Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 21, 2016, 12:32:00 PM

Title: Point Of Attack 2
Post by: Asid on July 21, 2016, 12:32:00 PM
Point Of Attack 2

Part of the TACTICAL STUDIES SERIES

(http://www.hpssims.com/pages/products/poa2/scrShots2/POA21.JPG)


"Ultra-Realistic" Modeling

HPS Simulations, working with the United States Air Force Office of Scientific Research, is proud to announce the  release of Point of Attack 2, a Scott Hamilton simulation.

POA2 is a modern tactical level simulation that depicts combat over a wide range of circumstances and levels, from platoons and individual vehicles to company or higher sized units.   It features complete depiction of supporting artillery, air strikes, electronic warfare, engineer, chemical warfare, helicopter, naval, and psyop units, network communications, and satellites. 

Units are depicted with official NATO symbology. Scenarios include Germany, Korea, Southwest Asia, and the US Army's National Training Center, along with hypothetical terrorist attacks on US soil.

(http://www.hpssims.com/pages/products/poa2/scrShots2/poa22.jpg)

Details
POA-2  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, POA-2 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.
   
•   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.


Official site: http://www.hpssims.com/pages/products/poa2/poa2b.html
Official Updates: http://www.hpssims.com/pages/updates/up_TSS/Up_TSS.ASP
Tactical Studies Series Manual: http://www.hpssims.com/Pages/updates/up_TSS/TSS%20User%20Manual.pdf


Capable AI
The AI in POA-2 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)

POA-2 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 98/ME/NT/2000 / XP / VISTA / 7 / 8
•   1 GB MB of RAM
•   1.2 GB free space on hard drive
•   Modem/LAN for PBEM.


Astonishing Simulation
   
Continuing, and expanding upon, the tradition of the critically-acclaimed
Point of Attack, Tigers on the Prowl, and Panthers in the Shadows,
Point of Attack 2 is an astonishingly comprehensive and detailed modern combat simulator. The weapons database includes hundreds of systems from circa 1960 into those the might be fielded the near future, all modeled in amazing detail. The ammunition types include cluster munitions, missiles, bombs, rockets, kinetic energy rounds, and even hypothetical energy weapons.   Systems that are modeled include:

•   Point Missile Defense
•   Radar
•   Laser
•   Decoy systems
•   Jamming systems
•   NBC defense
•   Mines
•   Remote sensors
•   Naval units
•   Air forces
•   Terrorists
•   Civilians
•   Satellites
•   Communications Networks
•   and much more. http://www.hpssims.com/pages/products/poa2/POA2.htm

(http://www.hpssims.com/pages/products/poa2/scrShots2/Bluefields.jpg)

(http://www.hpssims.com/pages/products/poa2/scrShots2/poa25.jpg)


No mere "Shooter" game

Point of Attack 2 is a "game" unlike any other ever available for the civilian market.  It is not for everyone--it is a product designed to accurately model the minute intricacies of modern weapons systems to a degree which casual gamers may find cumbersome, even excessive.  POA2 values 'brutal' realism above all else.

(http://www.hpssims.com/pages/products/poa2/scrShots2/poa24.jpg)


Want to see more?

Click here for additional screen shots.
   http://www.hpssims.com/pages/products/poa2/scrShots3/poa2-ScreenShots.html

Click here for a list of included weapons systems (~1085 Total) Updated 22 Oct 07
   http://www.hpssims.com/pages/products/poa2/Wpn%20Sys%20Name%20List.TXT

Click here to download the series manual in .PDF format  (41 MB) Updated 23 May 07
   http://www.hpssims.com/pages/updates/up_TSS/TSS%20User%20Manual.pdf

Click here for the latest Program Update and FAQ.
http://www.hpssims.com/pages/updates/up_TSS/Up_TSS.ASP

NOTE:  Per our agreement with the US Government, the civilian release version allows users to customize and edit many of the data tables including TO&E's and force structures, leaders, nationality values, weather, and the TEC (terrain effects).  However, it does not support editing of the weapons or ammunition related tables, although they may be viewed.

