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Offline Asid

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Re: Tigers Unleashed
« Reply #60 on: October 17, 2017, 01:11:34 AM »
I seem to be getting an EEFFACE error when loading some scenarios.

Can someone check and see if you can load the following scenarios?


Confirmed. They do not work. Others do though.
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Offline Asid

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Re: Tigers Unleashed
« Reply #61 on: October 20, 2017, 03:41:39 AM »
Tigers Unleashed Beta v1.2.01 (Beta B4S) 17/10/17


Released by Dogs Of War Vu: here
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Offline Selva

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Re: Tigers Unleashed
« Reply #62 on: October 23, 2017, 02:06:20 AM »
Hello dear division mates!

I'm still having LOTS of problems with TU either. A.Is that does not fire, crashes, click traps and bugs eveywhere and all the time. I'm trying to understand how is that possible with a game that it's not so fresh from the release date. Playing TU is, basically, impossible, the same happens with PoA 2.5. It crashed so often and has so many bugs that it looks far from a 1.0 version. I can't even make a scenario without losing it for the sysGeomap.AM3 error.

I'm still trying the beta patches for the momment, but i don't think that they can fix 1% of the problems.

What about you guys, how "unplayable" is TU for you? Oh, another question, how do you get TU patches that aren't in the official site?



Btw, I'm using Win 10 64 bits.
« Last Edit: October 24, 2017, 07:48:06 PM by Selva »
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Offline Asid

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Re: Tigers Unleashed
« Reply #63 on: October 23, 2017, 05:22:10 PM »
Hi Selva

TU is a "one man show". It is a very complex simulation. However that is no excuse for the problems it has. There is no official forum for it. In fact this is the most up-to-date info you will get anywhere.

I only play missions and never edit/create any scenarios. It usually works ok for me. I do get crashes sometimes though.

As for the patches. They are direct from the developer. I post them for everyone, with the devs permission. If I did not  do that then they would not be available  :-X

TU has some way to go I'm afraid. Same for POA 2.5. However if we can share our ideas and experiences then that might help.

Regards
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Offline Selva

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Re: Tigers Unleashed
« Reply #64 on: October 28, 2017, 05:37:21 AM »
Considerably better with these latests patches.
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Offline Asid

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Re: Tigers Unleashed
« Reply #65 on: October 28, 2017, 07:16:14 PM »
Considerably better with these latests patches.

 :thumbsup
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Offline Selva

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Re: Tigers Unleashed
« Reply #66 on: November 01, 2017, 06:02:09 PM »
Hm....

Here comes a strange case.

I'm playing one of the vanilla scenarios where the germans have to hold a soviet attack.

During turn 35 +- something very wierd happened.

An SS ATR soldier shot 6 rounds in +- 5 minutes, trying to hit some soviet Guards Riflemen troops. The forth and fifth rounds, AP ammo, hit an IP and INF in loc 1003, at +- 283m by accident, resulting in a friendly fire that killed 15 dug in soldiers.

The fifth shot hit loc 1043 with almost the same devastating effect, hitting another IP and killing more +-15 soldiers.

What the hell did that soldier shot to make such a huge friendly fire?

The worst of all is that it seems that the locs were empty at all, i mean, those troops weren't there actually. I'm going to investigate a little bit more and i will come back with some screenshots and more evidences.

I will post more info later.
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Offline Asid

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Re: Tigers Unleashed
« Reply #67 on: April 17, 2018, 07:52:52 PM »
Tigers Unleashed Beta v1.2.01 (Beta B5h) 17/04/18


Released by Dogs Of War Vu: here
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Offline Asid

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Re: Tigers Unleashed
« Reply #68 on: May 13, 2018, 04:29:09 PM »



Tigers Unleashed 1.2.10  12/05/18


Download TU_Update_1_2_10.exe  12/05/18 (29.9MB): Click here
 

Tactical Studies Series: Point of Attack, Tigers Unleashed
Program Change List
   
* = Corrections
+ = Additions/Improvements


=============================
12  May 18:  TU v1.02.10;  POA v2.5.11
=============================


