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change log? - 6/15/2008 1:53:41 AM   
camz

 

Posts: 8
Joined: 2/28/2005
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Is there actually a list of changes for the 1.03 patch? If so, can you post it here? Haven't come across it on the forums/site yet, unless i didn't look well :)
Post #: 1
RE: change log? - 6/15/2008 2:19:37 AM   
willy g

 

Posts: 35
Joined: 6/10/2008
From: USA
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once you download the patch, read the readme file that comes with it, it tells everything that it includes, but just in case you dont have it, here it is, and sorry about the red double words, not sure why it does that.

V1.03 - Jun 10, 2008
 
·         New Features/Enhancements
o       West Front – 16 new scenarios
o       East Front – 8 new scenarios – Many new Bootcamp scenarios that provide the opportunity to play with the new features, additions.
o       All – Day to Night, Night to Day Capability
o       All – Varying Visibility Added
o       West Front – US Army OOB revisions and mass expansion – 1930 to 1953
o       East Front – Soviet OOB revisions and mass expansion – 1930 to 1953
o       East Front – German OOB revisions and mass expansion – 1930 to 1953
o       Rising Sun – Two new nationalities added
o       East Front – Numerous new units for Germans and Soviets.
o       West Front – Numerous new units for US Army
o       Panzerfaust/Bazooka: These have Assault Values remaining at 1. These are designed to be used differently than the Soviet ATR platoons, they should be rarity on the battlefield.
o       Special Forces: This provides a very few select units to remain hidden when shooting. This is a new code primarily for snipers and/or small commando sized units. This will be a rarity.
o       Sniper: These have an Assault Value of 1 to prevent automatic overrun by an assaulting unit. They should be rarity on the battlefield.
o       Armour Penalty: Armour suffers a 50% penalty (attack and defence) when assaulting villages, towns, suburbs etc. It is best to assault with infantry when capturing towns/cities – which is proper practice anyway!
o       Hidden Anti-Tank: This provides small anti-tank guns (57mm – 6pdr or SMALLER) a 50% chance to remain hidden when it fires. This also applies to Bazooka/Panzerfaust/AT Rifles
o       Artillery vs. Armour: Artillery now has a 5% chance of disabling armoured vehicles.  
o       Trucks: Truck Victory Points are now worth 3 per Strength Point. Use them wisely.
o       Truck Carry: Only 3 Trucks are required to carry a 6 Strength Point infantry platoon. MG and crew served weapons still require the same amount of trucks per SP to carry. (A 4 Strength Points MG Platoon requires a 4 Strength Points of Trucks)
o       Halftrack ***: Designate halftracks with improved firepower. They are worth 6 Victory Points per Strength Point, but fire similar to a normal MG. These are new units, and will only affect new scenarios where they are included.
o       MAIaintenance Units: AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to engineersEngineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios.
o       New Engineer Capabilities
§         Bridging Engineers: These are special engineersEngineers that can build medium bridges across hexsides. See Manual Section 5.17.1 for more information.
§         Mine Engineers: These are special engineersEngineers that are capable of laying a one strength minefield. See Manual Section 5.17.2 for more information.
§         Construction Engineers: These are special engineersEngineers that can build a block and trenches. See Manual Section 5.17.3 & 5.17.4 for more information.
o       Engineer Trucks: Increased to 6 Victory Points per Strength Point. These are specialty vehicles that can haul pontoon ferries and crewed boats.
o       On map Air Attack Capabilities
§         Recce: These are ON MAP aircraft that provide some intelligence to the operating commander. They can fly pretty much anywhere, but cannot take points. Again, as a new unit, these will only affect new scenarios.
§         Bombers: These are ON MAP flying bombers that have a limited strike function. They can fly to a target on the map, fire at it and since it has run out of ammunition, it will be best to fly off the map. Again, as a new unit, these will only affect new scenarios.
§         Anti-AIA/ircraft: Small anti-aircraft guns are now coded to target Recce and Bombers. Obviously, AA has a purpose on the map now as opposed to just being meat grinders.
o       TrainingAI: There are numerous new infantry types with Green or Veteran designations. This represents the combat effectiveness of the platoon. Green stands for infantry that has been rushed through training and have had no combat experience. All of the Stock Units are classified have no visual designation and are classified as Regular – having infantry training with little or no combat experience. Veteran platoons have had ample combat experience. The differences are in the Assault and Defence numbers as well as the weapon attack numbers. A Veteran unit is more likely to put more shots on target than a Green unit in a combat situation. Again, as a new unit, these will only affect new scenarios – the stock units did not change.
o       East Front – Various Graphic BMP improvements
o       West Front – Various Graphic BMP improvements
o       Rising Sun – Various Graphic BMP improvements
o       West Front – Various Unit BMP improvements
o       East Front – Various Unit BMP improvements
o       All – Beginning to implement 24-bit BMP graphics
o       East Front – Talonsoft German and Soviet Order of Battles reinstated for DCG’s (Warning: these are stock; user beware)
o       East Front – German and Soviet Order of Battles revised for use with DCG’s. This is a work in progress, SS units, etc will be coming with future updates.
o       User Mods folder available with various mods that are available to install.
o       Save Game Counter (1.03): This counts how many times the game has been saved and reopened, and will display that information in the turn dialogueDialog at the start of a turn for the opponent. This information is installed in the registry of the game so it cannot be tampered with. After TWO saves from player A, the game is supposed to flash a warning to the Player B that the file has had multiple saves. While not perfect, it should help curb some replaying.
o       New Encryption (1.03): The other anti-cheating measure is a new encryption system for the platoon files to ensure that everyone is using the same platoon/weapon files. It was a problem in the past, and I recently received an email yet again about it. The new Encryption Tool will not be available to the general public. Instead, there will be a place available on the forums for requesting new unit types or revisions.
o       Campaign Save Location: The Campaigns now automatically save, the save game dialogueDialog box no longer appears.
 