(http://www.hpssims.com/pages/products/poa2/scrShots2/poa28.jpg)
Title: Re: Point Of Attack 2
Post by: Asid on July 21, 2016, 12:40:00 PM
POA-2 Update July 21 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: Point Of Attack 2
Post by: Beef on July 21, 2016, 05:10:02 PM
This looks very interesting. Is there a demo? Do they need beta testers? (cough, cough, Me! cough...)?
Title: Re: Point Of Attack 2
Post by: Stardog765 on July 21, 2016, 08:21:52 PM
Haha I hear that.

I dont think there is a demo unfortunately which is really something that should be required for any war game over $30.
Title: Re: Point Of Attack 2
Post by: chrisreb on July 23, 2016, 06:19:56 AM
Looked at this before . One for the future I think when I actually play the stack of games I already have!
Title: Re: Point Of Attack 2
Post by: Asid on August 01, 2016, 11:58:55 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: Point Of Attack 2
Post by: Asid on August 06, 2016, 11:18:11 PM
The Beta update is in it's final release stage.

I am hoping a few days. I will upload here.
Title: Re: Point Of Attack 2
Post by: rvseydlitz on September 13, 2016, 08:54:29 AM
Is any news from this? Or will the Tigers Unleashed patch also update this game?
Title: Re: Point Of Attack 2
Post by: Asid on September 13, 2016, 02:35:46 PM
Is any news from this? Or will the Tigers Unleashed patch also update this game?
Hi

The only news is here. The TU patch will NOT update POA-2. A patch for POA-2 is coming out but you know how it is.

Regards
Title: Re: Point Of Attack 2
Post by: rvseydlitz on September 13, 2016, 06:58:29 PM
Thank you!
Do you know also if-since the same system, maps from TU will supported in POA?
Title: Re: Point Of Attack 2
Post by: Asid on September 14, 2016, 08:32:28 PM
Thank you!
Do you know also if-since the same system, maps from TU will supported in POA?
POA-2 & TU share the same basic engine.
Title: Re: Point Of Attack 2
Post by: rvseydlitz on November 29, 2016, 04:06:32 AM
Is there any more news on this patch? Thank you.
Title: Re: Point Of Attack 2
Post by: Red2112 on November 29, 2016, 11:20:29 AM
Me like this too  ;D

 https://www.youtube.com/watch?v=owGvVNXc3pg

Title: Re: Point Of Attack 2
Post by: Asid on November 29, 2016, 04:58:24 PM
Is there any more news on this patch? Thank you.

Still waiting on the Tigers Unleashed patch getting finalised first. I will post here when I get the info. Keep an eye on this post.

Regards
Title: Re: Point Of Attack 2
Post by: Asid on January 04, 2017, 03:14:27 PM
Update as of 04/01/17

Work on Tigers Unleashed is still on going. This has delayed a release for POA2. However both games share the same engine so work on one is added to the other.

I will update when I have more....Someone has to  ::)

Title: Re: Point Of Attack 2
Post by: Amaroq on January 04, 2017, 04:31:28 PM
Thanks! I find all this waiting actually very reminiscent of playing POA2. An Hommage, almost...  :D
Title: Re: Point Of Attack 2
Post by: Asid on January 04, 2017, 04:39:10 PM
No problem Amaroq. There is no info on the net about updates etc apart from here. Keep an eye on this forum.

Regards
Title: Re: Point Of Attack 2
Post by: Asid on April 22, 2017, 12:59:26 AM
P.O.A.2  beta A13


This updated is being tested internally by myself and others. I will release as soon as possible. Just want to make sure it is ok.

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.

Title: Re: Point Of Attack 2
Post by: Asid on April 22, 2017, 05:47:52 PM
(http://i.imgur.com/kX1yJJL.png)
Title: Re: Point Of Attack 2
Post by: Asid on April 29, 2017, 12:15:20 AM
As promised here is the update

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 (https://www.dropbox.com/s/ha5r226qeaew1ak/POA_Update_2_5_09_A13_Beta.exe?dl=0)
Title: Re: Point Of Attack 2
Post by: Stefanoc on April 29, 2017, 06:32:18 AM
Thankyou!!! Asid!
Title: Re: Point Of Attack 2
Post by: Asid on April 29, 2017, 12:04:03 PM
Thankyou!!! Asid!

