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Offline Asid

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Tigers Unleashed beta
« Reply #15 on: June 15, 2016, 09:44:20 PM »
The next beta will be available for download here.

pm me with any questions
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Offline Asid

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Re: Tigers Unleashed
« Reply #16 on: July 20, 2016, 12:00:03 PM »
Update as of 19/07/16

From the dev

"I sealed it off and have been testing it on my 3 computers and have been running AI vs AI games.  I found two issues so far - one I was able to recreate and fix (an EEFACE error in the new sighting routines), and one I wasn't (a Division by Zero in the targeting).   My plan is to send it out to you guys tomorrow and let you have a short crack at it, then out to the testers "


I am expecting to host a beta here in a few days. perhaps a week.
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Offline Asid

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Re: Tigers Unleashed
« Reply #17 on: July 25, 2016, 12:37:49 AM »
Tigers Unleashed Update July 24 2016

The update will be hosted here when it is cleared
=====================

* = Corrections
+ = Additions/Improvements


* Adjusted dust creation for round impacts and explosions - wasn't always being added.  Rubble creation now also automatically adds dust outside of the action that caused it.
* Fixed an FOW issue where friendly units were not being properly shown on the map even though they were known.
* Corrected issue that sometimes prevented existing arty missions having their ammo values changed.
* Corrected crater "overspill" into adjacent hexes/locs.  Was sometimes being artificially truncated.
* Fixed a major movement path/command error when detachments were created by combat actions and the AI subsequently gave them (or their parent) orders in reaction to perceived enemy threats.  Also sometimes affected other units.
* When selecting to fire DF at an an area target, the check routines now only verify the LOS - not sighted/known values.
* Human vs. Human games now always return to player control after the combat phase (auto-run settings ignored).
* Updated the AI to rotate the hull when firing a turret-mounted gun when the turret can't be rotated.
* Fixed an error where sometimes the correct time and conditions were not being displayed in the Setup Phase.
* Updated the WpnSys Data Table Editor Form - was showing double first columns, and can now set name of new system when adding.
* Fixed an intermittent c++ access error when an artillery impact detonated multiple mines without any other units nearby.
* Fixed a number of incorrect size values in the IP Data Table.
* Corrected C++ error in Composite Units Form
* Fixed access error when selecting "Specialized Engr Op" from Engineering Operations Form.
* Added a "Water Placement OK" flag to IP's; IP's and obstacles placed in prohibited terrain from previous saves are now automatically removed.
* VP's weren't being added back when player-placed objects (IP's, mines, etc.) were removed from the map.
* Limited situational auto-unloading to ground units.
* Stopped the Main Form Pop-up menu
* Fixed "Cut/Copy/Paste" pop-up menu functions from Force Selection Form; now also highlight updated units on tree.
* 'Done' button now always enabled after force selection on low Expert Levels.
* Fixed an intermittent c++ access error in the AI force auto-selection process.
* Corrected issues with New Game Checklist form:
 - was showing incorrect steps completed
 - was not completely resetting after closing
 - was not displaying correct Personnel VP totals.
* Fixed "Div by zero" floating point error in Shoot & Scoot determination routines.
* Corrected an issue with sighting under low light conditions - was "overflowing" and acting as if in full light.
* Lowered mechanical breakdown probabilities (for movement).
* LOS wasn't being displayed in replay (at Level 6) for units that were destroyed during the turn.
* TO&E Form was resizing properly below a certain size.
* Fixed intermittent error showing nation force, mission, and control (AI vs. Human) on Loading Form.
+ Updated Turn Combat/Action Reporting to better preserve FOW and also show more results info.
+ Adjusted force auto-selection routines; now more heavily weighted towards combat arms over support type formations.
+ Added new options to speed up sighting (Preferences | Performance):
 - "Aggregate Units of Same Type": all units of the same general type (Infantry, AFV, etc.)in a loc are considered a single 'unit' for sighting purposes (as spotter or tgt) and use avg values for unit values and equipment.
 - Min Visible Target Size: A random determination is made to skip checking to the LOS to targets of this apparent size (in Min of Arc) or smaller.
 - Quick LOS Blocking check:  The blocking points (as %) in the spot and tgt locs are totaled, and a random determination made to see if the LOS should be skipped (60% blocked, 60% chance of being skipped).
+ Arty Missions Form now shows message while processing.
+ Mouse Wheel now zooms in/out on map.  Zoom-in centers on mouse position.
+ Optimized LOS sighting routines
+ Added options to use multi-core processors/threading: Set in Preferences | Performance.  Currently only used for Turn Detection Phase.
+ Updated AI to better unload units when they get into locs threatened by enemy fire.
