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RE: patch 1.01 - Work in progress

 
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RE: patch 1.01 - Work in progress - 1/22/2012 5:50:21 AM   
wolf14455


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Worked, thanx.

(in reply to wolf14455)
Post #: 61
RE: patch 1.01 - Work in progress - 1/23/2012 9:30:00 AM   
IainMcNeil


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I think the login issue is that the members club and forum were on diffrent systems and have diofferent usernames & passwords. It's possible for you to havwe the e-mail address registered with both as different usernames. You'd need to get a password reset from the indiviaul systems. Merging these together is on our list of things to do but its pretty messy as we have to unravel all teh existing users awith accounts on both anmd somehow merge them together.

All serials from SLitherine & Matrix are supposed to be in this beta installer. Can you check you didnt enter any extra spaces before or after.

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Post #: 62
RE: patch 1.01 - Work in progress - 1/23/2012 12:51:42 PM   
wolf14455


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Nope Cut and paste only. And yes I do have two user names for this email. Thats why I couldnt create a new one. I forgot about this as it was in the beginning when I problrm with my first game I bought and couldnt get support with my forum name.

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Post #: 63
RE: patch 1.01 - Work in progress - 1/23/2012 3:21:44 PM   
doomtrader


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The links are updated.

Those who were not able to run the installer, please download it once again
http://www.slitherine.com/files/time_of_fury/TimeOfFury-Beta-1.01b.exe

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Post #: 64
RE: patch 1.01 - Work in progress - 1/23/2012 3:23:17 PM   
doomtrader


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Please check the threads again

http://www.matrixgames.com/forums/tm.asp?m=3015707

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Post #: 65
RE: patch 1.01 - Work in progress - 1/23/2012 4:40:18 PM   
freeboy

 

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thank you for your ongoing efforts..
The beta now works..

(in reply to doomtrader)
Post #: 66
RE: patch 1.01 - Work in progress - 1/23/2012 7:16:31 PM   
wolf14455


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another CRC error please reinstall. 
but I like the new start up pic

< Message edited by Swedewolf -- 1/23/2012 7:17:10 PM >

(in reply to freeboy)
Post #: 67
RE: patch 1.01 - Work in progress - 1/23/2012 9:24:25 PM   
doomtrader


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Did you managed to install it?

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Post #: 68
RE: patch 1.01 - Work in progress - 1/23/2012 11:52:14 PM   
LiquidSky


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I was successful in installing the new Beta download. Havent had time to do more then dabble with it.

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(in reply to doomtrader)
Post #: 69
RE: patch 1.01 - Work in progress - 1/24/2012 3:55:51 AM   
wolf14455


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Yes I was, no problems before trying to start it. What does this error means?

Hmm this is irritating, my working version 1.00 now also CRC error when starting

Why is this?

< Message edited by Swedewolf -- 1/24/2012 3:59:51 AM >

(in reply to doomtrader)
Post #: 70
RE: patch 1.01 - Work in progress - 1/24/2012 9:39:04 AM   
IainMcNeil


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This means something has changed relating to the original installation. You may have inadvertently moved a file or overwritten something when installing the beta. Best thing to do is reinstall the original game.

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Post #: 71
RE: patch 1.01 - Work in progress - 1/25/2012 3:49:28 AM   
wolf14455


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Worked. See my entry in tech support. But even after a reinstall of the beta (1.01b) I getting an ofset error when starting a scenario.
So no beta testing for me it seams.

< Message edited by Swedewolf -- 1/25/2012 3:50:15 AM >

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Post #: 72
RE: patch 1.01 - Work in progress - 1/25/2012 8:52:42 AM   
laska2k8


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something to mention:

- installing the patch into the dir "C:\TOF" all new files are written in the dir "C:\TOF\Time of Fury BETA", if you run "tof.exe" from there you get errors loading the scenarios .

- copying all content from the beta dir to the default one seems resolve the problem.