No problem Stefanoc. Keep an eye here on the Dogs of War. I will bring you as much as I can.

Regards
Title: Re: Point Of Attack 2
Post by: Amaroq on April 29, 2017, 02:21:50 PM
Wow, this is quite the UX update. Mouse scrolling alone removes one major PITA of navigating around.
Title: Re: Point Of Attack 2
Post by: Asid on April 29, 2017, 02:24:57 PM
Performance is a lot better. So many L.O.S. calculations......Very high fidelity.
Title: Re: Point Of Attack 2
Post by: Amaroq on April 29, 2017, 02:49:34 PM
Performance is a lot better. So many L.O.S. calculations......Very high fidelity.
Yeah, it's actually quite playable now. I admit I couldn't handle it before. I felt like I was watching grass grow.
Title: Re: Point Of Attack 2
Post by: Asid on April 29, 2017, 02:53:30 PM
Decreasing the fidelity of the calculations will reduce turn processing time.
Title: Re: Point Of Attack 2
Post by: Stefanoc on April 30, 2017, 09:24:15 AM
Great improvements! ;D
Title: Re: Point Of Attack 2
Post by: Stefanoc on May 01, 2017, 09:01:08 PM
Sorry!  My fault ! I speak too Early,  And not tested Well!  (all is ok!)   :howdy
Title: Re: Point Of Attack 2
Post by: Asid on May 01, 2017, 09:05:39 PM
Sorry!  My fault ! I speak too Early,  And not tested Well!  (all is ok!)   :howdy

I thought so. Everything worked OK for me but I was going to try again.

Thanks for letting us know  :thumbsup

Regards
Title: Re: Point Of Attack 2
Post by: Asid on September 23, 2017, 01:59:21 AM
Point Of Attack 2.5.09 (Beta B4L) 22/09/17


Released by Dogs Of War Vu:  here (http://dogsofwarvu.com/forum/index.php/topic,5286.0.html)
Title: Re: Point Of Attack 2
Post by: Asid on October 16, 2017, 04:02:17 PM
Point Of Attack 2.5.09 (Beta B4Q) 15/10/17


Released by Dogs Of War Vu:  here (http://dogsofwarvu.com/forum/index.php/topic,5385.0.html)
Title: Re: Point Of Attack 2
Post by: Selva on October 24, 2017, 11:02:59 AM
I'm going to try these.

However, i would really like to known if my levels of crashes and errors are normal or unusual because it's unplayable, even for someone that tries hard like me PoA 2.5 is still totally borken, specially when it comes to Custom Scenarios. 
Title: Re: Point Of Attack 2
Post by: Asid on October 24, 2017, 01:16:00 PM
I'm going to try these.

However, i would really like to known if my levels of crashes and errors are normal or unusual because it's unplayable, even for someone that tries hard like me PoA 2.5 is still totally borken, specially when it comes to Custom Scenarios.

Try a default mission first.
Title: Re: Point Of Attack 2
Post by: Selva on October 24, 2017, 06:54:08 PM
I'm going to try these.

However, i would really like to known if my levels of crashes and errors are normal or unusual because it's unplayable, even for someone that tries hard like me PoA 2.5 is still totally borken, specially when it comes to Custom Scenarios.

Try a default mission first.

Yeah, default scenarios Seems to run normally 80% of the times, indeed. But the main problems persists with scenarios created from scratch. It seems that my missions on Ukraine and Syria will have to wait.

Title: Re: Point Of Attack 2
Post by: Asid on May 13, 2018, 04:36:21 PM
(http://www.hpssims.com/pages/products/poa2/scrShots2/POA21.JPG)


Point Of Attack 2 v2.5.11 12/05/18


Download POA_Update_2_5_11.exe (118MB): Click here (http://updates.hpssims.com/TSS/POA2/POA_Update_2_5_11.exe)
 



Tactical Studies Series: Point Of Attack 2
Program Change List
   

* = Corrections
+ = Additions/Improvements


=============================
12  May 18: 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: Point Of Attack 2
Post by: Selva on May 14, 2018, 04:03:47 PM
Got the patch days before. I've asked Scott and Rich to post here but they've decided it was better to wait a little more.

