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RE: Patch 01 ... Patch 02 - 9/28/2009 4:30:36 PM   
Admiral Scott


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Thats good to know.
I plan on starting my first game after the 2nd patch is out.
So I have one more month to wait.

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Post #: 151
RE: Patch 01 ... Patch 02 - 9/28/2009 5:00:29 PM   
Oliver Heindorf


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Tahnk you Mr. Wilkinson & the Team who works on it.

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Post #: 152
RE: Patch 01 ... Patch 02 - 10/1/2009 8:24:43 AM   
jwilkerson


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quote:

ORIGINAL: jwilkerson

As stated previously, the approximate time table for the first two patches is as follows:

Patch 01 will be 30 days after game release

Patch 02 will be 90 days after game release


So patch 02 still on track for 27 Oct 09 release ...

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Post #: 153
RE: Patch 01 ... Patch 02 - 10/1/2009 9:31:32 AM   
comte


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When the 2nd patch comes out it can be applied over the original patches or should we do a clean install?

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Post #: 154
RE: Patch 01 ... Patch 02 - 10/1/2009 6:48:33 PM   
jwilkerson


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Either way will work.

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Post #: 155
RE: Patch 01 ... Patch 02 - 10/1/2009 7:24:43 PM   
Chad Harrison


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Tutorial make the cut?

Any other big features in the patch that your willing to divulge on right now?

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Post #: 156
RE: Patch 01 ... Patch 02 - 10/2/2009 9:00:59 AM   
jwilkerson


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Yup, patch 02 will be focused on fixing any bugs we or other players find, but each team has some focus items they are working on:

Air - pilot training improvements

Naval - radar modling improvements

Land/map - supply draw improvements

And there will be more OOB/data fixes and improvements to the AI.



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Post #: 157
RE: Patch 01 ... Patch 02 - 10/2/2009 2:11:10 PM   
Admiral Scott


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Great, I am glad I decided to wait until the 2nd patch before starting my first game.

What kind of improvements are you working on the AI?

< Message edited by Admiral Scott -- 10/2/2009 2:14:39 PM >

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Post #: 158
RE: Patch 01 ... Patch 02 - 10/2/2009 4:32:54 PM   
jwilkerson


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quote:

ORIGINAL: Admiral Scott

Great, I am glad I decided to wait until the 2nd patch before starting my first game.

What kind of improvements are you working on the AI?


We haven't done a "taxonomy of AI improvement types" so I can't answer your question exactly - but all AI improvements would involve going into the editor and adding, updating or deleting the scripts.

Adding new scripts gives the AI new options of things it can do if the trigger conditions are met. Updating a script can change all manner of things, which units are assigned to the script, the type of naval support required, and what conditions will trigger the start or end of the script. Deleting scripts is usually done when reorganizing a group of scripts - so adding a bunch and deleting a bunch that the new ones are replacing.

If you're real interested in AI improvement capabilities, then I'd suggest studying the AI editor so you can gain a better understanding of what is available.



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Post #: 159
RE: Patch 01 ... Patch 02 - 10/2/2009 5:14:50 PM   
Chad Harrison


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Thanks for the replies Joe. Obviously we are all looking forward to it.

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Post #: 160
RE: Patch 01 ... Patch 02 - 10/2/2009 7:43:36 PM   
pad152

 

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quote:

ORIGINAL: jwilkerson

Yup, patch 02 will be focused on fixing any bugs we or other players find, but each team has some focus items they are working on:

Air - pilot training improvements

Naval - radar modling improvements

Land/map - supply draw improvements

And there will be more OOB/data fixes and improvements to the AI.




Any changes planed for aircraft/engine production and/or economy?

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Post #: 161
RE: Patch 01 ... Patch 02 - 10/2/2009 10:11:19 PM   
jwilkerson


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quote:

ORIGINAL: pad152

Any changes planed for aircraft/engine production and/or economy?



