Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 28, 2015, 09:20:17 PM

Title: Tigers Unleashed
Post by: Asid on October 28, 2015, 09:20:17 PM
Tigers Unleashed

Part of the TACTICAL STUDIES SERIES

(http://www.hpssims.com/Pages/Products/TSS/TU/TU%20Splash.jpg)

The enemy is out there... somewhere in the first light of dawn. Waiting. You've made your plans. Issued your orders. The forces are ready, confidence is high. The sharp report of a machine gun signals that contact has been made. What seemed so clear just moments before, now starts to become cloudy. The sounds of heavy weapons echo though the valleys around you. You move slightly to obtain a better viewpoint. Some of the fighting you can now see directly. Some you can hear. Some, though, you know only from the reports coming in from your units or the flashes of the guns in the distance. Smoke can be seen drifting up behind the trees where your tank support was stationed. Why? Are they still there? Are they firing? And what are those dust trails off in the distance?

As doubts begin to creep in, critical time is spent getting new orders to your units. Your well-laid plans are crumbling, as you frantically try to get ahead of the situation. Desperate, you find yourself guessing and hoping, because you're still unsure of exactly where the enemy is. Cursing yourself for not keeping a reserve close at hand, you briefly think about A Company out in those advanced positions. They've been taking heavy artillery fire, and you haven't heard anything from them in what seems like ages... and now the dust trails are getting closer on the exposed left flank. A lieutenant appears, “Sir, B Company is pinned down and almost out of ammo, while C Company is stuck at a blown bridge. We still have no word from A Company, and the tanks are late. What are your orders?

Welcome to the world of the combat commander.

Description
Tigers Unleashed is a unique, ultra-realistic tactical/grand-tactical level combat simulation set on the Eastern Front of World War Two between 1939-1942. It is a strategy-type game, where the player assumes the role of a combat Task Force Commander responsible for anything from a ski infantry company to a heavy panzer battlegroup. The basic units are squads and platoons, which are used as building blocks to create larger units.

Take Command       
What makes Tigers Unleashed different from other wargames is its focus. It provides a physically and historically accurate portrayal of tactical combat, with special emphasis on the experience of command. It puts you squarely in the leader's role, simulating conditions as he would actually experience them. Here, information and communications are all-important. Your soldiers are humans - and they act like it. Your orders take time to process and implement. Fog of war is pervasive – often leaving you with incomplete and/or outdated information.

Details
Tigers Unleashed is not a “beer-and-pretzels” type of game, though it does include user-settable modes that allow it to be played in a more relaxed manner. Instead, Tigers Unleashed is:

    Exactingly realistic, using rigorous physics and empirical material properties in firing, damage, sighting, communications, and weather modeling.
   
Profoundly detailed, including individual round calculations, positions to the nearest meters for each weapon system (tank, soldier, gun, etc.), exact communications transmissions (including radio, visual, smoke, and runners), dust trails, forest fires, and urban warfare among many other things.
   
Historical, containing in-depth information and data such as weapons system and ammunition specifications and tables of organization for all combatants on the Eastern Front from platoon to division level. It also includes a Sandbox Utility that can be used as a “combat calculator” for other games or miniatures.

•   Comprehensive, encompassing land, naval, and air combat systems, along with a myriad of combat support types such as combat/construction engineers, spotters, command and control units, mines, obstacles, improved positions, airborne drops, naval landings, special operations, tunnels, rail units, and much more.
•   Military-based. It incorporates many types of military command and control measures such as SOP's, DF/IF targeting points, and communication messages.
•   Supremely customizable, as players can change fog of war levels, command/control delay, unit values, force structures, weather, map scale, time scale, and a host of other factors. It also uses “geo-morphic” maps which allow players to quickly create playing areas of their choice in terms of terrain and size.

Default Game Scale:
•   Each hex represents a distance of 100 metres.
•   Each turn represents one minute of real time.



