target, must be more than 10 meters forward of firer.
- If on far side of target, must be closer then ? the firing range.
+ Added more info on Engineering Systems in the Detailed Weapon Info Form.
+ Edit Unit Data now cycles for Composite Units when called from Staff Officer and saves the Last Viewed Tab unit to unit.
+ Added ability to edit Default Map Display Vals in Preferences. These values will be applied by default to all newly created games, or games in the Setup Phase or Turn 1 when loaded in.
+ Appropriate Display Layers turned on automatically when in an Object-type Mode (IP's, mines, obstacles, etc.).

Previous Release:

* Adjusted turn sequence so a “clean blank” map is always shown when a player is logging-in.
* Removed the extraneous black arrow that sometimes appeared after giving post-unload orders to passengers.
* Fixed issue where symbols sometimes disappeared after the game was saved as a scenario.
* Fixed intermittent EEFACE error when setting IF Targets in a loc with partly known enemy units when using the Main Menu | Command | Target with Indirect Fire option.
* "NO AI Orders" SOP setting was being ignored for recon/radiation-detection type units.
* 'Emplaced' flag wasn't being correctly updated when units became passengers.
* Blocked mouse-clicks during AI/CAI processing and setup phases.
* Corrected occasional AI placement of flank obstacles in the main field instead.
* Corrected random access/EEFACE error when objects (IP's, obstacles, bridges, etc.) subjected to DE attacks.
* Fixed error deleting existing hexside type obstacles (concertina, tank ditch, etc.)
* Fixed loading error "sysGeoMap.xxx not found" when loading in a saved game.
* No units, bridges, etc. shown after initial file loading for 2 player games (was sometimes showing enemy forces).
* Corrected FOW Location translation error when showing firing lines (either appeared incorrectly or not at all).
* Fixed occasional combat phase lock-up due to new streamlined chain of command routines.
* "Exit auto-run on combat" checkbox now set correctly when the option is turned on.
* Fixed EEFACE error from clicking on blank portion of force selection window.
* Unit Size icons now changed correctly in force selection window when unit levels changed by hand.
* Adjusted AI flank assignment routines to move evenly allocate formations between flanks.
* Fixed issue with units not displaying correctly after being moved during placement.
* Flank units now show up correctly after being initially added to the force.
* Corrected the Place Units on Map Form unit grid - sometimes the selected row continued to move with the mouse pointer after clicking (which could also give an 'Out of Range' error).
* Fixed an issue with AI move path formulation through prohibited locs due to terrain FOW (an option which is currently disabled).
+ "Stay Behind HQ" Move SOP setting ignored if the HQ is loaded on the moving unit.
+ Added ability to set the active player when loading a two-person scenario.
+ Added nation flag graphics for each side's Victory Location Objectives (both actual and potential).
+ Added notifications in the mouse-over text for Victory Location Objectives (both actual and false/potential)
+ Added a timed pop-up notice when a unit is selected on the Force Tree but is a passenger; in which case the display is changed to its carrier instead . Can be set to "not show" in Preferences.
+ Added an information notice when giving movement orders and some units in the location are passengers (and not selectable). Can be set to "not show" in Preferences.
+ Adjusted the Auto-Adjust Map sequence so that existing non-scenario games do not need to be saved in order to keep the terrain/elev changes.
+ Added Utility to copy existing/current TEC entries between Ground Conditions.
+ Added Leader picture to Data Editing Form.
+ The Zoom-In button stays depressed when clicked to indicate "zoom-in mode". Can be "un-clicked" to cancel the zoom.
+ Added "Report Form To Top" button on Main Form for when Combat Report Form "Stay On Top" option is not checked, and it disappears behind other forms.
+ Streamlined the Obstacles Form (used to Add/EditDelete).
+ "TF HQ Replaced" message now only shown on turns that it changes between any two units - not every turn where the original TFHQ is out of command.
+ Added ability to propagate value changes to other units from Detailed Unit Info Form (checkbox at bottom).
+ Added "n/a" and pop-up msg to IP Data Table Editor for 'Interior Hgt' field if the IP has no overhead cover (can't be set).
+ Added "stacking/Loc space" check for IP placement (both human and AI).
+ Added discrete "Set Qty" step when manually adding new IP's to the map, along with more reasonable default value (instead of always 1).
+ Adjusted 'After-Unload Orders' form to allow for better control of composite unit considerations, and also show previously unloaded passengers.
+ Log-in form no longer closes automatically in 2-player games when password not set.
+ Impact sounds now played whether impact loc is shown or not (previously Reporting Level had to be Level 4+).
 

Red2112

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Hi --E,

Sent you a PM, please check your inbox.
 

Red2112

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Anybody who need´s the update can contact HSP support till a official update is posted at the HPS site...
 

--E

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Well, I eventually got into the TU update testing (amid continuing email problems that intermittently block contact with HPS) and I have been breaking the game regularly (until a few days ago anyway) and Scott has been _actively_ and _energetically_ fixing each of the, sometimes showstopping, breaks. The latest diagnostic test version (TU v1.2.01 (Beta B4X5 Sturm)) has been behaving well so far (you don't really want a diagnostic test version, unless you absolutely hate fog of war in games).

If your system and settings are closer to (or IN) the 90s than the 20s, you'll be glad you waited for the next public version.

From the beta numbering I've been receiving, I am not the only input on the next patch. So I don't know how it is going otherwise, but for me, it appears to be stabilizing.
 

Red2112

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It seems TU and TSS has been updated this last August (2020). I haved tried to reach support but no reply so far. Basically because with all the back and fourth of beta test builds with Scott in the past, at present I really don´t know which is stable or not, and in what order everything should be patched, specially if you want to install both PoA2.5 and TU, which seems to give some issues if you don´t know the right order.

Aside from that, the last time I installed PoA2 which did crash more then I would like to, I didn´t find a uninstaller exe or could I uninstall it from W10, I had to use a 3rd party uninstall program which God knows what it did.

I took down the videos I had up on my channel of PoA2 because I really don´t think the support and end product are worth promoting for now. It´s been many years now that this sort of tug-of-war has been going on to get any of the TSS games up to date and stable, and for the price this should have been more streamlined (you should not have to contact Scott directly for that matter) with out the need of 3rd party communications with people who want to help for free because they belive in the project. Even so, these people are then left in a doubtful situation because the end result is still WIP after all these years and not everybody understand that you were trying to help.

After spending $120 on both PoA2 and TU in 2016, and to still not be able to play them or uninstalled them in a stable/secure maner to date makes one loss faith and energy to even try. So many have wished the same, that PoA2- TU would work as intended, and I wish that too!
 

Red2112

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Got a mail today from HPS support with the latest public (none Beta) installers which is good news, at least for me as I want to get back into both games, and overall I think they are great (one of a kind) when they work.

Latest installers are; Point of Attack v2.5.11.0, and Tigers Unleashed v1.2.10.

To me this is all good news, although I havent tried them yet, but at the same time Iam now sure that Steve will be working on the TSS series forever (well you get what I mean), in other words, will he ever be happy with the end resault? ;)

Either way, Iam happy he is on it, and after all stability and gameplay has gotten better with the latest releases (if your not trying out Betas), so let´s hope for the best and keep the faith! The only thing a wish now is that he dedictates bit more time on PoA2, as it seems he has been more focused on TU these past years, or at least bring it up to par with TU (scenarios).

Red
 
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