* Reinstated the block on giving fixed-wing (non-hoer capable) aircraft DF and IF orders. They are limited to using the CAS routines for attacks. 
* Corrected an access error when firing at units inside an IP after the IP has collapsed/rubbled from previous rounds.
* Mines now prevented from being placed in prohibited terrain or water (using Mine Data Table value for type). The AI will no longer place naval mines.
* Reinforcement units arriving on the map are now "brought up to date" with FOW from their HQ and subordinate units already on the map.   A note is shown when the TF is one of the arriving units since the display may change significantly.
* Fixed "Division by zero" error when starting a new game and checking "Use Default Weather Periods".
* Turn and Whole Game Replays were not being saved properly and could not be viewed in saved game files (from updated  compiler changes).
* Light (10-25) and Heavy (>25) Suppression Tabs reversed on Force SOP Settings Form. 
* Removed Auto-Recon orders from human controlled units (Auto-Recon assignment is limited to AI controlled units, but  human units can have these orders if the force control was switched).
* Fixed DF/IF status flags on Unit Info Form6*
* Info message now appears after clicking Turn Replay if there is no saved data to display.
* Fixed "Division by Zero" error when clicking "Show All Paths" checkbox on Movement Orders Form when no units int eh force have current orders
* Adjusted AI determinations for some unit "stay behind HQ" distance values. .When encountered were off by a factor of 100.
* Corrected recent issue where friendly units shown in a different loc than their actual position due to FOW had their movement path objective shifted by one hex if they had existing movement orders.
* Adjusted the end-of-turn routines to automatically ask to save the file in 2-player games (for PBeM).
* Corrected command delay typo/error - messenger time was almost always 1 second.
* Fixed EEFACE when giving movement orders to units that have future load/unload orders.
* Fixed EEFACE error in combat phase in some situations where AI was considering more than 3 area targets (recon by fire).
* Fixed error when changing nation flags after adding/deleting a new nation. 
* Corrected nation deletion routines - was changing subsequent nations to the one being deleted.
* Mouse Auto-Scroll Band Width and Delay Up-Down Arrows were reversed on Preferences Form.
* Fixed EEFACE error loading some TU stock scenarios.
* Fixed occasional "Invalid Pointer Error" on closing.
* 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.
* 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+).
+ 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.).
+ "Exit Combat Phase on Action" option now operates in AI vs AI games by allowing human to give orders to both forces.
+ Added checkbox in Commo Staff Officer to show all steps up the chain of command.
+ Updated Wpn Sys Detail Info Mobility Tab value text to be clearer.
+ Updated Unit Info Data Form to be more explicit with text, colors, shading, hints and buttons to what values can be changed or not.
+ Added notes when units have AI-assigned Auto-Recon orders: S-3 Officer, Movement Form, Unit Info Form (Movement Tab) , Move Orders Description Form.
+ Corrected significant slow-down caused by latest Windows 10 update & also sped up most graphics processing.
+ Combat Reporting Form now does not automatically come back to the top after new action text is displayed.
+ Added additional info in combat report when a unit takers damage/loss when not specificalluy targeted (DF only).
+ Added and [OK] button to MOPP Form when adding/renaming MIOPP systems (was confusing as to how to proceed).
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Offline Asid

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Re: Tigers Unleashed
« Reply #69 on: August 05, 2020, 11:56:33 PM »



Tigers Unleashed Updates 04 Aug 2020


Download TU_Update_1_2_10.exe  12/05/18 (29.9MB): Click here
 

Updated game engine and databases; TEC; GeoBuilder/Maps; Tactical Map Builder and other associated files.


Tigers Unleashed Update Install Notes:


1)  This update includes an augmented set of original scenario files.  These improved files have been adjusted to correct play-balance and other issues, and also to take advantage of new program features.   The original scenario files can still be loaded and used; however they should be considered depreciated and it is recommended that users delete them to prevent confusion.  To help identify the updated files, aside form having more current dates, they also use a different naming format:

      “YYYY_MM – Scenario Name”.  For example: “1941_09 – Linkup at Kiev.OPS”. 

2)  The force selection process has been streamlined; now each section (Main Force / Flanks / Leaders) shows only the applicable units.  Additionally, a new 'Auto-assign Leaders' functionality has been added.  It uses the Nation/Force rank data, along with a generic name list.  The name list is in the file: ..\HPS Shared\TSS Data\LeaderNames.TXT, and is user-editable.  Editing instructions are included at the end/bottom of the file.

3)  Additional Map Display Options have been added to help users better control what they see, including changing choices made by the original map creator.  The options can be accessed through: Main Menu | Display.

4)  Please see the “TSS Change List.TXT” document for a complete list of changes (above post)



TU Scenario Pack I
04/08/20

Download (3.2MB): Click here


9 free scenarios for TU. *TSS Map Update Pack I (in TSS Common Files below)

1939_11 In Front of the Mannerheim Line

1940_02 Honkaniemi Winter War Tanks

1941_07 Silver Fox I Arctic Circle Recon

1941_11 Struggle for Rostov

1942_05  Case Blue Spearheads

1942_05 Counterattacks at Kharkov

1942_08 Clearing the Don

1942_11 Cav-Mech Group in the Lead

1942_12 - Tigers in Winter



TSS Map Update Pack I

Download (2.8MB): Click here

Contains approximately 50 maps - including updated original ones and others that are brand new.
By default these should go into the '..\GeoBuilder\Tiles' subfolder


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Offline Selva

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Re: Tigers Unleashed
« Reply #70 on: August 10, 2020, 05:29:20 AM »
It's been a long time since ANY updates from the devs. The amazing thing about all the support emails I sent, it seems is that they have a version, totally different from the one offered to us.

I'm going to give POA a new try either.

Thanks.
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Offline Asid

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Re: Tigers Unleashed
« Reply #71 on: August 10, 2020, 11:15:20 PM »
I will try and keep more information flowing about POA2 and TU but I have very little time to spare.

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Offline Freyr Oakenshield

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Re: Tigers Unleashed
« Reply #72 on: July 04, 2021, 01:18:34 AM »
Hi,
I got in touch with Scott Hamilton in April this year and asked him about his plans for the future regarding his game(s), to which he replied (I believe I can quote him): "[...] yes, there are a few new titles in development that will be out after I release the next update, along with more scenario packs.   But the update has been my overwhelming priority.  Which makes sense in terms of the new stuff too sionce everything will share the same basic engine [...].

But that was in April... So, any news? Anything new coming?  :P
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Offline Freyr Oakenshield

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Re: Tigers Unleashed
« Reply #73 on: September 18, 2021, 04:40:50 PM »
Hey, new updates have just been released for both Tigers Unleashed and Point Of Attack 2.0 / 2.5.  :)

https://www.hpssims.com/Pages/Updates/up_TSS/up_TSS.asp
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Offline Asid

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Re: Tigers Unleashed
« Reply #74 on: September 18, 2021, 11:33:19 PM »
I have tried them before release and can recommend everyone updates  :thumbsup
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