Official site: http://www.hpssims.com/Pages/Products/TSS/TU/TU.asp
Official Updates: http://www.hpssims.com/Pages/Updates/up_TSS/up_TSS.asp#TIGERSUNLEASHED
Tactical Studies Series Manual: http://www.hpssims.com/Pages/updates/up_TSS/TSS%20User%20Manual.pdf


Capable AI
The AI in Tigers Unleashed can do almost everything a human player can, including force selection and placement, placement of obstacles and engineering works, formulating and issuing unit orders, targeting, calling for artillery and air support, and managing information. In fact, the AI Adjutant is always at the player's side to help him with these functions as well

Price
•   $59.95 (CD + Download)
•   $49.95 (Download Only)

Tigers Unleashed Play Options       
•   Single player vs. the AI
•   Play by email (PBEM)
•   Two player hot-seat
•   AI vs. AI
•   Note: There is no direct Internet/LAN play option.      

System Requirements       
•   2.5 GHz Pentium/equivalent
•   Windows 2000 / XP / VISTA / 7 / 8
•   1 GB MB of RAM
•   500 MB free space on hard drive


(http://www.hpssims.com/Pages/Products/TSS/TU/Load%20Scenario.jpg)

(http://www.hpssims.com/Pages/Products/TSS/TU/Wpnsdata%20&%20TOE.jpg)

(http://www.hpssims.com/Pages/Products/TSS/TU/Sandbox.jpg)

(http://www.hpssims.com/Pages/Products/TSS/TU/Geobuilder.jpg)

(http://www.hpssims.com/Pages/Products/TSS/TU/Meeting%20at%20Moscow.jpg)
Title: Re: Tigers Unleashed
Post by: Asid on October 28, 2015, 09:22:38 PM
Reviews


(http://2.bp.blogspot.com/_CjFQem7UIVI/SmZ5ezk2JAI/AAAAAAAAAc0/0lmBgSiYSNg/S1600-R/Real+and+Simulated+Wars+1Reducido.jpg)
Real and Simulated Wars
Published on  January 02/22/2012 by JC
http://kriegsimulation.blogspot.co.uk/2012/01/tigers-unleashed-hps-simulations-review.html

(http://old.wargamer.com/images/logo_wargamer.gif)
WarGamer
Published on 12/16/2011 by James Allen.
http://www.wargamer.com/Article/3129
Title: Re: Tigers Unleashed
Post by: Asid on October 28, 2015, 09:28:54 PM
Patches/Updates

Public Beta
Date:18 Jul 14
File name: TU_1_00_11(beta_n).exe
Size: 8.5MB
Download: http://www.hpssims.com/Pages/Updates/up_TSS/up_TU/TU_1_00_11(beta_n).exe
Required: TSS update 18 Jul 14 http://www.hpssims.com/Pages/Updates/up_TSS/up_TSS.asp#TIGERSUNLEASHED
Change list: http://www.hpssims.com/Pages/Updates/up_TSS/TSS%20Change%20List.txt

Non-Public Beta
Date: 10 Oct Jul 15
File name: TU Update2 (beta_p)
Size: 3.8MB
Download: N/A
Required: TU_1_00_11(beta_n).exe + TSS update 18 Jul 14 installed
Change list: See attachment
Title: Re: Tigers Unleashed
Post by: Asid on December 15, 2015, 12:01:36 AM
New update delayed

There is a new update for TU in the works. It is delayed due to a technical issue.

The update includes:
•   New unit icons
•   New sounds
•   Improved accuracy
•   Bug fixes
•   UI changes
•   Multi-Core support (basic)

I have a similar unreleased update and it is working quite well. I will update you as soon as I get more info.

Regards
Title: Re: Tigers Unleashed
Post by: Asid on December 22, 2015, 05:58:43 PM
Update 22/12/15

The beta is getting closer.

A 64 bit exe is in the works. No e.t.a.
weapon system/Unit picture window addition to UI . Clicking on a unit will show an image of it.
Title: Re: Tigers Unleashed
Post by: Asid on December 25, 2015, 08:24:54 PM
Graphical additions Work in progress

Not published anywhere else.

This is a feature I requested from the dev. He is working hard to implement it.

These shots show all the units in a composite group (if so selected), plus it has the text description.  It also now has an option to appear by the location (as opposed to where the user last put it).  And finally, the grid resizes and reorients depending on how the user sizes the form.

