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mirekm61

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  1. Upvote
    mirekm61 got a reaction from Bubba883XL in Fire and Rubble Update   
    if there are no plans for this year, there is no need to write, this is the sad truth
  2. Like
    mirekm61 got a reaction from PIATpunk in New Campaing "6th Troop"   
    Hi
    Finally, during the holidays, I found time to improve my campaign. Known bugs removed in several missions added (small) minefields location depending on the AI plan.
    Mod with Polish uniforms added.
    https://www.dropbox.com/s/zx7cagh45n4pzdw/6-th Troop v1.zip?dl=0
  3. Like
    mirekm61 got a reaction from 37mm in New Campaing "6th Troop"   
    Hi
    Finally, during the holidays, I found time to improve my campaign. Known bugs removed in several missions added (small) minefields location depending on the AI plan.
    Mod with Polish uniforms added.
    https://www.dropbox.com/s/zx7cagh45n4pzdw/6-th Troop v1.zip?dl=0
  4. Upvote
    mirekm61 got a reaction from 37mm in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  5. Like
    mirekm61 got a reaction from Lethaface in New Campaing "6th Troop"   
  6. Like
    mirekm61 got a reaction from Lethaface in New Campaing "6th Troop"   
    Hi
    Finally, during the holidays, I found time to improve my campaign. Known bugs removed in several missions added (small) minefields location depending on the AI plan.
    Mod with Polish uniforms added.
    https://www.dropbox.com/s/zx7cagh45n4pzdw/6-th Troop v1.zip?dl=0
  7. Like
    mirekm61 got a reaction from Mirkus in New Campaing "6th Troop"   
    work on updating in progress, I have not forgotten about my project 😀
  8. Like
    mirekm61 got a reaction from Freyberg in New Campaing "6th Troop"   
    work on updating in progress, I have not forgotten about my project 😀
  9. Like
    mirekm61 got a reaction from Bulletpoint in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  10. Like
    mirekm61 got a reaction from Lethaface in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  11. Like
    mirekm61 got a reaction from Sgt.Squarehead in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  12. Like
    mirekm61 got a reaction from Falaise in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  13. Like
    mirekm61 got a reaction from PIATpunk in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  14. Like
    mirekm61 got a reaction from Aquila-SmartWargames in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  15. Upvote
    mirekm61 got a reaction from MOS:96B2P in New Campaing "6th Troop"   
    Hi
     
    I apologize for my English, but I can only do this, I help google translator.
    The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario  are not historical.                                                                                   All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.

    I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
    As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.

    All comments are appreciated, 

    https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
  16. Like
    mirekm61 got a reaction from Falaise in RT Unofficial Screenshot Thread   
    Nie tylko Niemcy zabijali bezbronnych. To często zdarza się ostatnio w moich grach

  17. Like
    mirekm61 got a reaction from Falaise in RT Unofficial Screenshot Thread   
  18. Like
    mirekm61 got a reaction from Falaise in RT Unofficial Screenshot Thread   
    execution

  19. Upvote
    mirekm61 got a reaction from IICptMillerII in I hope this Is not a New Bug.   
    yes, we started on version 4.0, I can share my files.
  20. Upvote
    mirekm61 got a reaction from Warts 'n' all in hummm patche 4, I need your opinion   
    Yesterday I posted a movie with a strange behavior of panicked infantry in CMBN, today I decided to reinstall the game ( new installation  with patch 4.01) and  now everything is ok.
    Infantry behaves as it should not run aimlessly or towards the enemy but seeks shelter fleeing from the enemy. I wonder if other games should be reinstalled too. 
    Thanks to the team BFC returned the desire to play 😄.
     
  21. Like
    mirekm61 got a reaction from Josey Wales in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  22. Upvote
    mirekm61 got a reaction from Gafford in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  23. Like
    mirekm61 got a reaction from IanL in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  24. Like
    mirekm61 got a reaction from Vergeltungswaffe in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
  25. Like
    mirekm61 got a reaction from Ales Dvorak in Update on Engine 4 patches   
    I would like to remind you what has been introduced in patch 4.0 because you complain a lot, and the game looks much better than version 3.0. I will mention only what happened in the gamplay and editor,  it's hard to call it a game break. The only thing is the infantry is leaving the place too easily under fire which seems safe.
    In some cases, this is annoying just like spotting a short distance. However, you can still play it.
     
    Gamplay
    Hulldown Command
     Vehicles have access to a new movement command called Hulldown. This command allows a vehicle to move forward until only the turret is exposed to a specified target, and then the vehicle stops moving.
    Improved Infantry Spacing
     Infantry on the move will now respect each other's personal space! While moving, squad and team members will maintain a few meters of distance between each other. Soldiers will also spread out laterally on the move when possible (some terrain may necessitate column movement, such as paths through rough terrain).
    Peeking Around Building Corners
     Infantry units positioned adjacent to building corners will now automatically post some soldiers at the corners to observe and fire around the obstacle
    AI Proactively Avoids Artillery Fire
     The TacAI that runs soldiers and vehicles will more proactively, and reactively, attempt to avoid incoming HE fire. Two classic examples are that the AI will attempt to avoid being wiped out by incoming artillery barrages and direct tank fire.
    Combine Squad Command
     Combine Squad is a new Admin Command for squads. This command is useful for squads that have suffered major losses and need to consolidate their remaining personnel into larger teams.
     
    Editor
    AI Area Fire Orders
     The AI can now be scripted to use Area Fire! Each AI Order can have a target zone designated.
    AI Facing Orders
     Each AI Order can be given a location for it to Face towards.
    AI Withdraw Orders
     AI Groups can be ordered to Withdraw towards their movement destination. Vehicles will move in Reverse to the destination, while infantry will leapfrog back while turning around to face behind them.
    Campaign Resupply
     Personnel replacements and ammunition levels are now more uniformly resupplied across all core units between campaign missions, as opposed to the all-or-nothing check on each unit done previously.
    3D Flavor Object Clone Tool
     Flavor objects can be cloned within the 3D view without having to go back to the 2D view.
    32 Order AI Plans
     Each AI Group can now have up to 32 orders, increased from 16.
    Stream Terrain
     Small streams can now be placed on battle maps.
     
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