+ Added automatic checks for visible display layers when new game loaded, or player logs in.
+ Adjusted LOS X-Section Form to be resizable.
+ Adjusted Main Form to make resizing smoother.
+ Modified hexside obstacles to be a single side (instead of N/S/E/W)
+ Updated FOW for obstacles to be more realistic.
+ Expanded set-up sequence and controls to give players more options and information on the steps and sequence.
+ Added check if primary map display layers enabled when game first shown.
+ Adjusted max possible known level for enemy personnel in IP's, based on IP blocking: 30%=Level 4 Max; 50+%: Level 3 Max.
+ Updated Engineering Operations Form to be more intuitive, and to show more information and feedback on actions.
+ Added option to remove unit FOW from combat reports in games with at least one AI player (use Arrow Control on Reporting Form).  It affects ONLY the text shown; normal FOW and limitation remains in effect for all purposes.
+ Added "Suppression to S-1 Staff Officer, and also as an option for 'mouse-over' text (Preferences | Map/Colors"
+ Changed "Move Timeouts" caption on Combat Reporting Form to "AI Move Timeouts", and added a descriptive mouse-over hint.
+ Added "additional Illum" level to mouse-over text (from flares, fires, etc.)
+ Added and option to "Zoom out for Air Movement" in the combat phase instead of just doing it by default.
+ Added option to stop the auto-close countdown for the LOS Form during the Combat Phase/Replay (Detail Level 6)
+ Updated the Set Initial Conditions Form (when creating new games) - Nation selection now on top, and country name shown in header.
+ Improved ammo selection AI to better account for "area" effects from HE, flame, incendiary, etc.
+ Leader casualty status now shown in S-1 screen, incl from all previous turns.
+ Additional unit symbols added.
+ FSO (arty) Staff Officer now shows a list of all IF units and allows player the option to see their existing missions & possible targeting locations.
+ Added checks for invalid weapons systems when creating/editing scenarios.
+ Updated Composite Units Editing Form to be more user-friendly & allow multi-selection.
+ Added option to remove a carrier from a Composite Unit Group after unloading passengers (if they are in the same group).  This creates a separate unit for the carrier.
+ Updated Unloading Form to be easier to use and provide more information on Composite Unit Group status and on how to keep them together.
+ "Added "TRP:" to the info text string for them in the Location Information Box.
+ Expanded range of Scenario/Day Part Dust and Foliage adjustment levels to 2000% (20x normal) from 200% (2x normal).
+ Changed TEC Dust Adjustment Value to be a straight percent instead of a relative value between 0 and 10.
+ Adjusted the Weather Periods Form - now easier to use, and more analytical when adjusting the number of periods per day. Also added a button to change the current time.
+ IP dimensions now in centimeters (cm) instead of decimeters (dm).
+ Added timed info-box showing max ammo ranges for firing unit when selecting DF targets.
+ Added ammo max range text to Weapons Systems Info form.
+ Added button on Unit Info Form to reset all unit symbols to the default values in the Weapon Systems Data Table.
+ The "Show Unit" and "Show Terrain" display toggles are automatically turned on at the start of a player's turn / combat phase.
+ Any "Currently Selected Locs" are reset when entering the Staff Officers Form to reduce confusion.
+ Added a display box that shows weapon system for selected FRIENDLY units. <Right-Click> for options and Main Menu | Preferences for On/OFF toggle.
+ All accy calcs are now based strictly on CEP/actual deviation of the round at range & tgt size.
+ Round CEP/deviation past the defined max range are now adaptively extrapolated from previous curve values instead of simple exponential/straight line.
+ IP combat routines updated to be more detailed and include aiming specifically at opening/ports, and over walls.
+ Updated to a newer compiler version.
+ Added and additional "set-up checklist control" after force selection to show what steps have been done, and which can (or must) be performed before the game can begin.
+ Improved and optimized the AI routines for selecting smoke arty targets.
+ Completely updated the AirDrops form to be more user friendly, to allow editing after missions initially saved, and also to show more information on each pass/stick.
+ The Arty Missions Form was updated to be clearer, and added icons to the Tree View to show the status of potential calling/spotting units: OK, no LOS and/or too long commo delay.
+ Arty/IF impacts now shown individually on the map & saved for the mission.  A slightly darker color is used for spotting rounds. The size will reflect the blast radius (within set minimum/maximum sizes based on zoom level).
+ Added ability for users to adjust and change the automatic unit name creation scheme when selecting units form the TO&E.
+ Added a new Preference for how unit info and name strings are displayed during the game.  Preferences | Display [Set Unit Name Format].
+ The combat report now shows estimated crater sizes.
+ Updated CAS Staff Officer display on the map - the mission heading, start point, strafing/weapon release points are now shown.
+ Made the CAS Missions form more user-friendly, added processing status messages and additional information instructions.
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Offline bigus