Negatif, what would you suggest?



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Post #: 162
RE: Patch 01 ... Patch 02 - 10/3/2009 2:49:03 AM   
Jonathan Pollard


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I would suggest making light industry cost less supplies to repair than heavy industry.  As it stands now, because light industry produces only one supply per turn, it does not make sense to repair any damaged light industry after mid-1943, especially since you don't regain the victory points lost by repairing it.

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Post #: 163
RE: Patch 01 ... Patch 02 - 10/3/2009 5:55:16 AM   
pad152

 

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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: pad152

Any changes planed for aircraft/engine production and/or economy?



Negatif, what would you suggest?




See

http://www.matrixgames.com/forums/tm.asp?m=2250357

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Post #: 164
RE: Patch 01 ... Patch 02 - 10/3/2009 10:19:23 PM   
Cribtop


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If I started a campaign game as Allies vs. Japanese AI today, would I have to re-start to implement changes when patch 2 comes out?

With an eye to future patches, is there any way to save a 1st day setup as either Allied or Japanese that you won't have to re-do post patches?

PS 100th post!

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Post #: 165
RE: Patch 01 ... Patch 02 - 10/9/2009 7:06:34 PM   
Swenslim

 

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Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?

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Post #: 166
RE: Patch 01 ... Patch 02 - 10/9/2009 8:27:44 PM   
loricas

 

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quote:

ORIGINAL: Swenslim

Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?


hi dear opponent

is still here: you can create a tf in the loading port, order to load resource and then change to from human controlled to CS

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Post #: 167
RE: Patch 01 ... Patch 02 - 10/10/2009 2:17:38 PM   
dwinston

 

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Just to confirm - patch 02 will have the tutorial in it?

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Post #: 168
RE: Patch 01 ... Patch 02 - 10/10/2009 2:58:19 PM   
Admiral Scott


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What day is patch 2 due to be released?

October 27th?

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Post #: 169
RE: Patch 01 ... Patch 02 - 10/10/2009 3:09:43 PM   
P.Hausser


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Yes

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Post #: 170
RE: Patch 01 ... Patch 02 - 10/11/2009 6:04:00 PM   
dwinston

 

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Yes to the tutorial or yes to the 27th?

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Post #: 171
RE: Patch 01 ... Patch 02 - 10/11/2009 6:27:46 PM   
USS Henrico

 

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quote:

quote:

ORIGINAL: Swenslim

Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?


hi dear opponent

is still here: you can create a tf in the loading port, order to load resource and then change to from human controlled to CS


I've been loading a resource ship at Hilo and sending it to Pearl, converting to computer command so I don't have to repeat the command. This worked fine prior to Patch 1, but doesn't seem to be working now.

(in reply to loricas)
Post #: 172
RE: Patch 01 ... Patch 02 - 10/11/2009 11:40:06 PM   
wpurdom

 

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quote:

quote:

ORIGINAL: jwilkerson

Yup, patch 02 will be focused on fixing any bugs we or other players find, but each team has some focus items they are working on:

Air - pilot training improvements

Naval - radar modling improvements

Land/map - supply draw improvements

And there will be more OOB/data fixes and improvements to the AI.



I'm surprised you have the nerve to go into even this much detail with this crowd - bound to stir up disppointment. But you do seem the have the maturity to not be unduly effected by the frenzied disappointments of the crowd. Keep up the good work and thanks for the info and your level responses.

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Post #: 173
RE: Patch 01 ... Patch 02 - 10/12/2009 12:09:50 AM   
Oldguard1970

 

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Wpurdom,

Us??!  Frenzied disappointment??!  I am shocked...shocked that you would think so.

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Post #: 174
RE: Patch 01 ... Patch 02 - 10/21/2009 12:37:32 AM   
jwilkerson


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Update on patch 02 status:

We continue our weekly build process, but this week is a bit of a milestone because I think we are now "critical mass" in terms of the items we have in the build. Testing will probably run for about two more weeks and we will continue to squeeze in whatever we can with an acceptable risk/benefit profile.