- there are two exe's, tof.exe and TimeOfFury.exe, the first one is the beta.

hope it helps

(in reply to wolf14455)
Post #: 73
RE: patch 1.01 - Work in progress - 1/25/2012 9:04:17 AM   
wolf14455


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I will try that, thanx.

(in reply to laska2k8)
Post #: 74
RE: patch 1.01 - Work in progress - 2/8/2012 8:20:18 PM   
doomtrader


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I have sent the 1.01 for final review.

Below is the summarized list of all changes/fixes/improvements in the game. I know that not all of you are happy with the implementation and how the game mechanisms works, but please remember this is more B&P game with many aspects beneath, rather that hardcore WW II simulator.
Please keep in mind that I together with rest of the team are doing our best to make the game as moddable and accessible as possible. It is really, really easy to make the game fit your own point of view.

Have fun and write some AARs


2012-02-07 [v1.01]
--Fixed
Fixed problems in loading games in PBEM
Wrong trigger for Time at sea events for all countries at level 3
Corrected version check when logging to Multiplayer
Fixed Typo in Zabaykal Siberian troops event
Unit panel now works properly
Corrected time of Soviet concentration against Germany in case of historical R-M pact
Fixed infinite loop in French surrender events
AI will not keep the capital cities empty


--GFX
Added images for UK strategic bombers levels 2-5


--Other
Updated text data base by Jim Potts



2012-01-17 [v1.01 beta]
--Fixed
Description of Finnish Partisans events fixed
Corrected wrong values in event 23003
Corrected British Naval tech level 3 - Increasing port size - to properly increase it for UK, instead of Germany
Corrected hotkeys dialog
Corrected name of port Koenigsberg
Corrected Benelux countries to be not at war with Germany at the beginning of 1939 West scenario
Corrected various spelling errors in German submarine fleets names
Bottleneck caused by the Axis minors shouldn't occur anymore
Added description for tag unitpanel_rebase_icon_hint_not_enough_ap
Fixed occurring negative strength for air units
Fixed spelling error for El-Alamain city
Corrected option name for Persian Oil event
Corrected description for German tank technology level 3 informing about adding corps, now corrected to inform about adding division
Corrected disabling of Leningrad MSS, when captured by enemy
Fixed merging of unit not decreasing strength of source unit
Corrected multidirectional bonus to be added only for units participating in attack
Corrected situation when one commander is attached to more than one unit
Fixed mistaken attachment of air technology to German tech level instead own tech level for all countries
Fixed issue, where UNDO was possible despite the enemy unit was discovered
Corrected issue with not assigning commanders to adjacent units after the game is loaded
Fixed issue when an air unit is damaged during interception and is not killed despite its strength is lowered to zero
Fixed onward to Pacific events
Fixed typo in Convince them descriptions (was covince)
Chance for double losses when air striking sea zone reduced from 20 to 15 for all countries except UK, USA and Italy
Fixed lack of war between USA and Hungary, Bulgaria, Romania, Slovakia in 1942 campaign
Fixed lack of war between Slovakia and USA in 1942 campaign
Changed event check to make sure that Soviet peace offer for Germany will be repeated
Attack trough river now calculated correctly
Corrected Russian Liberation army description text
Fixed event methods adding naval vessels subtypes
Fixed problem with performing Air Strikes from air carriers
Fixed infinite tact bombers supply transports
Fixed CTD caused by wrong calculation of AI's paths
In PBEM games, creating of three players is no longer possible


--Features
Blocking England with submarines is now also effective against AI
Added information about effective German submarines actions against UK
Interception results added to air combat reports (both attack and defense)
Maximum values of reinforcements on territories controlled but not owned moved to consts.ini file
During loading of PBEM game, time out is counted after 30 seconds
It is now possible to set up amphibious invasion after movement delay for one turn, by changing AmphibiousAssaultAfterMovement = 0/1 value in consts.ini file


--AI
The Allied AI will to support operations in Eastern part of North Africa by sending some more assaults
German AI supported in fight against soviet human
Improved AI performance
Improved AI balance in possessing number of vessels
German AI should not spent PP on technology research at the beginning of Barbarossa