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Re: Tigers Unleashed
« Reply #18 on: July 27, 2016, 01:47:05 AM »
Looking forward to this update.
I've been looking to get back into the game for a few months.
Thanks for the updates Asid.
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Offline Asid

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Re: Tigers Unleashed
« Reply #19 on: August 01, 2016, 11:56:14 PM »
There were some "issues" found and they are being dealt with...Hang in there.

I will release info and a link to the DL here.

Regards
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Offline Asid

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Re: Tigers Unleashed
« Reply #20 on: August 06, 2016, 11:17:36 PM »
The Beta update is in it's final release stage.

I am hoping a few days. I will upload here.
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Offline budd

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Re: Tigers Unleashed
« Reply #21 on: August 14, 2016, 06:59:42 PM »
I've  looked at this off and on for awhile never could pull the trigger. I know its more of a serious sim which is fine just could never convince myself it would be fun.Maybe after the update some one will do an AAR to show off the game.
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Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Asid

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Re: Tigers Unleashed
« Reply #22 on: August 14, 2016, 07:05:32 PM »
Hi Budd

I totally understand. TU uses the same core engine as Point Of Attack 2. The engine has bugs which have been getting resolved. This has taken quite a while. Many people have lost hope. The issue is that it is a one man operation. The engine is very complex and of extremely high fidelity.

One of the biggest criticisms of POA2 was that it was more of a tool than a game. This is true depending on how it is used.

I have had many beta updates which have not been released publicly and i see a lot of progression. The public beta release is imminent. I am sure once it is released an aar or 2 will follow.

Regards
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Offline budd

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Re: Tigers Unleashed
« Reply #23 on: August 14, 2016, 10:08:41 PM »
Thanks Asid,
i'm sucker for anything WW2 but its got to be fun and have to be easy to use. Putting together hard to learn with hard to use= No fun for me. Looking forward to some AAR's thx again.
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Enjoy when you can, and endure when you must.  ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

Offline Asid

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Re: Tigers Unleashed
« Reply #24 on: August 23, 2016, 03:57:41 PM »
Update

I have been using the beta that is intended for public release for a few days. This should be the one. After a loooong delay. I will post it here as soon as it is okay to release it.

« Last Edit: August 23, 2016, 05:00:22 PM by Asid »
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Offline Asid

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Re: Tigers Unleashed
« Reply #25 on: October 27, 2016, 02:44:38 PM »
Update as of 27/10/16

Another update is being tested.

I hope to post it on this forum as soon as I can.

Regards
« Last Edit: January 04, 2017, 03:07:52 PM by Asid »
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Offline Asid

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Re: Tigers Unleashed
« Reply #26 on: January 04, 2017, 03:08:57 PM »
Update as of 04/01/17

The data tables are being worked on. Then I should have a release for you.

Regards
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Offline Boatmeal

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Re: Tigers Unleashed
« Reply #27 on: January 06, 2017, 05:03:42 AM »
I am glad this is still getting updates and look forward to the next release!
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Offline Boatmeal

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Re: Tigers Unleashed
« Reply #28 on: April 21, 2017, 02:30:25 PM »
Any update?
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Offline Asid

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Re: Tigers Unleashed
« Reply #29 on: April 21, 2017, 02:52:13 PM »
Any update?

Yes. the update had an issue with TFHQ and with friendly units now showing up on Turn 1.  It was fixed last night. Both problems were from recent changes.

I will update this post as soon as I have something more.

Regards
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