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RE: Revised Public Beta Now Available! - 8/2/2011 12:51:13 AM   
rickier65

 

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quote:

ORIGINAL: Nemo84

Threw together a quick testbattle for this: just 1 Sd Kfz 131 vs 10 soviet infantry squads, no outside interference possible. Attached savegame is the turn right after I ran out of HE ammo. The armoured car clearly sees the infantry, yet refuses to fire unless manually ordered to do so. I let it run for 6 turns after this, and the Soviets just casually walked up to the vehicle and destroyed it. I can confirm the exact same behaviour from Marders as well.




Thanks Nemo, I also need the test scenario in order to load the saved game. The test scenario will be in the Data\Scenarios folder.

Thanks!
Rick

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Post #: 31
RE: Revised Public Beta Now Available! - 8/2/2011 6:29:56 AM   
Nemo84

 

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quote:

ORIGINAL: Rick


quote:

ORIGINAL: Nemo84

Threw together a quick testbattle for this: just 1 Sd Kfz 131 vs 10 soviet infantry squads, no outside interference possible. Attached savegame is the turn right after I ran out of HE ammo. The armoured car clearly sees the infantry, yet refuses to fire unless manually ordered to do so. I let it run for 6 turns after this, and the Soviets just casually walked up to the vehicle and destroyed it. I can confirm the exact same behaviour from Marders as well.




Thanks Nemo, I also need the test scenario in order to load the saved game. The test scenario will be in the Data\Scenarios folder.

Thanks!
Rick



Ah, didn't know that. Here you go.


Attachment (1)

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Post #: 32
RE: Revised Public Beta Now Available! - 8/2/2011 6:58:34 AM   
rickier65

 

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quote:

ORIGINAL: Nemo84

quote:

ORIGINAL: Rick


quote:

ORIGINAL: Nemo84

Threw together a quick testbattle for this: just 1 Sd Kfz 131 vs 10 soviet infantry squads, no outside interference possible. Attached savegame is the turn right after I ran out of HE ammo. The armoured car clearly sees the infantry, yet refuses to fire unless manually ordered to do so. I let it run for 6 turns after this, and the Soviets just casually walked up to the vehicle and destroyed it. I can confirm the exact same behaviour from Marders as well.




Thanks Nemo, I also need the test scenario in order to load the saved game. The test scenario will be in the Data\Scenarios folder.

Thanks!
Rick



Ah, didn't know that. Here you go.



Nemo, if you run out of AP and APCR ammo, then the 231 will switch to it's MG and auto-target with it.

But it looks like what isn't happening is that the 231 is only auto-targetting with it's HE ammo. it looks like it doesn't consider the AP ammo as suitable to use vs Infantry. My first thought was that the 231 should automatically switch to the next most lethal ammo again the Inf. But that might have the affect of letting players 'draw off' AP fire from tanks by sending in Inf. then after the AP ammo is gone, sending in the tanks, so that might not be what we should do.

We probably need to look at something that will trgger the unit to use the MG even if it has AP or APCR ammo left (or some other ammo not normally directed at Inf).

Right now though, the unit won't auto select the MG if it's main gun still has any ammo of any kind left.

Thakns
rick

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Post #: 33
RE: Revised Public Beta Now Available! - 8/2/2011 3:14:32 PM   
Mobius


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quote:

ORIGINAL: Rick


quote:

ORIGINAL: Nemo84

quote:

ORIGINAL: Rick


quote:

ORIGINAL: Nemo84

Threw together a quick testbattle for this: just 1 Sd Kfz 131 vs 10 soviet infantry squads, no outside interference possible. Attached savegame is the turn right after I ran out of HE ammo. The armoured car clearly sees the infantry, yet refuses to fire unless manually ordered to do so. I let it run for 6 turns after this, and the Soviets just casually walked up to the vehicle and destroyed it. I can confirm the exact same behaviour from Marders as well.




Thanks Nemo, I also need the test scenario in order to load the saved game. The test scenario will be in the Data\Scenarios folder.

