[TU - PoA2] Nuovi aggiornamenti per la Tactical Studies Series HPS

Discussione in 'Wargames - Generale' iniziata da JMass, 2 Gennaio 2012.

  1. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    La Tactical Studies Series dell'HPS è stata aggiornata, Tigers Unleashed riceve una nuova patch mentre ci sono cambiamenti più sostanziosi per Point of Attack 2 che passa a 2.5 e viene corredato dal Geomorphic Map Builder già visto in TU (avviso i possessori di entrambi i giochi che per PoA basta scaricare il file POA_2_5_01.exe in quanto sia il manuale che il map builder installati con TU valgono anche per il primo) e dà la possibilità di creare più facilmente nuovi scenari (io sto aggiungendo/ampiando gli OoB di Egitto, Siria, Iraq e Israele, forse anche Giordania, per creare scenari per le AIW a partire dal 1973). Occhio che devono essersi dimenticati qualche immagine (quelle che compaiono nelle finestre di presentazione degli scenari e nella finestra "about") di PoA e quindi compaiono messaggi di errore, in attesa di una nuova patch io me le sono create...

    Pagina di download

    Tactical Studies Series: Tigers Unleashed
    Program Change List
    Additional Playtester Credits: Michael Motzkus

    * = Corrections
    + = Additions/Improvements

    =============================
    31 Dec 11: TU v1.00.05
    =============================
    31 Dec 11
    * Can now selct custom ORG files (nations, TO&E's, etc) when setitng up a new game.
    * Adjusted data tables for new "stationary unit" rotation scheme.
    + Streamlined load/unload process.
    + Improved the IF Misison form "Results panel" to provide more info on unit firing status.

    =============================
    23 Dec 11: TU v1.00.04
    =============================
    22 Dec 11
    * Updated Staff Officer Form to allow for column resizing.
    * Adjusted reporting for fire against non-armored targets.
    * Corrected issue with towed units not being able to swivel to engage targets.
    * Blocked exception error when opening Preferences form before loading a game.
    + Updated map display when FOW turned off (level zero).

    19 Dec 11
    * Corrected access error in FOW message precessing routines when a unit knew of, and was sending messages on all other units in the game.
    * Fixed access error if opening Preferences menu before a game is loaded.
    + Updated wrecks symbol, and now place it above fire/smoke. Also added smoke and dust to “mouse-over”.

    =============================
    15 Dec 11: TU v1.00.03
    =============================
    15 Dec 11:
    * Corrected issues with the Staff Officers where clicking on a cell/tab before a previous operation was completed sometimes caused a c++ error (clicks are now blocked until the process has finished). Also optimized some of the longer-duration processes to execute faster.
    * Corrected the symbol set to include the NATO view.
    * No longer show checkbox for, or list of, possible inconsistencies when closing Ammo and Weapons System Data forms.
    * Several Weapons System Database typos corrected.

    =============================
    12 Dec 11: TU v1.00.02
    =============================
    12 Dec 11:
    * Corrected glitch in file-find routines that affected some installs to “non-HPS Simulations\” locations.
    * Corrected access error when attempting to place IP's during an in-progress scenario.
    * Corrected access error when AI was attempting to issue run-to-cover orders to units that had just completed a previous set of AI issued orders.
    + Added additional text to Commo Staff Officer: Range to HQ field. Now it also shows the total distance between you (the TFHQ) and the unit, and the number of intermediate steps in the chain of command. This enables you to keep your units near their immediate HQ, but also gives an indication of why the command delay might be longer than the simple range would suggest.

    =============================
    9 Dec 11: TU v1.00.01
    =============================
  2. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
  3. skuby

    skuby

    Registrato:
    29 Gennaio 2006
    Messaggi:
    1.139
    Ratings Received:
    +30 / 4
    tra l'altro è finalmente arrivato anche a me
  4. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
  5. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
  6. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Disponibili le nuove patch per TU e PoA2:

    Tactical Studies Series: Tigers Unleashed
    Program Change List


    Additional Playtester Credits: Michael Motzkus, Peter Fisla

    * = Corrections
    + = Additions/Improvements

    9 Mar 12
    + Improved AI facing choices (while maintaining FOW).
    + Added weapons system info to “mouse over” tool tip on the Unit Movement Form for units in upper left selection box.
    + Added codes in Maneuver Groups Form to show why units aren't considered part of a group when they “should be”.
    * Corrected a problem where “keep detachments with maneuver group” was not always being applied properly.
    * Corrected problem where movement orders weren't always being added after right-clicking on a unit and issuing load/unload commands.


    6 Mar 12
    * When a Maneuver Group is removed, all sub-units have their movement paths cleared of all orders.
    + Added “facing arrow” option: <Alt + F> or Main Menu | Display | Unit Display or Preferences | Unit Colors. Bright red: hull, dark red: turret. One set for each firing group.
    + Adjusted auto-run to apply to human vs. AI games as well as AI vs. AI. Settings made on AI settings form and Combat report now applied to the “session”, not as permanent “preferences”.


