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Whats Coming Very Soon in Patch v2.10

 
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Whats Coming Very Soon in Patch v2.10 - 11/26/2002 9:00:05 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Hi Guys

Here is what you can expect in v2.10. Now some may say that we are just releasing a patch before a holiday weekend but that is not the case. The testing period for this has been going on before the releae of v2.0. You should be able to start downloading it tonight or Wednesday. I would also like to extend a major thanks for both the playtesters, 2by3 Games (Keith Brors and Gary Grigsby) and the Matrix staff (Mike Wood and Ross Moorhouse) for really going over and above in solving and expanding the game play.


UNCOMMON VALOR PATCH ITEMS VS. 2.10

1) Destroyers (DD), Destroyer Escorts (DE), Patrol Gunboats (PG), Patrol Craft (PC) and Destroyer Transports (APD) have been given very limited mines-weeping abilities. Each can locate and destroy a few mines by shooting them, if the crew makes the proper experience rolls and spot others. This awareness of the minefield will allow the task force entering the mine field to be hit by fewer mines.
2) Right clicking on a task force should no longer lock up some machines.
3) When a carrier task force is assigned to follow another task force and ordered not to react to enemy task forces, the task force should no longer close range by one hex. This will allow the player to move a carrier task force with some other task force and the carrier CAP will also provide area CAP to the other task force.
4) Combat pilot rotation for missions should now allow more inexperienced pilots to fly, by grounding highly fatigued pilots. For patrol, ASW and training missions, pilots with fewer missions flown now have priority over more experienced pilots.
5) Minefields placed in hexes with a friendly base that has a size 1 or better airfield or port will attack enemy transport task forces or fast transport task forces that enter the hex. Now, if the hex does not contain a friendly base with a size 1 or better airfield or port, mines placed in the hex will attack all enemy shipping. The distinction is that if the hex has a friendly port or airfield, the mines will be placed close to the shoreline, to defend against invasion. In this case, the mines attack at double strength.
6) New naval and air-to-air combat sounds have been added.
7) Aircraft resistance to Flak has been increased.
8) When air groups transfer to a new base, they now try to take adequate pilots or air crews with them.
9) The screen in which groups transfer to new base now includes the total aviation support of the listed bases.
10) The air to air combat system has been rewritten. Messages referring to aircraft flights have been replaced by individual aircraft dogfight messages. Squadron messages remain. The calculations revolving around pilot fatigue, disruption and weapons platforms accuracy have been modified, which should produce a bit higher number of damaged and destroyed planes in dog fighting and attacks on bombers. New rules for attacking aircraft using deflection firing and firing from behind have been added.
11) Play by email games should no longer auto-save in slot zero.
12) When a task force achieves a T-crossing in naval combat, it is now awarded a to hit bonus against ships of the enemy task force. This is in addition to the extra shots the player normally gains from crossing the T.
13) Dive bombers and torpedo bombers now attack at maximum speed, instead of cruising speed..
14) New messages have been added to the naval combat screen.
15) A general weather report has been added to the combat reports screen.
16) The security requirement for restarting the game, before PBEM combat resolution or VCR playback was not well received. This requirement has been removed. Other security measures have been instituted in place of a restart. These measures should be user-transparent. Just play normally. Security should be valid and VCR playbacks should be accurate. Please note that in a game started in an earlier version, there may be some problems with the VCR for the first turn played with this build.
17) A new routine checks submarines on a patrol mission and under player control at the end of each turn. If the submarine is low on fuel or out of torpedoes, the submarine will automatically return to home base. This cannot be over-ridden by the player. Since the option to return has been placed in the hands of the ship’s skipper, the player should base the submarine out of the closest base to the area where the player will have the ship operating to avoid wasting significant amounts of fuel going to and coming from station. Also note that the routine is not full proof. It is still possible to run out of fuel with a high speed chase right before the submarine would return to base or by taking battle damage and leaking a large amount of fuel. Bingo is defined by the routine as fuel needed to return to base x 1.5. This should leave adequate fuel to return, even if harassed by aircraft on the way home. Note that submarines on special operations missions, such as transport or mine-laying do not undergo the test.
18) The chances for a minesweeper (MSW) or fast minesweeper (DMS) hitting a mine have been greatly reduced.
19) Load and save routines have been optimized for speed.
20) A new file naming system has been added, that allows the user to see his game comment in the Windows file directory.
21) Fixed extraneous message indicating ships were arriving in theater, when they were not.
22) Added mine depot in Brisbane.
23) Rewrote code which allocates damage to better reflect distinctions between various armaments and hit locations. Players should find deck hits, tower hits and turret hits do less floatation damage, while doing more fire and system damage. Torpedoes should now do less fire and system damage and more floatation damage.
24) Rewrote naval combat code to allow for surprise attacks. Combat Japanese task forces that have ships mounting the Long Lance torpedo will now try to sneak up and surprise attack with a volley from every able ship, before normal combat occurs. Combat Japanese task forces that do not contain ships with the Long Lance torpedo and combat Allied task forces may also make surprise attacks, gaining a free round of combat, firing limited shots, before normal combat occurs. To make a gun surprise attack, the side attacking must make skill rolls to properly line up the ships and coordinate fire, and radar or spotting rolls, while the other side fails the radar or spotting rolls. To make a Long Lance attack, the Allied side must either fail a radar or spotting roll or fail a skill roll (required to turn into the torpedoes) and the Japanese side must make skill rolls to line up the ships in proper formation and coordinate the attack. Surprise attacks can be devastating for the surprised task force sometimes and sometimes of little value, depending on a lot of skill rolling. Be sure to have at least one ship with good night experience and one with good day experience in every combat task force, along with a leader with the best naval skills you can muster.
25) Long range combat air-patrol penalty values have been decreased, slightly. The penalty values for LRCAP should be flying over carrier groups more than one hex from the groups home should still be severe, as these groups usually maintain radio silence.
26) Scenarios have been adjusted and now will end on the proper end times.