Thanks!
Rick



Ah, didn't know that. Here you go.



Nemo, if you run out of AP and APCR ammo, then the 231 will switch to it's MG and auto-target with it.

But it looks like what isn't happening is that the 231 is only auto-targetting with it's HE ammo. it looks like it doesn't consider the AP ammo as suitable to use vs Infantry. My first thought was that the 231 should automatically switch to the next most lethal ammo again the Inf. But that might have the affect of letting players 'draw off' AP fire from tanks by sending in Inf. then after the AP ammo is gone, sending in the tanks, so that might not be what we should do.

We probably need to look at something that will trgger the unit to use the MG even if it has AP or APCR ammo left (or some other ammo not normally directed at Inf).

Right now though, the unit won't auto select the MG if it's main gun still has any ammo of any kind left.

Thakns
rick
The Marder should use it's MG when it runs out of HE. The other rounds don't have much affect on a squad of infantry. Sure it a round actually hit a guy it will do him, but it has no area affect. As Rick said firing at infantry would bleed these precious AT rounds from vehicles before they could be used against armor. If 100 enemy troops were closing on an open topped vehicle it would best it he got the heck out of there.


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Post #: 34
RE: Revised Public Beta Now Available! - 8/4/2011 5:59:39 PM   
sevenpointsix2

 

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Any idea when the first official (non-beta) patch will be released? Thanks

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Post #: 35
RE: Revised Public Beta Now Available! - 8/4/2011 6:47:12 PM   
rickier65

 

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quote:

ORIGINAL: sevenpointsix2

Any idea when the first official (non-beta) patch will be released? Thanks


I can say that it won't be this week for sure. And I don't expect it to be ready next week. Possibly in 2-3 weeks then? I'm just guessing here of course. Erik may have a better estimate next week.

Thanks
Rick

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Post #: 36
RE: Revised Public Beta Now Available! - 8/19/2011 11:07:17 PM   
rickier65

 

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Folks,

Just a short update. We had hoped to have the Patch wrapped up this week, but we are still trying to fix one item that is affecting some unit retreats. When we get that resolved we will wrap up the patch.

Sorry for the delay, but we want to get that addressed before releasing the patch. I'll try to give another update next week.

In the meantime, you might want to try out some of Sztarturs maps and scenarios and I'm sure he would appreciate any feedback on the scenarios.

Thanks!
rick

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Post #: 37
RE: Revised Public Beta Now Available! - 8/20/2011 12:07:49 AM   
oldspec4

 

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Appreciate the info on the patch status..

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Post #: 38
RE: Revised Public Beta Now Available! - 8/26/2011 8:27:10 AM   
sztartur2


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So Gents, any news?

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Post #: 39
RE: Revised Public Beta Now Available! - 8/26/2011 11:53:56 PM   
rickier65

 

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I know you all don't want to hear excuses, so I normally try to avoid explaining. But since Artur asked, I understand the programmer had some computer hardward problems that delayed work. I think he was able to fix it earlier this week and he was expecting to be able to get back to working on the game code late this week.

I'll post another report next week, unless we something sooner from Erik.

Thanks and sorry for the delay.
Rick

(in reply to sztartur2)
Post #: 40
RE: Revised Public Beta Now Available! - 8/27/2011 12:52:44 AM   
Erik Rutins

 

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I also apologize for the delays. The developer's system was down for a few days. This week we are back to finishing up the update. We are trying to make the next build the last public beta so that we can make this an official release.

Regards,

- Erik

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Post #: 41
It's now September. - 9/2/2011 4:54:48 PM   
sztartur2


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Another week has passed, another month has passed.

Gents, any news?


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Post #: 42
RE: It's now September. - 9/2/2011 7:36:19 PM   
oldspec4

 

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Also would like to know how the revised beta/patch is goin'

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Post #: 43
RE: It's now September. - 9/3/2011 3:35:20 PM   
rickier65

 

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We have been working on the patch this past week, but have still not fixed the problem we were hoping to address. We are still working and we will let you know as soon as we have this pinned down.

thanks
rick

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Post #: 44
RE: It's now September. - 9/4/2011 2:24:34 AM   
belljack95


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Rick - thanks for the update.