--Gameplay
UK, USA, Germany, Soviet Union and France will receive additional time at sea by two weeks with every level they will advance
All raider fleets changed to be in evade mode at the beginning of all scenarios
Increases losses of German troops during amphibious invasions
Increased cost of supplying German armored units trough the sea
Increased cost of additional AIP for Germans by 5 PP
Romania will no longer pull the Germany into the war with Soviet Union for Bessarabia
Changed chance that the AI will agree/decline German peace/puppetizing proposition
Germans more willing to make peace with UK, instead of puppetize it
British colonies are not going to keep the fight lonely against other alliance
In case of Dutch surrender, whole fleet is seceded to the UK
Added Deutches Afrika Legionaire
Default maximum replacements for land units with supply at level 25 reduced to 75%
Default maximum replacements for air units with supply at level 25 reduced to 8
Default maximum replacements for land units with supply at level 20 reduced to 50%
Default maximum replacements for air units with supply at level 20 reduced to 5
Default maximum replacements for land units with supply at level 15 reduced to 35%
Default maximum replacements for air units with supply at level 15 reduced to 4
Default maximum replacements for land units with supply at level 10 reduced to 30%
Default maximum replacements for air units with supply at level 10 reduced to 3
Default maximum replacements for land units at hexes owned by enemy reduced to 10%
Default maximum replacements for air units at hexes owned by enemy reduced to 1
German maximum replacements for land units with supply at level 25 reduced to 70%
German maximum replacements for air units with supply at level 25 reduced to 7
German maximum replacements for land units with supply at level 20 reduced to 45%
German maximum replacements for air units with supply at level 20 reduced to 4
German maximum replacements for land units with supply at level 15 reduced to 30%
German maximum replacements for air units with supply at level 15 reduced to 3
Italy maximum replacements for land units with supply at level 25 reduced to 70%
Italy maximum replacements for air units with supply at level 25 reduced to 7
Italy maximum replacements for land units with supply at level 20 reduced to 45%
Italy maximum replacements for air units with supply at level 20 reduced to 4
Italy maximum replacements for land units with supply at level 15 reduced to 30%
Italy maximum replacements for air units with supply at level 15 reduced to 3
USA maximum replacements for air units with supply at level 25 reduced to 9
USA maximum replacements for land units with supply at level 20 reduced to 80%
USA maximum replacements for air units with supply at level 20 reduced to 7
USA maximum replacements for land units with supply at level 15 reduced to 60%
USA maximum replacements for air units with supply at level 15 reduced to 5
USA maximum replacements for land units with supply at level 10 reduced to 45%
USA maximum replacements for air units with supply at level 10 reduced to 4
USA maximum replacements for land units with supply at level 5 reduced to 30%
USA maximum replacements for air units with supply at level 5 reduced to 3
German AI will get new ships only if the total number of ships is lower than set
US AI will get new ships only if the total number of ships is lower than set
Soviet AI will get new ships only if the total number of ships is lower than set
UK AI will get new ships only if the total number of ships is lower than set
French AI will get new ships only if the total number of ships is lower than set
Italy AI will get new ships only if the total number of ships is lower than set
Improved effectiveness of units stationing at Maginot Line
Reduced chance for losing PP due to the wastage events from 60% to 20%
Implemented increased upkeep cost for major countries (USA, USSR, Germany, France, UK, Italy), when the size of forces exceeds historical level
Basic upkeep cost increased from 0.05 to 0.06 per strength point (UpkeepPerOneStrengthPoint)
War Economy of BENELUX countries changed from 10 to 25 in Fall Gelb campaign
Soviet war economy cap reduced to 55 instead of 75 until 1941 if not at war with any of the major country
Reduced minimal values of destroyed STP - CV from 2 to 1, BB from 1 to 0, SS from 5 to 1
Reduced maximal values of destroyed STP - CV from 10 to 3, BB from 5 to 1, CA from 5 to 2, SS from 10 to 3
Units on level higher than actual technology higher can not be splitted
Attacking and defending sides are now using defender's weather to calculate effectiveness
Reduced basic fighter attack range from 20 to 14
Reduced basic tact attack range from 25 to 18
Range level modifier changed to 0.7;0.85;1.0;1.1;1.25 was 0.6;0.75;0.95;1.1;1.4
USA should stay out of the war as long as possible
German Subs tech level changed from 3 to 1 in Grand Campaign
German Naval tech level changed from 3 to 2 in Grand Campaign
French Tank tech investment changed from 0 to 1 in Grand Campaign
USA Subs tech investment changed from 0 to 2 in Grand Campaign
English Tank tech research progress changed from 0 to 20 in Grand Campaign
French Tank tech research progress changed from 0 to 30 in Grand Campaign
USA Subs tech research progress changed from 0 to 70 in Grand Campaign
German Subs tech level changed from 3 to 2 in Fall Gelb
German Naval tech level changed from 3 to 2 in Fall Gelb
Attacking units with 6:1 and 7:1 are now always receiving losses
Amphibious units cannot unload after movement