NOTES TO END USERS: on air to air combat. Climbing to intercept means the climb rate of the interceptor is inadequate and it is at a disadvantage. Intercepting means the interceptor is trying to locate and attack with no penalty. Area CAP intercepting means the defending group is not close to the enemy and is trying to regroup, find the enemy and attack at a disadvantage. Due to radio silence, long range combat air patrol over a friendly aircraft carrier task force is at a still greater disadvantage. Bombers too high means the interceptor cannot climb high enough, fast enough to engage the enemy bombers. Climbs towards bombers means the climb rate of the interceptor is inadequate and it is at a disadvantage. Dives on bombers means the interceptor has altitude and speed is at an advantage. Attacks bombers means the interceptor is trying to locate and attack with no penalty. In this game, bogie is an unidentified enemy aircraft, that is spotted, but too low a detection level to identify. Bounced means surprised and at a disadvantage. Evades means the evading aircraft being attacked was too fast or maneuverable to shoot at. Engaging means two aircraft are maneuvering to fire at one another and the first aircraft listed is at a slight advantage. Firing at range indicates that the aircraft is deflection shooting at the given range times 100 yards. Firing from behind indicates the firing aircraft is directly behind the enemy aircraft and the victim has no rear firing guns that can bear, which gives the attacker an extra burst at good odds. Although all the CAP for a hex shows up on the combat screen, some of these planes may not know where the battle is or be close enough to engage, such as the Japanese CAP in the battle of Midway, which was out of position, when the American dive bombers attacked. Additionally, each aircraft has a detection level (which is modified by weather, skill rolls, the number of planes it has engaged and other factors), and a small group of planes can sometimes slip past CAP or only have to engage a few enemy planes, before it can reach the target.
Post #: 1
- 11/26/2002 9:40:48 PM   
aoffen

 

Posts: 494
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From: Brisvegas, Australia
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Unbelievable. Thanks guys.

Do the scenarios finish at the right time with a victory points summary now?

Regards
Andrew

(in reply to David Heath)
Post #: 2
ecoutez la joyeuse fanfare - 11/26/2002 10:40:49 PM   
zed

 

Posts: 268
Joined: 5/20/2002
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I used to look forward to going away for vacation, now I am sad I will be unable to play UV for 5 days. Look what you people have done to me :p
Only with the greatest exertion of will did I manage not to buy a Laptop for the holidays. I am, however, taking my UV disk in the event that one of my friends has a computer I may borrow. I hope there is some cyberstop cafe somewhere as well.