Overall: I'm still testing, but it seems that it's slightly faster (don't get too excited, it's still slow as hell) and with less glitches and EEFFACE crashes. However, it's still unstable IMAO. The urban maps in the geomap editor doesn't work properly and there's occasional error when trying to play the pre-made scenarios (I think it's because they are using a newer version of the TSS library which is not available to us yet) not to mention EEFFACE error involving units detachements.

Resuming, the playabiliity has increased 25% since the last beta patch (that's my perception).


I've talked to Scott about the evolution of PoA and TU, and he told me that porting the engine to multi-core capacity would be a game's code total revamp and would, therefore, be almost out of question. With that in mind, we can forget multi-thread, which means that the game won't change much when it comes to processing speed since the game engine would use only one core of you CPU in a game that is all about processing power.
Title: Re: Point Of Attack 2
Post by: Asid on May 14, 2018, 04:36:01 PM
I've asked Scott and Rich to post here but they've decided it was better to wait a little more.


I find the dev not posting anywhere unacceptable  :Wag finger
Title: Re: Point Of Attack 2
Post by: Amaroq on May 23, 2018, 09:10:43 PM
I've talked to Scott about the evolution of PoA and TU, and he told me that porting the engine to multi-core capacity would be a game's code total revamp and would, therefore, be almost out of question.
And yet they continue to sell it for 60 bucks... They should get together with somebody that has a working engine but lacks the unit database, like Historical Software / Battle Command.  POA2 never was 'playable' and I'm amazed people have put up with this state of affairs for so long. I literally bought it because I thought I was missing something, but I don't think I was... Hardly any scenarios included, an prohibitively convoluted process to make new scenarios and a game that is so slow it will make CHKDSK give you an adrenaline rush. As much as I appreciate the work they continue to put into fixing bugs, I feel they're wasting their efforts if it's not part of a greater plan to evolve the game into something that actually works as a product.
Title: Re: Point Of Attack 2
Post by: Asid on May 23, 2018, 09:30:00 PM
Many people might struggle to find a game in there. It is a great tool and that is what it was originally comissioned for. Running a batch process to ascertain results is what it was made for.

I have never understood the resistance from the developer and others close to him to interact/infor/engage with the community  :confused

This is definitely NOT for most people  :Wag finger
Title: Re: Point Of Attack 2
Post by: Amaroq on May 24, 2018, 02:03:46 PM
Many people might struggle to find a game in there. It is a great tool and that is what it was originally comissioned for. Running a batch process to ascertain results is what it was made for.
Do you have an example? My main design gripe is that if for example the terrain and LOS are merely such a crude approximations and for example unit placement and cover is pretty much determined by RNG and probability percentages, what's the point of calculating humidity, air density and what not? You're crudely approximating several of the central factors but massively over-engineering others that are practically irrelevant. So my gut feeling is it's not even very good at many of these plausibility calculations because it has it the wrong way around: The well trained soldier should be the constant and humidity etc. should be (at best a minor) random factor. At least that's how I read it.

I bought POA2 hoping for exactly what you describe, sandboxing some interesting encounters, much like I do with CMANO. But I've been unable to achieve that. One reason is the speed of the simulation (or lack thereof) that makes it practically unobservable, but the other is that I just don't see any remarkable results. The game does 'stuff' and outputs 'results' but they don't seem to make much sense as in "I see why it's worth running all these calculations rather than just taking a scientifically established hit percentage."
Title: Re: Point Of Attack 2
Post by: elegantuni236091 on October 05, 2018, 12:56:12 PM
To make pre-made scenarios work with the latest patch.  Before you install the latest patch.  Copy the maps folder to a different location on your harddrive.  Something like c:\maps then install the patch and copy the maps folder back to the original place.
Title: Re: Point Of Attack 2
Post by: Selva on October 05, 2018, 05:02:43 PM
I have to agree with Amaroq. But i think that the game engine is very poorly optimized. PoA and Tu have are unique games, but they are totally unreliable, or playable. In my struggle to try to play the game, i was working on a Syrian scenario in the editor. I had some basic problems concerning layers,. I've sent a support ticket and they, basically, archived my request answering that they were not having the same issue.

Bottom Line: Great idea, very bad execution. PoA and Tu are a broken engine for a considerable amount of cash. Not recommended at all.