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Christmas Patch coming soon - 12/21/2007 2:52:38 PM   
Vic


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Joined: 5/17/2004
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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
Post #: 1
RE: Christmas Patch coming soon - 12/21/2007 3:06:21 PM   
Captain Cruft


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Thanks Vic that all sounds great!

(in reply to Vic)
Post #: 2
RE: Christmas Patch coming soon - 12/21/2007 3:35:11 PM   
Ande

 

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From: Göteborg/Sweden
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any details on peoples republic?
or is it a suprise

(in reply to Captain Cruft)
Post #: 3
RE: Christmas Patch coming soon - 12/21/2007 4:52:59 PM   
Awac835


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Looks very good

(in reply to Ande)
Post #: 4
RE: Christmas Patch coming soon - 12/21/2007 7:14:48 PM   
Vorsteher


Posts: 251
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No UNDO Button ?

V.

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Post #: 5
RE: Christmas Patch coming soon - 12/22/2007 2:01:02 AM   
DasTactic

 

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Thanks Vic.

Merry Christmas to you, too.

(in reply to Vorsteher)
Post #: 6
RE: Christmas Patch coming soon - 12/22/2007 2:01:59 AM   
Warspite3

 

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Sounds like one very good patch coming up!

_____________________________

-Warspite3-

(in reply to Vorsteher)
Post #: 7
RE: Christmas Patch coming soon - 12/22/2007 3:31:03 PM   
ShadowB


Posts: 86
Joined: 8/14/2004
From: Buenos Aires
Status: offline
Looks very nice, but is there gonna be any new mechanisms to handle helicopters?

(in reply to Warspite3)
Post #: 8
RE: Christmas Patch coming soon - 12/22/2007 3:47:09 PM   
kevinkins


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helicopters in WW2?

(in reply to ShadowB)
Post #: 9
RE: Christmas Patch coming soon - 12/22/2007 4:27:24 PM   
marcusm

 

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From: Göteborg/Sweden
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Obviously for modern scenarios. Airbmobile units support is a must.

(in reply to kevinkins)
Post #: 10
RE: Christmas Patch coming soon - 12/22/2007 5:33:19 PM   
Kipper


Posts: 272
Joined: 3/5/2005
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Hi Vic
Great... and a little announcement of my own. I am now ready to take delivery of this fine patch!
Well done!
Kipper

(in reply to marcusm)
Post #: 11
RE: Christmas Patch coming soon - 12/22/2007 6:00:13 PM   
kevinkins


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I sure vic will get to airmobile in due time. That may be an entire new release.

(in reply to Kipper)
Post #: 12
RE: Christmas Patch coming soon - 12/23/2007 12:26:10 PM   
gnrss

 

Posts: 40
Joined: 5/19/2005
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hi.vic.
you did an excellent work.would you mind tell us is there a new patch except patch v1.1?i don't want this patch will be the last.you can make AT better.

(in reply to kevinkins)
Post #: 13
RE: Christmas Patch coming soon - 12/23/2007 4:46:26 PM   
ShadowB


Posts: 86
Joined: 8/14/2004
From: Buenos Aires
Status: offline
quote:

ORIGINAL: kevinkin

helicopters in WW2?

quote:

ORIGINAL: marcusm

Obviously for modern scenarios. Airbmobile units support is a must.

quote:

ORIGINAL: kevinkin

I sure vic will get to airmobile in due time. That may be an entire new release.

For modding purposes, of course (i.e. my modern .ptmaster project ). It should be a matter of adding a new movement type and perhaps a couple other settings. I don't think a whole new release is necessary for it.

< Message edited by ShadowB -- 12/23/2007 4:48:16 PM >

(in reply to kevinkins)
Post #: 14
RE: Christmas Patch coming soon - 12/23/2007 5:40:31 PM   
kevinkins


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OK give it a try. Modern battles would be interesting.

(in reply to ShadowB)
Post #: 15
RE: Christmas Patch coming soon - 12/24/2007 12:14:57 AM   
kucing

 

Posts: 13
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Status: offline
Thanks for the good work. Just a minor question: why not include all of the scenarios in the scenario bank for this patch release? It will save us a lot of time from downloading each manually.

(in reply to kevinkins)
Post #: 16
RE: Christmas Patch coming soon - 12/24/2007 12:41:43 AM   
IRONCROM


Posts: 679
Joined: 8/19/2007
From: Las Vegas, Nevada
Status: offline
That sounds like a great patch to me.
Nice work Vic.