(http://i1288.photobucket.com/albums/b498/Asid_1/Strategy%20Sim/Tigers%20Unleashed/Beta/TU3_zpsp5iwzauw.jpg)

(http://i1288.photobucket.com/albums/b498/Asid_1/Strategy%20Sim/Tigers%20Unleashed/Beta/TU1_zpso1uqblvr.jpg)

(http://i1288.photobucket.com/albums/b498/Asid_1/Strategy%20Sim/Tigers%20Unleashed/Beta/TU2_zpsy4xffrd7.jpg)
Title: Re: Tigers Unleashed
Post by: Asid on January 17, 2016, 01:09:59 AM
Some of the changes can be seen. Vehicle icons, scenery tiles and unit picture

(http://i1288.photobucket.com/albums/b498/Asid_1/Strategy%20Sim/Tigers%20Unleashed/Beta/TU2_zpsdynt9rkf.jpg)

The updates are progressing. There is apparently a big reduction in the time taken for turn resolution. I have not tried it yet.
Title: Re: Tigers Unleashed
Post by: Asid on January 19, 2016, 05:06:04 AM
The "multiple core" setting

The "multiple core" setting determines how many individual threads are run in the sighting phase (each thread goes onto one core).  It isn't quite a 1:1 ratio in terms of time saved, using 4 core but in tests it has cut the sighting phase time by between 1/2 and 2/3.  Right now it's only used for the sighting phase (which usually takes the longest), but it may be able to expend it at some point to other operations especially in terms of the AI.
Title: Re: Tigers Unleashed
Post by: Asid on March 11, 2016, 05:52:26 PM
Update

Work is still ongoing. I have seen the results. Hopefully a release very soon.

I will keep you updated
Title: Re: Tigers Unleashed
Post by: Asid on March 21, 2016, 05:21:01 PM
Update

Update 20/03/16 is available. Let me know if you want it. 7MB download.

Regards
Title: Re: Tigers Unleashed
Post by: j30g20 on March 23, 2016, 12:18:03 AM
Asid

I would truly appreciate a copy of your most recent download for Tigers Unleashed. Much thanks, in advance.

Len
Title: Re: Tigers Unleashed
Post by: Asid on March 23, 2016, 12:21:28 AM
Asid

I would truly appreciate a copy of your most recent download for Tigers Unleashed. Much thanks, in advance.

Len
pm me your email :)
Title: Re: Tigers Unleashed
Post by: Asid on March 31, 2016, 06:35:32 PM
The updating continues.

Stay tuned
Title: Re: Tigers Unleashed
Post by: Asid on April 18, 2016, 04:51:27 PM
Update

If all goes to plan. An update should be available in about 2 weeks.

Stay Tuned
Title: Re: Tigers Unleashed
Post by: Asid on May 31, 2016, 06:25:05 PM
Update as of 31/05/16

I am trying the latest update along with others. If everything goes well then the update will be released in a couple of weeks as a beta.

A lot has been added to this update. The end is in sight.

I will update this post with specifics very soon.
Title: Tigers Unleashed beta
Post by: Asid on June 15, 2016, 09:44:20 PM
The next beta will be available for download here.

pm me with any questions
Title: Re: Tigers Unleashed
Post by: Asid 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.
Title: Re: Tigers Unleashed
Post by: Asid 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.
Title: Re: Tigers Unleashed
Post by: bigus 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.
Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: Asid 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.
Title: Re: Tigers Unleashed
Post by: budd 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.
Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: budd 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.
Title: Re: Tigers Unleashed
Post by: Asid 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.

Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: Boatmeal on January 06, 2017, 05:03:42 AM
I am glad this is still getting updates and look forward to the next release!
Title: Re: Tigers Unleashed
Post by: Boatmeal on April 21, 2017, 02:30:25 PM
Any update?
Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: Asid on June 20, 2017, 05:34:59 PM
Beta Update

* = Corrections
+ = Additions/Improvements



=============================
19 Jun 17:   TU v1.2.01 (Beta)
=============================

* Fixed off-map movement paths that either were not being shown at all, or were being shown on-map instead.
+ Added "Auto-Created Leaders".  Leaders can now be created during the Force Setup Phase using defined ranks in the Nation Data Table and a text file with last names for each country ("LeaderNames.TXT").  Users may edit this file if desired (scroll to the end of the file for instructions).



