Vic
Posts: 8262
Joined: 5/17/2004 Status: offline
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The christmas public beta patch has been finished and will be posted by matrix when they'll have time. (during holidays this could take a bit longer then normal) Here is the list of changes that made it into the v1.1j patch: -pop up before destroying production -allow rulevar to allow for transfer losses over land due to anti-supply -Rulevar(308) to hide broken bridges -Clarify if airsupply issues -Let SFType attack cause slotvar to be set every combat round (to allow simulated tactical or real nukes) -Extra Checks and Execs: CheckNeighbour(x,y,x2,y2) CheckDistance(x,y,x2,y2) ExecModOffStrengthByPeople(x,y,ppl,mod) ExecModDefStrengthByPeople(x,y,ppl,mod) ExecModOffStrengthByRegime(reg,ppl,mod) ExecModDefStrengthByRegime(x,y,ppl,mod) -1 sound sample every 2 combat round instead of 1. -Tom Webers World at War scenario is incorporated with this version -Tom Webers Axis and Allies scenario in incorporated with this version -added an option to random game creator to Optimize For AI (which will add a lot of small towns, the AI plays better if the distances between VPs are not to big) -For scenario designer: special SF based combat modifier for off and def (to replace toms readiness reduction events) and a diminish AP exec. ExecModOffStrength(x,y,sftypegroup,mod) ExecModDefStrength(x,y,sftypegroup,mod) These combat modifiers are permanent and shown on top of the sftype picture. in calculations they are only used to modify the attack value of an individual in combat, not the hitpoints. -Random Offical Ladder maps can now be created from the Random Game Window -AI mobilize infantry support parts like AT guns and INF guns -AI: altered the air algorithm again. it should now be less likely to be attracted by huge enemy formations and park to close to the front. -AI: remove trucks if over mobilized -AI: better production from supply/pp only locations -AI: if multiple AIs they will have favourite opponents being humans and some other AIs more then others. Ratio 3 : 2 : 1, in very large scenarios their can even sporadicly be some AIs who really dont hate eachother much. Feelings are always mutual. -ExecRemoveTroops , ExecRemoveTroopsbyMorale, ExecRemoveTroopsbyPeople have been fixed. -Kamikaze should work properly now.. also def or offensive kamikaze setting possible. -Let AI build some flak in mobile units and garrisons in backplans if enemy it is fighting has air superiority (+ get flak back from non reserve non mobilized inf units) -AI more bazooka less tankdestroyer. -AI dont do air attack if intercept will be to much or flak to heavy.. also try to target larger units if possible. -AI Artillery units seek a little more safety and move first if on defensive. -give AI help with supply overseas. -AI Navy nudges, dont attack to powerfull opponent, but also sail out if port might be threatened. -AI do infantry research more -AI cargoship fetish should be stopped. + easier transfer overseas + building more warships. -Let AI build some more infantry to prevent truck only formations. (generaly review production.. Ai makes some bizarre choices (like air at all cost) -presentation of prodpoints of town is no longer adjusted for prodmod (only itemcost is adjusted by prodmod) -set production multiplier standard to 1 -allow roads to go off map. made button in hex submenu. -show hq of town in prod screen -now there is sound with bombing raid versus bridge. -dont show research with cost -1 to player -make it a prefs if you want to see history screen first or not. -scroll strategic map rectangle too when scrolling -limit unload on some hexes (like mountains) , the AI should also understand. -"delete all" for sftypes, itemtypes, loctypes, researchfields buttons in editor -making the map smaller, removing x or y on left,right,top or bottom side is now possible -with upgrade we lose entrenchment bug is fixed. troops now keep entrenchment. -allow people to directly colour the counter (instead of through a regime, though this is just a bit slower and less versatile) -move the surrender button a bit out -not only show LOCTYPE name but also LANDSCAPE TYPE,( did it in mouseover) -pass variables to scenario you load. (400-499 gamevars are passed on) -allow hiding of red rectangle in strategic map to allow better screenshots. (right click to hide) -show correct application icon if minimized. -made production and research sorted alphabeticaly in prodwindow and researchwindow -bug where units surrendered if they had to retreat to 15 instead of 16 unit stacked hex is fixed. -in mouse over show succes chances of blowing or demolshing or repairing (preview of result) -When clicking on stacks of units, the right mouse button reverses the cycling -oading on ships work in v1.1 in editor. -more space for regime variables in strategic overview window, (declare war button on other spot) -JoinArea and JoinRegime execs clear town production and hq. -If production is actually possible is checked before producing, if not the production is not executed. -Added option for itemtypes to directly require regimevars for production. On moment one of them is depleted the production stops. -to high AP on hex preview of hexes you cannot reach bug is fixed -Editor allows blocking of some landscapes for Amphibious landing. -Random game extra option: People's Republic. -allowed for rulevar that sets minimum power points needed to take a hex. -Added optional Terror Anti Cheat Mode (where file will not open if you are cheating) -People's Republic Option added for random games -AUTO upgrade of all units possible through the OOB screen -allow to chose which of two HQs in transfer pays the cost - ExecChangeRdnByArea -World Loop -Text Labels are possible to be used by scenario designer -Auto Play History -HQ will only show listbox above 16 subformations -Optimized Memory related issues with Graphics and AI processing Happy holidays and christmas + best wishes for the new year! Kind regards, Vic
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