--Events
Event about starting the war with UK will not fire if the Germans and UK already at war in Germans Grand Campaign
Corrected event that disallowed France to surrender after certain number of cities has fallen
Created War Bonds events for United Kingdom
In case of German invasion on Baltic States (if R-M Pact was honored), SU has got possibility to DOW Germany
Onward to Pacific event changed to consider also Smolensk
Soviet civilian vehicles events added
Initial start date for Shock events changed to 1 April 1941, was 1 September 1939
Initial start date for Shock events set to 1 April 1941
New events method added Country.SetAlliance (Country ID, Alliance ID), allowing to set alliance
Greek, Dutch and Belgian trade fleets events are added


--GFX
Updated Agent's Modern map skin
Updated Agent's B&W map skin
Updated Agent's Retro map skin
Updated Agent's NATO units skin
Updated Agent's Icons units skin
Agent's clouds are now used for Normal and Natural map skins
Side panel buttons moved little bit closer to the center of the screen, to avoid scrolling of the screen when selecting them (also the original files are also included as replacement)


--OOB
Italian ship RM Francesco Crispi name changed to RM Pola in Grand Campaign
Italian ship RM Bande Nere name changed to RM Caio Duilio in Grand Campaign
Italian ship Muzio Attendolo name changed to RM Muzio Attendolo in Grand Campaign
Italian ship RM Euro name changed to RM Bande Nere in Grand Campaign
French Battleship Provance added in Grand Campaign
French ships Algerie, Foch, Dupleix, Duquesne and Tourville changed to Cruisers in Grand Campaign
German cruiser KMS Emden added in Grand Campaign
Maginot Line units are starting the game with increased effectiveness


--Map
Svierdlovsk renamed to Sverdlovsk
Munchen renamed to Munich
Koln renamed to Cologne
Chelabinsk renamed to Chelyabinsk
Berne renamed to Bern


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Post #: 75
RE: patch 1.01 - Work in progress - 2/8/2012 9:01:26 PM   
oldspec4

 

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Lots of fixes/corrections here but the most important to me is the uber panzer issue. Has the game been modified to prevent or tone down the AI's super German panzer corps?

Thanks.

(in reply to doomtrader)
Post #: 76
RE: patch 1.01 - Work in progress - 2/9/2012 7:43:20 PM   
miki

 

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What about increasing german infantry tech from lvl 1 to lvl 2?

They invented the modern infantry squad - rifles, lmg, grenades, inf-at weapons - after all, and their provision of light machine guns at all units levels was prodigious at war's begining.

(in reply to oldspec4)
Post #: 77
RE: patch 1.01 - Work in progress - 2/9/2012 10:07:03 PM   
doomtrader


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miki, I think it will unbalance the game too much.

On the other hand this change requires to switch only one digit.

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Post #: 78
RE: patch 1.01 - Work in progress - 2/9/2012 10:55:01 PM   
oldspec4

 

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Bump for doomtrader. There is a lot to like about the game ...but I don't want to invest time on another Russian grand campaign and experience the super strength panzers.

quote:

ORIGINAL: oldspec4

Lots of fixes/corrections here but the most important to me is the uber panzer issue. Has the game been modified to prevent or tone down the AI's super German panzer corps?