=============================
23  May 17:   POA v2.5.09 A13 (Beta)
=============================

* 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 display 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.
Title: Re: Tigers Unleashed
Post by: xavNL on June 25, 2017, 08:01:48 AM
Hi,
Will there be a link to download the latest update (game has been sleeping for too long)?

Xavier
Title: Re: Tigers Unleashed
Post by: Asid on June 25, 2017, 01:26:56 PM
Hi,
Will there be a link to download the latest update (game has been sleeping for too long)?

Xavier

Hi Xavier

This is the only place with TU updates and the possibility of downloading patches. I will release this update as soon as I can. It requires some testing in-house first. Rest-assured I am a gamer at heart and will get this into peoples hands as soon as I can.

Regards
Title: Re: Tigers Unleashed
Post by: xavNL on June 25, 2017, 04:18:22 PM
Thanks. :thumbsup
Title: Re: Tigers Unleashed
Post by: Asid on July 18, 2017, 12:52:06 AM
Update 18/07/17

There were several issues identified in the 19 Jun 17:  TU v1.2.01 (Beta) by players in the initial beta, including some SOP settings that unexpectedly kept units form moving, along with some sort of corruption in the TEC file for ground conditions other than "Dry". 

I have a new beta and will report back asap.
Title: Re: Tigers Unleashed
Post by: Asid on July 18, 2017, 12:55:48 AM
=============================
17 July 17:   TU v1.2.01 (Beta 2)
=============================



* = Corrections
+ = Additions/Improvements



* 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.
Title: Re: Tigers Unleashed
Post by: Boatmeal on July 18, 2017, 08:45:20 AM
So those POA updates are in TU as well?
Title: Re: Tigers Unleashed
Post by: Asid on July 18, 2017, 01:09:37 PM
So those POA updates are in TU as well?

They share the same engine. Improvements and fixes in TU will benefit POA2.
Title: Re: Tigers Unleashed
Post by: 76mm on July 20, 2017, 09:18:25 PM
This patch has been "about to be released" for what, a year now?  And the game released how long ago?  Not sure why I even bother to check any more...
Title: Re: Tigers Unleashed
Post by: Asid on July 21, 2017, 03:26:38 PM
This patch has been "about to be released" for what, a year now?  And the game released how long ago?  Not sure why I even bother to check any more...

Hi 76mm

I understand your frustration and I share it.

The developer does not believe in forums. I think that is crazy.

I try and bring as much information as well as release patches to everyone. I am the only one on the web doing this for TU i think.

I do the best I can.

Regards
Title: Re: Tigers Unleashed
Post by: Stefanoc on July 21, 2017, 06:02:01 PM
One Thing is for sure, Asid, you are great! Thanks for all your work!
Title: Re: Tigers Unleashed
Post by: Asid on July 21, 2017, 07:56:35 PM
Thank you for the kind words Stefanoc :)
Title: Re: Tigers Unleashed
Post by: 76mm on July 21, 2017, 08:29:33 PM
Thanks asid, sorry for venting...it's just that I had high hopes for this game when I bought it upon release several years ago and have been frustrated by the lack of visible progress and total lack of communication other than from you and wodin, and even that is sporadic and obviously dependent on the developer or HPS.  I've heard many times that there is "lots going on behind the scenes" but after what, five years, that story has become considerably less convincing.

Honestly I don't get it, but thanks for your efforts and hopefully someday while all of us are still capable of manning a keyboard something interesting will emerge.

Thanks again for your efforts.
Title: Re: Tigers Unleashed
Post by: Asid on July 22, 2017, 02:02:51 AM
Thanks asid, sorry for venting.

I understand my friend.  :) I will push harder for a release patch. I will update it here.

