Order Of Battle - v5.2.9 - Open Beta

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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terminator
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by terminator »

The AI does not use the means of transportation to move the artillery.

Two units with same transport and the same AI "move to" :

- before moving :
before.jpg
before.jpg (85.76 KiB) Viewed 3148 times
- after moving :
after.jpg
after.jpg (78.78 KiB) Viewed 3148 times
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Which of those units moved first, and what's the aggressiveness? I've noticed that they are using the transports at least some of the time now, but there may have been an AI reason why those two differed?
Horst
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Horst »

Alright, so if I read this right in the tournament topics, a non-beta update for all platforms is going to be released until Feb 20?
That's what million OOB players like to read! :D
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Yes, it will definitely out by then.... *nervously looks at the bugs with the attack range*.... definitely....
13obo
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by 13obo »

And don't forget those multiplayer sessions you got going too!
Horst
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Horst »

About the mentioned transport issue above:
I can't really reproduce this quickly here (v5.2.3). My five AT-guns use their truck until they start crawling to the target hex in about 3-5 hexes range. It didn't matter what aggression or ignore-enemy setting I set here. The AI arranged their move order fine enough that no unit blocked the truck movement of others.
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

13obo wrote:And don't forget those multiplayer sessions you got going too!
Haha, I think I need to fix up the Penninsula victory conditions too! I got the red X due to you taking the point, but it still gave me a Major Victory award :D :D
WarHomer
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by WarHomer »

Maybe it´s not too late to fix the import issue (full xp transfer) between Morning Sun and Rising Sun as it would be nice to be able to play earlier content?
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

WarHomer wrote:Maybe it´s not too late to fix the import issue (full xp transfer) between Morning Sun and Rising Sun as it would be nice to be able to play earlier content?
Thanks, yeah, we'll take a look at it. My guess is that there's a percentage XP import value that's missing for that Campaign. (e.g. in Panzerkrieg it's something like 40%)
terminator
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by terminator »

Horst wrote:About the mentioned transport issue above:
I can't really reproduce this quickly here (v5.2.3). My five AT-guns use their truck until they start crawling to the target hex in about 3-5 hexes range. It didn't matter what aggression or ignore-enemy setting I set here. The AI arranged their move order fine enough that no unit blocked the truck movement of others.
Here is the little scenario :
move.zip
(293.69 KiB) Downloaded 102 times
uran21
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by uran21 »

Placing a mine costs RP but there is no UI indicator what is the price.
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

uran21 wrote:Placing a mine costs RP but there is no UI indicator what is the price.
Didn't there used to be a -20RP tooltip? Is that for all engineers?
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by uran21 »

Shards wrote:
uran21 wrote:Placing a mine costs RP but there is no UI indicator what is the price.
Didn't there used to be a -20RP tooltip? Is that for all engineers?
There is tooltip for demolition (-10RP) but not for mine placing.
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Horst »

@terminator
I think I know how this AI mechanic works:
The AI only uses transports on a move-order if the range to the target hex is further than its full transport movement. You see it better if you remove the road. The Flak is going to transport-move right next to the target hex. I’ve placed a flag to better see the target-hex.
The paved road doubles the movement on Open Terrain for halftracks, hence the 15cm-SdKfz with movement 4 could directly move onto target hex at range 8, what the AI rules prevent.
The flaw here is that the AI mechanic doesn’t seem to allow less than full-movement of transports to better cover distances.
terminator
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by terminator »

Horst wrote:@terminator
I think I know how this AI mechanic works:
The AI only uses transports on a move-order if the range to the target hex is further than its full transport movement. You see it better if you remove the road. The Flak is going to transport-move right next to the target hex. I’ve placed a flag to better see the target-hex.
The paved road doubles the movement on Open Terrain for halftracks, hence the 15cm-SdKfz with movement 4 could directly move onto target hex at range 8, what the AI rules prevent.
The flaw here is that the AI mechanic doesn’t seem to allow less than full-movement of transports to better cover distances.
@Horst
You're right.
It is not thus a bug but a specificity to be known.
Andy2012
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Andy2012 »

Shards wrote:Updated to 5.2.8
  • Missing railroad links fixed
  • Rising Sun, Guadalcanal scenario missing event picture added
  • US Pacific, Leyte campaign fix for Japanese fleet spawning
  • Panzerkrieg scenario fixes now actually implemented in patch
  • Fixed bug where music would not play
  • SIDE-EFFECT - This required an update to the base engine, which means that Hex Grids can now appear underwater in a visually unappealing way. We're trying to figure this one out!
  • Fixed the duplication of Specialisation units
  • US and Japanese Marines now also have a 1 turn supply stash (Soviet Marines already had this)
What I noticed is that attack icons and range zones for AA and arty are not fully displayed when clicking or hovering or the unit with the cursor. AA and arty range lines are only visible on rivers. Sometimes, attack icons are also not fully visible. But I guess that is the Side Effect ('under water') you described above, right?
Music is working now.
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Yeah, this visual bug is horrible, but we think we have a fix for the worst bits (the arty range and attack icons)
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by bru888 »

Shards wrote:Yeah, this visual bug is horrible, but we think we have a fix for the worst bits (the arty range and attack icons)
I hang upon your every word in this regard. You see that, don't you? I'm like, lurking, looking over your shoulder. Creepy, isn't it? :?( :wink: )
- Bru
Andy2012
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Andy2012 »

Shards wrote:Yeah, this visual bug is horrible, but we think we have a fix for the worst bits (the arty range and attack icons)
Good thing is that balancing is alright now. I am not quite sure whether it is because I reinforce a lot more regular instead of elite, but I feel like I can upgrade a lot more from basic units to better ones, e.g. PzIV and Stugs and heavy arty. (Would have been better if we had a more detailed patch list and notes - now I have to guess what has changed in the missions...) Still having fun, though.

Finished Voronezh in 21 turns. Photo event for shooting down the Night Witches is a blank. Also, they are now so easy to destroy that it is a quite odd and easy side objective. Should be more elusive.
lt1956_slith
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by lt1956_slith »

Will this patch be made available in 32 bit also? I have Panzerkrieg and would like to have the bugs fixed for me also. I use winXP32 its all I have and all the games I play are older so they use 32bit.
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