    27 Feb 12
    * Revamped Reinforcement placement and initial AI movement routines. Now include reminder form at start of turn and more info in S-1 staff officer screen. Added “NEW!” before unit name. NOTE: new reinforcements have zero command delay during the orders phase when they enter the game (both AI and human players).
    * Corrected a maneuver group issue where units would potentially stop moving when Player 1's TFHQ was selected as the group's parent.


    14 Feb 12
    * Corrected reported DF range value in combat phase - wasn't including altitude (though calcs accounted for it).
    + Updated Air/CAS mission status reporting in MOE report.


    11 Feb 12
    * Corrected composite mode check box being reset in 2-player games. Now the same setting is used for both players.
    * Corrected potential situations where units could overload carrier limits as passengers.
    * Improved the map display of areas/objectives to update from user actions.
    + Detachments are now automatically part of any composite group they were spawned from, no longer need to have the setting on.
    + Adjusted Order Mode/Buttons and Menu Options enabling/disabling to be more aware of current orders mode.
    + Adjusted implementation of “HQ Stay Behind Formation” SOP settings so that it does not include loaded units.
    + Added option to display sequence number on Maneuver Group objective locs shown on map (1 is first, 2 is second, etc.).


    2 Feb 12
    * LOS Resolution wasn't being displayed properly on Main Form.
    * Fixed “Enter Player Turn/Password Form” Quit button.
    * Fixed “too much info” being shown about enemy force on “New Scenario” Checklist Form (was showing #units, etc. instead of just VP's).
    * Corrected “strange” values in Level 6 combat reports for values that should have been shown as zero/not used.
    + Two-player games now always asks to save at end of each turn (and has a reminder for PbeM games).
    + All preference settings are now GLOBAL (they apply to all scenarios loaded).

    31 Jan 12
    + Added descriptions for wrecks listing what systems they were.
    + Added a filter to automatically remove extraneous on-hand ammunition quantities.

    26 Jan 12
    * Corrected “Floating Point” error is Staff Officers screen when showing Status Report description/information text at bottom of form under very specific situations.
    * Corrected Call For IF Form “Has Mission” column to show if unit has any mission still in the FDC queue (was only showing if the target was active/valid). Also adjusted the ammo selection form to be IF-specific.
    + Moved “Unit Display Type” panel to be adjacent to the “Turn” command button group on the Main Form so it is always visible.
    + Added additional firing information when setting gun/ammo and facing info from Unit Information Form (Firing Groups Tab).
    + Disabled turret setting on Unit Info Form / Firing Groups Tab for systems without a turret (setting it had no effect).

    23 Jan 12
    + Combat Reporting settings added to Preferences Form.
    + Added Ctrl+C to toggle Composite Unit Mode

    20 Jan 12
    * Showing the About Box no longer disables the main form force tree.
    * Zooming-in no longer erases “hot unit” movement path (if it is displayed).
    * Corrected an issue with composite units when HQ killed, units was reverting to TF HQ control.

    17 Jan 12
    * Corrected combat reporting Hit Qty display to account for the combat fidelity multiplier setting (where the hit/miss result of one round is automatically applied to other rounds to save time). Kill/damage results were displayed correctly since they are always evaluated one at a time.
    * Fixed an error in fatigue calculations - modification for low time elapsed since scenario start.
    * Corrected “Used IR Flag” check mark on Unit Info form.
    * Destroyed units no longer selectable from force tree.
    * “Ceased firing” combat report message now FOW-sensitive.
    * Corrected FOW issue where some buildings/Permanent IP's weren't being shown as “known”.
    + Added “Exit IP” command to movement orders form, so don't have to go to Unit Information form.
    + Extraneous Cancel button removed from SOP and DF Targeting Results Forms.

    12 Jan 11
    * Blocked ability to go into a different orders mode when already in one (can't be in two at the same time!).
    * Blank map display was sometimes drawing projected unit positions (shown when player log-in form was visible).
    * DF “target this loc” now no longer displays units that are not sighted by the current “hot unit” (was showing non-sighted units in their last-known positions).
    + Made the “Cancel” button more “operation aware” so it can't be clicked accidentally in the middle of giving some types of orders.
    + Updated Victory Conditions - including making the end-game form more informative, and adding a tool-tip hint when the mouse is placed over the indication on the main form.
    + When issuing unit movement orders, if a user “un-selects” the focus/hot unit on the firm, another automatically replaces it.

    9 Jan 11
    * Blocked editing from the Terrain/TEC Link Info Form in the main module.

    6 Jan 11
    + Added SOP option not to fire small arms at buttoned-up armored targets for suppression purposes when no reasonable kill probability exists (<1%).
    + Reworded artillery mission form info box to be more descriptive on lower expert levels.
    * Corrected Unit Detail Info “Vehicles hang-back” and “Clear buildings room-by-room” checkbox tool tips.