(in reply to kucing)
Post #: 17
RE: Christmas Patch coming soon - 12/24/2007 9:43:05 AM   
Magpius


Posts: 1632
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
c'mon Matrix, how hard can it be to post the patch.
...its been days

any chance this patch being posted quicker on the community forum site?
I mean Christmas is coming!

(in reply to IRONCROM)
Post #: 18
RE: Christmas Patch coming soon - 12/24/2007 11:30:05 AM   
Kipper


Posts: 272
Joined: 3/5/2005
Status: offline
Yes, indeed... if the patch is finished and sent to Matrix there is no good reason not to post it in time for people to play it over the Christmas break, when there is the most time for game playing all year. For me, anyway. Come on Erik! One last task before the turkey!

(in reply to Magpius)
Post #: 19
RE: Christmas Patch coming soon - 12/24/2007 12:28:10 PM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
Status: offline

quote:

ORIGINAL: Agent S

c'mon Matrix, how hard can it be to post the patch.
...its been days

any chance this patch being posted quicker on the community forum site?
I mean Christmas is coming!




Well, at least we have the game we can play. I really felt bad when I saw the thread from guys that ordered hardcopy without download and still haven't gotten it yet.

I'd like it too, but I'll just be patient for the patch and hope the guys without the game get a nice Christmas Eve package (or at least a link for the dowload ) so they can start playing.

Rick

(in reply to Magpius)
Post #: 20
RE: Christmas Patch coming soon - 12/24/2007 1:21:59 PM   
Kipper


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There's not much point in playing until the new patch, assuming it isn't savegame compatible (is it?)

(in reply to rickier65)
Post #: 21
RE: Christmas Patch coming soon - 12/24/2007 3:28:48 PM   
hawk66

 

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From: Germany
Status: offline
Victor has already answered that, just scan the forums 

_____________________________

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(in reply to Kipper)
Post #: 22
RE: Christmas Patch coming soon - 12/24/2007 3:34:07 PM   
Kipper


Posts: 272
Joined: 3/5/2005
Status: offline

quote:

ORIGINAL: hawk66

Victor has already answered that, just scan the forums


Thanks - it would have been quicker for you just to say yes or no. However I will now go off and scan the forums. Thanks for all the help hawk66; I hope you have a wonderful Christmas.

(in reply to hawk66)
Post #: 23
RE: Christmas Patch coming soon - 12/24/2007 3:44:10 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
Status: offline
Yes, saved games will work with the patch.

_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to Kipper)
Post #: 24
RE: Christmas Patch coming soon - 12/24/2007 4:06:51 PM   
Kipper


Posts: 272
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Status: offline
Thanks Barthheart

(in reply to Barthheart)
Post #: 25
RE: Christmas Patch coming soon - 12/25/2007 10:15:23 PM   
Xenomath

 

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Is the MG II+ and Bazooka II+ cost fixed in the new patch?

(in reply to Kipper)
Post #: 26
Question concerning Optimize AI Option - 1/2/2008 10:54:44 PM   
Frido1207

 

Posts: 456
Joined: 11/16/2006
From: Lower Saxony, Germany
Status: offline
Hi all,

quote:

ORIGINAL: Vic
Here is the list of changes that made it into the v1.1j patch: ...
-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)


I´m considering to reduce the production capacity of those small villages, as I don´t like the idea to gain lots of supply by occupying them. So I´m asking, if I understand Vic in the right way, that only the victory points of the villages determine the behaviour of the AI & not their pp´s. I didn´t had the time to test for myself, so I´m asking if anyone had tested this option & give me some hints.
thx
th

(in reply to Vic)
Post #: 27
RE: Christmas Patch coming soon - 1/2/2008 11:03:30 PM   
Twotribes


Posts: 6929
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From: Jacksonville NC
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quote:

ORIGINAL: Xenomath

Is the MG II+ and Bazooka II+ cost fixed in the new patch?


No

(in reply to Xenomath)
Post #: 28
RE: Christmas Patch coming soon - 1/3/2008 3:10:01 AM   
Xenomath

 

Posts: 49
Joined: 10/26/2007
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quote:

ORIGINAL: Twotribes


quote:

ORIGINAL: Xenomath

Is the MG II+ and Bazooka II+ cost fixed in the new patch?


No


I quickly checked myself, MG II is fixed to 250, but Bazooka II still costs 300, don't know for the higher levels.

(in reply to Twotribes)
Post #: 29
RE: Christmas Patch coming soon - 1/3/2008 4:49:04 AM   
freeboy

 

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I am sure these costs are set by the scenario designer

(in reply to Xenomath)
Post #: 30
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