At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.

So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.

As regards "public beta". Actually I'm still a bit skeptical about whether we should be doing this or not. I see pros and cons.

The cons for me are that I guess I am used to being responsible for testing and so I worry about asking the customer to help with that. So kind of a "philosophical" issue for me.

On the pro side, to really adequately test something like this, equivalent to how I would test this in my day job, would take up to maybe 150 people several months. Or shall we say 1000s of person-hours. And there is no way we have that kind of resource available on our team. Hence the idea that some of you helping will find things we miss.

But back to the cons, some of you may view the "public beta" as if it were the actual patch. I would not do this. I would not patch a serious ongoing game, unless I really believed that the game was broken. But many of you will, probably most. I just would warn about equating your expectations regarding the "bug free ness" of the public beta, as compared to the same standard applied against the official patch, once it is released. The official patch will include additional changes as well as many fixes. So, I would recommend testing the "beta patch" as a testing activity. Create a separate instance of the game and apply the beta patch to that game and test. Keep that sepearate from your serious games.



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Post #: 175
RE: Patch 01 ... Patch 02 - 10/21/2009 1:03:45 AM   
RevRick


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quote:

ORIGINAL: OldGuard1970

Wpurdom,

Us??!  Frenzied disappointment??!  I am shocked...shocked that you would think so.



Well, Louis, it's about time for someone to throw a hissy fit. You think we'd better round up the usual suspects?

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Post #: 176
RE: Patch 01 ... Patch 02 - 10/21/2009 1:19:27 AM   
dorjun driver


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Suspected of what?

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Post #: 177
RE: Patch 01 ... Patch 02 - 10/21/2009 2:53:18 AM   
AW1Steve


Posts: 14507
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From: Mordor Illlinois
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quote:

ORIGINAL: jwilkerson

Update on patch 02 status:

We continue our weekly build process, but this week is a bit of a milestone because I think we are now "critical mass" in terms of the items we have in the build. Testing will probably run for about two more weeks and we will continue to squeeze in whatever we can with an acceptable risk/benefit profile.

At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.

So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.

As regards "public beta". Actually I'm still a bit skeptical about whether we should be doing this or not. I see pros and cons.

The cons for me are that I guess I am used to being responsible for testing and so I worry about asking the customer to help with that. So kind of a "philosophical" issue for me.

On the pro side, to really adequately test something like this, equivalent to how I would test this in my day job, would take up to maybe 150 people several months. Or shall we say 1000s of person-hours. And there is no way we have that kind of resource available on our team. Hence the idea that some of you helping will find things we miss.

But back to the cons, some of you may view the "public beta" as if it were the actual patch. I would not do this. I would not patch a serious ongoing game, unless I really believed that the game was broken. But many of you will, probably most. I just would warn about equating your expectations regarding the "bug free ness" of the public beta, as compared to the same standard applied against the official patch, once it is released. The official patch will include additional changes as well as many fixes. So, I would recommend testing the "beta patch" as a testing activity. Create a separate instance of the game and apply the beta patch to that game and test. Keep that sepearate from your serious games.





Thanks for keeping us imformed. It's greatly appreciated.

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Post #: 178
RE: Patch 01 ... Patch 02 - 10/21/2009 2:57:18 AM   
PaxMondo


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CAn't wait for the patch ...

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Post #: 179
RE: Patch 01 ... Patch 02 - 10/21/2009 2:57:27 AM   
Kull


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quote:

ORIGINAL: jwilkerson

Update on patch 02 status:

At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.

So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.


Cool. I'd be shot for saying that if this were the AE Release, but it's going to be a long time until the 3rd Patch, and I suspect many of us won't be disappointed if it slips again and you use the time to really load this one up.

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Post #: 180
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