 
·         Fixes
o       West Front –Minor Nations not firing - Fixed
o       All – Horses firing in a continuous loop – Fixed
o       Rising Sun – Cave Bug – Fixed
o       All – Campaign Save Game location updated – Fixed
o       All – Concealment Values revised – Fixed
o       East Front – Dynamic Campaigns – Barbarossa DCG – replacements have been improved from mid 1942 to 1945, with the assumption a player will accept higher commands as the campaign progresses - Fixed
o       West Front – Dynamic Campaigns – Many Campaigns have been modified and improved
o       East Front – Dynamic Campaigns – General campaign file has been tweaked, hopefully resolving the Congressional Medal of Honour bug – Fixed
o       East Front – Soviet 82mm Mortar Graphic Bug – Fixed
o       West Front – Org Editor Bugs – Fixed
o       East Front – Org Editor Bugs – Fixed
o       Rising Sun – Org Editor Bugs – Fixed
o       All – Assault Value of Naval Vessels reduced to 0
 
 
·         Manual Additions
o       A Complete revision has been done to the Manual.
o       MCS BOOTCAMP document available
o       Hints and Tips document available
o       Assaulting Basics PDF available
o       Creating and Modifying a DCG document available
o       Scenario Introduction Template document available

(in reply to camz)
Post #: 2
RE: change log? - 6/15/2008 2:32:44 AM   
1925frank

 

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Joined: 6/20/2006
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Regarding the Cave Bug Fix in Rising Sun, was the movement between caves eliminated?  Or is it now possible to move from cave to cave, provided the caves are within 3 hexes?  I don't know the nature of the problem.  All I know was that there was a problem.  

(in reply to willy g)
Post #: 3
RE: change log? - 6/15/2008 2:44:38 AM   
willy g

 

Posts: 35
Joined: 6/10/2008
From: USA
Status: offline
the cave bug is fixed, it works great now

(in reply to 1925frank)
Post #: 4
RE: change log? - 6/15/2008 2:54:57 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline

quote:

ORIGINAL: willy g

the cave bug is fixed, it works great now


Yes, as willy g has noted, the cave bug has been fixed. It is functional now.

Jason Petho

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(in reply to willy g)
Post #: 5
RE: change log? - 6/15/2008 3:38:10 AM   
1925frank

 

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Joined: 6/20/2006
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That's great news!  The last I heard was that there was a temporary fix but the real fix would have to wait until patch 1.04 or later if the nature of the problem couldn't be located.  That one had been around for years, and, just from reading the posts, I had the impression that it was the "Holy Grail" of bugs.  Somebody deserves some major cudos.

(in reply to Jason Petho)
Post #: 6
RE: change log? - 6/15/2008 4:08:04 AM   
Geomitrak


Posts: 179
Joined: 6/11/2007
From: Cambridge, UK
Status: offline
Yep, the cave-bug fix is terrific news. I've still got that Iwo Jima scenario that suffered because of it.

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(in reply to 1925frank)
Post #: 7
RE: change log? - 6/15/2008 9:55:55 AM   
e_barkmann


Posts: 1307
Joined: 4/18/2000
From: Adelaide, Australia
Status: offline
yeah I noticed that that it had been fixed. That is brilliant, I still remember how annoying it was when I first got RS (in what, 1999?) - thanks for fixing a 9 year old bug!!!!

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(in reply to Geomitrak)
Post #: 8
RE: change log? - 6/15/2008 12:39:58 PM   
camz

 

Posts: 8
Joined: 2/28/2005
Status: offline
has the AI in general been improved?

(in reply to e_barkmann)
Post #: 9
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