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Offline Asid

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P.O.A.2 beta A13. Get it here (DOW Exclusive)
« on: April 29, 2017, 12:26:40 AM »
P.O.A.2  beta A13  (DOW Exclusive)



This is a beta update. Users should make sure to have a backup copy of their original install file (or CD) just in case.

Download A13_Beta(108MB): HERE


Current change list:
* = Corrections
+ = Additions/Improvements


* Player placement/turn order wasn't being switched when an existing scenario was returned ot the setup phase and the player defend/attack missions reversed.
* Blocked user adjustment of "Acting HQ" assignments. If not set properly, could freeze program execution.
* Unit Info Form 'Actual HQ' Drop-Down was showing "Above TF HQ" if the HQ unit had been destroyed.  Now the HQ unit is shown, but with "[KIA!]" added to the name.
* Corrected auto-add routines in scenario creation so that craters are not placed in water/other non-cratering terrain (was "over-spill" from non-water hexes).
* Added a size option of -1 for IP's to indicate that they are "Full Hex" (actual dimension will depend on the map scale).
* Corrected some display issues with the Force/Flank/Leaders Selection Form.
* Completely reworked the DF Targeting Form to be more explicit/user friendly and allow more flexibility for Firing Groups/Targets.
* Adjusted FOW Levels on Combat Reporting Form to better match actual effects.
* Corrected an issue where the Mfg Country was not being properly selected by default when choosing a new WpnSys in TO&E.
* Added new checks and blocks for when TO&E formations do not have a WpnSys set for an HQ (in DataView and Scenario selection)
* Objects were sometimes having modifications applied for non-applicable unit levels (morale, training, discipline, etc.).
* Corrected an issue in some Info Display Forms where the text was unreadable/chopped off/etc.
* Corrected a problem in the AI location analysis routines for movement (i.e. "Hex Value") Was introduced in the previous version.
* Adjusted routines that "Fit Form On Screen" to work consistently with Win10, including Main Form. 
* Total added/artificial illumination from flares, fires, wrecks, etc., can not exceed 80% of max daylight level.
* Fixed issue where some values weren't being saved properly on the Set PPD IF Fire Form.  Also added some new features incl setting unit name display formats.
* Map Notes weren't always being shown in the mouse-over text box.
* Fixed a lock-up when more than one non-composite unit was given orders to clear the same urban/IP location.
* Fixed "Target couldn't be created" status messages in XO Staff Officer Targeting report ([Show All Unit vs Unit Targeting]).
* Unit movement paths displayed on the map weren't always being removed when selecting other units or changing orders modes.
* 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 "over-spill" 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 from auto-selecting options.
* 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 re-sizing 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 re-sizable.
+ Adjusted Main Form to make re-sizing 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 analytic 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.
+ Added additional reporting for smoke/dust/chem/nuclear generation from impacts, fires, wrecks, movement, etc. (higher detail levels only).
+ Added option to show the movement paths for all the unit in the force when giving orders ("Show All Paths" checkbox).
+ Adjusted DF Targeting Form to show more info, and also the max ranges are displayed on the map for all weapons in the selected unit (that have ammo).
+ "Engage Armored Tgts With Small Arms" SOP now set to "NO" for older games (before it was implemented) when they are loaded in.
+ Added more detail to "No Files Found In Folder message" when looking for Tutorials or Scenarios, and not just any saved games.
+ Added checkbox to S-3 Staff Officer Form to show weapon system in the Name field.
+ Updated Victory Results screen to show more detailed info.
+ Added new sub-form to more easily set basic armor material properties and see results immediately.
+ Added a new "Set Firing Group Quantity" sub-panel for greater ease of use.
+ Added new Movement SOP orders - units can now stay behind "line" units, or at some distance (+/-) relative to their HQ.  Automatically set by the AI, and also updated for saved games.
+ Added new option to change SOP orders for ALL units regardless of Type or Weapons System in Unit Info Form (subject to Force vs. Formation selection).
+ "ESC" key now resets/removes the selected unit and display when not in an orders-type mode.
+ Added "Sort By File Date" to Load A Saved Game/Scenario Form.
+ Saving an existing game 'As A Scenario' and resetting to the Start now resets the Force Placement set-up steps to 'not complete'; same for resetting FOW & initial disclosure.
+ Added "DF / IF Impact Sound" to Ammo Data Table.  Firing and impact sounds are now applied as expected for all guns and ammos (as opposed to only CAS and ARTY previously). If no IF sound set, DF is used in all situations.
+ Can now play sounds for Close Combat (right after units identified), and for surrenders. NOTE: These sound files may not be included/applicable for all titles.
+ Added option to change Command Radius dispay color.
+ Made WpnSys Accy and Range modifier effects easier to understand.  Accy modifier affects base CEP for all firing; Range affects only AI firing decisions (120% of adjusted).
+ Added additional info for units when deciding to engage in Close Combat.
+ Updated graphics file finding and loading procedures to be faster and to show a message if loading fails.
+ Added more detailed descriptions of unit morale levels and for personnel when not moving.
+ AI now assigns reinforcement entry locations (player must still specify entry turns - the AI will not pick any units to be reinforcements on its own).
+ Added additional info to "Placement Checks Form".  Click the (?) graphic for each section, as applicable.

DOW P.O.A.2 Thread : HERE
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