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Post #: 45
RE: It's now September. - 9/9/2011 5:58:48 PM   
sztartur2


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Any news? :)

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Post #: 46
RE: It's now September. - 9/9/2011 11:35:30 PM   
rickier65

 

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Erik is hoping to be able to post an status report this weekend. However, he has been affected by the flooding in the wake of Irene, and perhaps also from the latest aftermath of Lee.

Thanks
rick

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Post #: 47
RE: It's now September. - 9/16/2011 12:04:15 PM   
BletchleyGeek


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I hope Erik is doing well, though the silence really points out to the opposite

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Post #: 48
RE: It's now September. - 9/16/2011 3:25:51 PM   
Jacko


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The silence is becoming deafening. 

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Post #: 49
RE: It's now September. - 9/16/2011 10:14:45 PM   
Erik Rutins

 

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Sorry guys, I had a family health crisis this week which kept me away from the computer and work. I will check in with the developer and hope to have this wrapped up next week.

Regards,

- Erik

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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 50
RE: It's now September. - 9/16/2011 10:45:53 PM   
JMass


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The glass could be half full, more time to have the patch and more improved PzKpfw IV in it.

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Post #: 51
RE: It's now September. - 9/18/2011 3:11:24 PM   
Jacko


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quote:

ORIGINAL: JMass

The glass could be half full, more time to have the patch and more improved PzKpfw IV in it.


Yes, perhaps even your StuG IV...


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Post #: 52
RE: It's now September. - 9/18/2011 3:36:00 PM   
JMass


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quote:

ORIGINAL: Jacko
Yes, perhaps even your StuG IV...


Unfortunately no, today I finished the Ausf J but the StuG IV needs more work...

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Post #: 53
RE: It's now September. - 9/18/2011 3:55:52 PM   
sztartur2


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When do you plan the Pz III series? Also the Shermans look very poor on Soviet side. 

You see there is a high demand for your excellent work


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Post #: 54
RE: It's now September. - 9/18/2011 4:18:29 PM   
JMass


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Sztartur, the big question here is: is it better to add new models or to improve the existing ones?

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Post #: 55
RE: It's now September. - 9/18/2011 4:51:48 PM   
sztartur2


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I believe this you know better than me as I have no skills for 3D design. I have a feeling though that the Shermans are so simplistic that only a new model helps. Regarding Pz III I don't know but your question implies that new model is needed everywhere. 

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Post #: 56
RE: It's now September. - 9/18/2011 4:52:42 PM   
sztartur2


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BTW Jmass wouldn't you want to make a corn grass element for the patch???!!!??? 

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Post #: 57
RE: It's now September. - 9/18/2011 5:07:36 PM   
JMass


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There was a misunderstanding, I meant: is it better to add new models like the SuG IV, III, StuH42, Nashorn, T-40, Churchill LL etc or to improve the Pz III series and the Shermans (both the 3d models and the skins)?
Regarding the corn grass I could try to make a dds file...

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Post #: 58
RE: It's now September. - 9/18/2011 5:24:49 PM   
sztartur2


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OK I see. to be frank Shermans are in such a bad shape the need to be overhauled.   Soviets used a lot of them so they are needed.

I very much need a corn dds for my growing number of Hungary maps so if you do it it would be ever highly appreciated!


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Post #: 59
RE: It's now September. - 9/18/2011 5:31:19 PM   
Jacko


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quote:

ORIGINAL: JMass

There was a misunderstanding, I meant: is it better to add new models like the SuG IV, III, StuH42, Nashorn, T-40, Churchill LL etc or to improve the Pz III series and the Shermans (both the 3d models and the skins)?
Regarding the corn grass I could try to make a dds file...


For me the answer is very clear. I would prefer improving the current vehicles, before adding new ones. At the same time I'm very concerned that all this work seems to rest on the shoulders of one dedicated and skilled person. And I'm already worried enough about this game...

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