Regards
Title: Re: Tigers Unleashed
Post by: Asid on August 29, 2017, 04:03:20 PM
Tigers Unleashed Beta v1.2.01 (Beta 2) 17/07/17


Released by Dogs Of War Vu:  here (http://dogsofwarvu.com/forum/index.php/topic,5171.0.html)
Title: Re: Tigers Unleashed
Post by: xavNL on September 01, 2017, 02:02:42 PM
 :howdy
Title: Re: Tigers Unleashed
Post by: derflinger58 on September 07, 2017, 01:20:37 AM
any battle I set up from scratch I cannot get the computer opponent to even fire their weapons...I'm using latest patch/build and have assigned leaders to enemy units to help direct their fire, but still no return fire ; they just sit there on defense and die  ; not sure why no response from AI enemy?
Title: Re: Tigers Unleashed
Post by: Asid on September 23, 2017, 01:45:07 AM
Tigers Unleashed Beta v1.2.01 (Beta B4L) 22/09/17


Released by Dogs Of War Vu:  here (http://dogsofwarvu.com/forum/index.php/topic,5285.0.html)
Title: Re: Tigers Unleashed
Post by: derflinger58 on September 27, 2017, 03:17:41 AM
this latest beta locks me up where c/alt/delete cant get me free.   Had to restart the pc.   trying to exit out of TU gives me constant "invalid pointer exception fault"? error
                  I'm using  win 10.
Title: Re: Tigers Unleashed
Post by: Asid on September 27, 2017, 02:29:54 PM
Hi derflinger58

I am using Win 8.1 (64bit)

Installing:
1. Fresh install

2. Install Tigers Unleashed Beta v1.2.01 (Beta 2) 17/07/17  here (http://dogsofwarvu.com/forum/index.php/topic,5171.msg23947.html#msg23947)

3. Install Tigers Unleashed Beta  v1.2.01 (Beta B4L) (3.84MB):Click here (https://www.dropbox.com/s/u2fpytkemay6xx1/TU%20Update_1.2.01%28Beta%20B4L%29.zip?dl=0)

It works for me. Did you follow these steps? Perhaps it is a Win 10 issue. I will report it.

Let me know

Regards
 
Title: Re: Tigers Unleashed
Post by: bigus on September 27, 2017, 11:21:13 PM
any battle I set up from scratch I cannot get the computer opponent to even fire their weapons...I'm using latest patch/build and have assigned leaders to enemy units to help direct their fire, but still no return fire ; they just sit there on defense and die  ; not sure why no response from AI enemy?

I noticed the same. I've e-mailed Scott.

From Scott at HPS.

"I wanted to let you know that I know what's causing the lack of fire - the AI is afraid it's going to hit friendly units and/or fire over/through them.  So it holds fire. 

Even though, in this case at least, the "at risk" units are in the same hex as the firer.  But it still gets triggered because individual systems are actually spaced inside the hex to the nearest meter and they can overlap a bit

So I'm going to need to tweak the routines a bit.  The analysis of when to block firing because a it would go over/though a friendly is kinda new, and depends on specific situations, so it's slipped by to this point.

I'm not sure how long this will take, but I'll send you an update when I think I have it ironed out, and we can see how it goes.

See ya, and thanks again!
 -Scott"
Title: Re: Tigers Unleashed
Post by: bigus on September 27, 2017, 11:26:07 PM
this latest beta locks me up where c/alt/delete cant get me free.   Had to restart the pc.   trying to exit out of TU gives me constant "invalid pointer exception fault"? error
                  I'm using  win 10.


Try the correct installation procedure as per Asid's post above.
If you've done the correct order of installation,
Are you trying to create a scenario from scratch?
I've noticed this once when creating a scenario but a Ctrl/Alt/Delete gets me out. Using Win 10 as well.
Title: Re: Tigers Unleashed
Post by: derflinger58 on September 28, 2017, 02:10:42 AM
Thanks, I went ahead and did clean install plus the 2 patches.   When creating a scratch scn I get invalid pointer operation when exit out ; after re-install I was able to use cntl-alt-del to get out of program.
Title: Re: Tigers Unleashed
Post by: Asid on September 28, 2017, 02:34:21 AM
Glad it worked derflinger58.

Let us know how you get on.

Regards
Title: Re: Tigers Unleashed
Post by: derflinger58 on October 12, 2017, 07:38:57 PM
I really enjoy the possibilities of this system, but I'm going to put it away until the AI return fire problems get corrected. Just played a Soviet t34 regiment attacking 3   88mm batteries and the 88's never fired at all, they just died in place. Message when when it is playable , thanks
Title: Re: Tigers Unleashed
Post by: Asid on October 12, 2017, 09:10:50 PM
Hi derflinger58

keep an eye on this post so you know when I have any updates.