    5 Jan 11
    + Consolidated progress bars onto main form.
    + No longer show Password/Player box at start of turns for single-player games.
    + Added “Don't show again” option for save game dialog that appears at the end of each player's turn (in 2-player games).

    3 Jan 11
    * Fixed access error when selecting "Main Menu | Reports | Show Terrain/TEC Links" when a geomorphic map was loaded.
    * When opening the Scenario Selection box to load a new game, the current game is temporarily saved and then reloaded if cancel is selected (no new scenario is chosen to be loaded).

    2 Jan 12
    * Fixed "Domain" error in Sandbox utility when target was an aircraft.
    + Added "Always Use Nation Table Colors" preference for unit symbols (Preferences | Unit Colors). When selected, this overrides symbol colors set in the scenario.
  7. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Sembra che la patch non sia stata testata granchè, ho ottenuto diversi errori c++ e il blocco del gioco dopo qualche turno...
  8. skuby

    skuby

    Registrato:
    29 Gennaio 2006
    Messaggi:
    1.139
    Ratings Received:
    +30 / 4
    se lo sistemano un pò non mi dispiacerebbe provarlo (l'ho comprato e non ancora installato)
  9. Topo

    Topo

    Registrato:
    24 Giugno 2008
    Messaggi:
    804
    Ratings Received:
    +1 / 0
    A che punto è secondo voi la messa a punto di TU?
  10. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Va a rilento, mi sembra, per problemi fisici (mal di schiena?) del programmatore...
  11. balena

    balena Admin Membro dello Staff

    Registrato:
    22 Gennaio 2007
    Messaggi:
    1.497
    Località:
    forlì
    Ratings Received:
    +23 / 0
    i problemi sono risolti ???

    gli errori c++ si sopportano i panzer 4 che sparano ome gli abrams meno...
  12. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Io non lo so, nonostante la firma lo attesti in realtà è da un pò che non lo gioco, non ho tempo per fare il beta tester a gratis!

    Strano, conosco almeno un altro gioco dove succedono stranezze analoghe e pochissimi si lamentano (osano lamentarsi)... :devil:
  13. skuby

    skuby

    Registrato:
    29 Gennaio 2006
    Messaggi:
    1.139
    Ratings Received:
    +30 / 4
    Che gioco è?
  14. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Mah, è ambientato in Francia, nel nordovest mi pare :-D
  15. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
  16. Invernomuto

    Invernomuto Admin Membro dello Staff

    Registrato:
    30 Gennaio 2006
    Messaggi:
    5.013
    Località:
    Torino
    Ratings Received:
    +327 / 29
    A che punto siamo con lo sviluppo di TU? Hanno risolto i problemi del fuoco dalla lunga distanza?
    Dopo avere ripreso SB è in lista, ma visti i 49$ che chiedono vorrei sapere a che punto è lo sviluppo.

    Ciao.
  17. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Lascialo stare per un pò ancora, ci sono ancora bug da risolvere, per info comunque il forum di riferimento è quello di Gamesquad relativo a PoA2.
  18. crostaceo_infernale

    crostaceo_infernale

    Registrato:
    15 Settembre 2007
    Messaggi:
    116
    Località:
    Firenze
    Ratings Received:
    +11 / 5
    Io ho acquistato il gioco da poco ma mi ha un po deluso una cosa, ma forse sbaglio io...
    Sembra di un accuratezza spettacolare però apro uno scenario di prova "scherpunkt" e vedo che gli ordini sono gia stati impartiti a tutte le unità quindi non faccio altro che premere il tasto play fino a che non vinco la scenario.... sticazzi.
  19. JMass

    JMass Moderator Membro dello Staff

    Registrato:
    19 Marzo 2006
    Messaggi:
    2.924
    Località:
    Trieste
    Ratings Received:
    +19 / 5
    Il gioco è ancora buggato, dicono che i problemi maggiori siano stati risolti ma io non lo reinstallo, è una vergogna che l'abbiano messo in vendita più di un anno fa. Riguardo agli scenari, li hanno semplicemente disegnati alla c...o, avevo letto che in una patch ne avrebbero messi di decenti ma ancora niente. Infine, sono molto dubbioso che il gioco sia poi divertente almeno quanto basta, negli scenari d'inizio guerra gli ordini vengono mandati con staffette che ci mettono decine di minuti a raggiungere le unità che magari poi si trovano in un'altra posizione nascosta dalla FoW spinta.
  20. crostaceo_infernale

    crostaceo_infernale

    Registrato:
    15 Settembre 2007
    Messaggi:
    116
    Località:
    Firenze
    Ratings Received:
    +11 / 5
    Le staffette nella WW2? non pensavo usassero ancora le staffette.
    Come può essere divertente se gli ordini sono tutti preimpostati? anche ieri ho "giocato" 4 turni in un altro scenario praticamente ho premuto play 4 volte....

Condividi questa Pagina