Thanks.


(in reply to oldspec4)
Post #: 79
RE: patch 1.01 - Work in progress - 2/10/2012 7:43:47 AM   
doomtrader


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We didn't implemented any experience or effectiveness cap, so the German Panzers can be very strong again.
However this will be much more complicated now as with the changes above the upkeep cost is now increased and also every unit is losing some of its strength in every battle. Also the reinforcement based on supply levels is now much more restricted.
But the main reason of existing uberpanzers is the warfare doctrine bonus. It is very high for Germans and very low for Soviets, so this is what really makes the difference between those two armies. So the real problem is rather in "untermenschen" here than in uberpanzers. If you consider that the Germans are having 25% bonus for each warfare level and Soviets only 10% bonus and add, that Germans are at least 1 level higher at the moment of Barbarossa, then you finish with at least 40%-55% effectiveness gap. So indeed the Germans are already better experienced as this is third or fourth campaign for some of the units, also German commanders are better than Soviets.

So like in real world we come to a situation where German tanks were unstoppable for Soviet infantry.

If you are referring to the situation described by on of the players where Germans were occupying one of the cities deep in the USSR, so first of all. The units was not surrounded, so in my opinion there was limited possibility to reinforce and resupply it.

The best example describing German superiority over Soviets is in my opinion Leningrad campaign. Take a look at the size of the forces on both sides and losses every time the Soviets were trying to lift the siege. 5-10 times larger Soviet forces took 10 times higher casualties and were not able to break trough.

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Post #: 80
RE: patch 1.01 - Work in progress - 2/10/2012 11:33:17 AM   
oldspec4

 

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Thanks for the response. The increased upkeep costs and the more restricted reinforcement are good improvements to game balance and resulting gameplay.

(in reply to doomtrader)
Post #: 81
RE: patch 1.01 - Work in progress - 2/12/2012 12:41:58 PM   
ULTIMO


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quote:

Added Deutches Afrika Legionaire


Is it the 999th Light Afrika Division?

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Post #: 82
RE: patch 1.01 - Work in progress - 2/20/2012 12:14:11 AM   
bcgames


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Is there a projection on when will this patch be made official?

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Post #: 83
RE: patch 1.01 - Work in progress - 2/20/2012 1:48:23 PM   
wolf14455


Posts: 1196
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I soon forget how to play this game. When is the patch ready?

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Post #: 84
RE: patch 1.01 - Work in progress - 2/20/2012 4:06:02 PM   
doomtrader


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Actually the patch is ready for quite some time, however there is a line in the Matrix queue, I think it should be released this week.

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Post #: 85
RE: patch 1.01 - Work in progress - 2/20/2012 5:43:38 PM   
willgamer


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quote:

ORIGINAL: doomtrader

Actually the patch is ready for quite some time, however there is a line in the Matrix queue, I think it should be released this week.



Is the patch submitted to Matrix exactly the same as the current Beta, or does it contain further improvements?

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Post #: 86
RE: patch 1.01 - Work in progress - 2/20/2012 11:34:33 PM   
wolf14455


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Cool.

(in reply to doomtrader)
Post #: 87
RE: patch 1.01 - Work in progress - 2/21/2012 7:52:29 AM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
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This is the difference between beta and official patch:

2012-02-07 [v1.01]
--Fixed
Fixed problems in loading games in PBEM
Wrong trigger for Time at sea events for all countries at level 3
Corrected version check when logging to Multiplayer
Fixed Typo in Zabaykal Siberian troops event
Unit panel now works properly
Corrected time of Soviet concentration against Germany in case of historical R-M pact
Fixed infinite loop in French surrender events
AI will not keep the capital cities empty


--GFX
Added images for UK strategic bombers levels 2-5


--Other
Updated text data base by Jim Potts


_____________________________


(in reply to wolf14455)
Post #: 88
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