Regards
Title: Re: Tigers Unleashed
Post by: bigus on October 14, 2017, 12:04:26 AM
I really enjoy the possibilities of this system, but I'm going to put it away until the AI return fire problems get corrected. Just played a Soviet t34 regiment attacking 3   88mm batteries and the 88's never fired at all, they just died in place. Message when when it is playable , thanks

I have the updated exe that fixes the firing issue.
Unfortunately I can't post it (size restriction)
I believe Asid will have it in a while or has it and is testing now.

I'm still seeing some EEFFACE errors on loading certain scenarios.
Title: Re: Tigers Unleashed
Post by: Asid on October 14, 2017, 07:32:41 PM
EEFACE error still being tested. I will update this thread as soon as I have something.

Regards
Title: Re: Tigers Unleashed
Post by: Asid on October 16, 2017, 04:03:52 PM
Tigers Unleashed Beta v1.2.01 (Beta B4R) 15/10/17


Released by Dogs Of War Vu:  here (http://dogsofwarvu.com/forum/index.php/topic,5384.0.html)
Title: Re: Tigers Unleashed
Post by: bigus on October 17, 2017, 12:53:55 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?
Second Shock Army
Breakout from Demyansk
Battle of Karkov
Big guns at Sevastopol
Relief of the Cholm Pocket
Tigers in the North
Outskirts of Warsaw
Counterattack at Yelna

Cheers,
Title: Re: Tigers Unleashed
Post by: Asid 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.
Title: Re: Tigers Unleashed
Post by: Asid 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 (http://dogsofwarvu.com/forum/index.php/topic,5400.0.html)
Title: Re: Tigers Unleashed
Post by: Selva 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.
Title: Re: Tigers Unleashed
Post by: Asid 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
Title: Re: Tigers Unleashed
Post by: Selva on October 28, 2017, 05:37:21 AM
Considerably better with these latests patches.
Title: Re: Tigers Unleashed
Post by: Asid on October 28, 2017, 07:16:14 PM
Considerably better with these latests patches.

 :thumbsup
Title: Re: Tigers Unleashed
Post by: Selva 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.
Title: Re: Tigers Unleashed
Post by: Asid 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 (http://dogsofwarvu.com/forum/index.php/topic,6109.0.html)
Title: Re: Tigers Unleashed
Post by: Asid on May 13, 2018, 04:29:09 PM
(http://www.hpssims.com/Pages/Products/TSS/TU/TU%20Splash.jpg)


Tigers Unleashed 1.2.10  12/05/18


Download TU_Update_1_2_10.exe  12/05/18 (29.9MB): Click here (http://updates.hpssims.com/TSS/TU/TU_Update_1_2_10.exe)
 

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).
Title: Re: Tigers Unleashed
Post by: Asid on August 05, 2020, 11:56:33 PM
(http://www.hpssims.com/Pages/Products/TSS/TU/TU%20Splash.jpg)


Tigers Unleashed Updates 04 Aug 2020


Download TU_Update_1_2_10.exe  12/05/18 (29.9MB): Click here (http://updates.hpssims.com/TSS/TU/TU_Update_1_2_10.exe)
 

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 (http://updates.hpssims.com/TSS/TU/TU%20Scenario%20Pack%20I.exe)


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 (https://www.hpssims.com/Pages/Updates/up_TSS/TSS%20Map%20Update%20Pack%20I.exe)

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


Title: Re: Tigers Unleashed
Post by: Selva 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.
Title: Re: Tigers Unleashed
Post by: Asid 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.

Title: Re: Tigers Unleashed
Post by: Freyr Oakenshield 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
Title: Re: Tigers Unleashed
Post by: Freyr Oakenshield 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
Title: Re: Tigers Unleashed
Post by: Asid on September 18, 2021, 11:33:19 PM
I have tried them before release and can recommend everyone updates  :thumbsup
Title: Re: Tigers Unleashed
Post by: Freyr Oakenshield on September 28, 2021, 04:26:09 PM
Do the new multi-core changes in the patch improve the game's processing speed in any noticeable way?

I don't own the game so I don't know; just toying with the idea of buying it.