(in reply to David Heath)
Post #: 3
- 11/26/2002 10:50:44 PM   
Pawlock

 

Posts: 1041
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From: U.K.
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Sounds great, It looks like you really went to town on the Minewarfare aspect of the game and think all these improvments will still make Mines important but also make protecting against them viable too.

Im out to lunch on the proposed surface combat and reserve judgement based on my findings.

Only one thing that sticks out now is waiting for all the complaints about the new air combat routines and how too may planes are being shot down. Your in a catch 22, and I feel for you.

Anyway great work guys ,

(in reply to David Heath)
Post #: 4
- 11/26/2002 11:21:45 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Yes, the scenarios ending on time has been correct, Number 26.

(in reply to David Heath)
Post #: 5
- 11/26/2002 11:25:45 PM   
Howard Mitchell


Posts: 449
Joined: 6/3/2002
From: Blighty
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As always, your efforts are appreciated! And it's good to see that issues raised in these forums are addressed.

:)

Potential problem though - i've just run True Update to see if it is avaialable yet (you never know your luck) and it tells me that there is a patch and it is 42 Mb, so its identifying 2.0 as needing downloading. I really don't want to go through that all over again, please can you post 2.10 as a standard file to download as you did with 2.0!

Thanks.

(in reply to David Heath)
Post #: 6
- 11/26/2002 11:57:37 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
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Have you already install v2.0

(in reply to David Heath)
Post #: 7
- 11/27/2002 12:15:27 AM   
CapAndGown


Posts: 3206
Joined: 3/6/2001
From: Virginia, USA
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Really fantastic changes. Can't wait. Thanks for listening to all us whiners. ;)

(in reply to David Heath)
Post #: 8
- 11/27/2002 12:20:22 AM   
Howard Mitchell


Posts: 449
Joined: 6/3/2002
From: Blighty
Status: offline
[QUOTE]Originally posted by David Heath
[B]Have you already install v2.0 [/B][/QUOTE]

I have David, but I got it via the Downloads page rather than TrueUpdate. My 56k dial-up modem took about 5 hours with a few breaks to do it from there. I tried TrueUpdate several times but unfortunately it never got more than about 10Mb downlaoded before falling over.

(in reply to David Heath)
Post #: 9
- 11/27/2002 12:51:14 AM   
Feinder


Posts: 6589
Joined: 9/4/2002
From: Land o' Lakes, FL
Status: offline
"Destroyers (DD), Destroyer Escorts (DE), Patrol Gunboats (PG), Patrol Craft (PC) and Destroyer Transports (APD) have been given very limited [B]mines-weeping[/B] abilities. '


KA-BLAM!
"Boo-hoo! We just hit a mine! Waaaaaaah!"

Sorry. I'm going on vacation in a couple hours... :^)


Oh, and the usual question, will PBEM games currently in progess, be ok if we DL the 2.1 patch? and if they remain playable, will they use the new 2.1 code, or remain using 2.0 conventions?

Great work David to you and your team!
-F-

(in reply to David Heath)
Post #: 10
Wow! - 11/27/2002 12:53:36 AM   
mbatch729


Posts: 537
Joined: 5/23/2001
From: North Carolina
Status: offline
You guys are the best. Your continued support and refinement of an already excellent product is unbelievable. Thanks for everything you are doing for the wargaming community. You've created a loyal customer here for many years to come. Wishing you guys a Happy Thanksgiving.

_____________________________

Later,
FC3(SW) Batch
USS Iowa

(in reply to David Heath)
Post #: 11
- 11/27/2002 1:23:31 AM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

These ships do not actually sweep mines in this game. A sharp shooter stand on the prow and shoots at floating mines. They sometimes hit one or two. Importantly, they do spot some mines and the task force hits fewer mines, because of it.

Yes, you can continue existing campaigns. You will need to rename the saved game files. There should be no direct code conflict, in that we tried to make the code backwards compatible.

Bye...

Michael Wood
Lead Programmer,
Matrix Games
___________________________________________________

[QUOTE]Originally posted by Feinder
[B]"Destroyers (DD), Destroyer Escorts (DE), Patrol Gunboats (PG), Patrol Craft (PC) and Destroyer Transports (APD) have been given very limited [B]mines-weeping[/B] abilities. '

Oh, and the usual question, will PBEM games currently in progess, be ok if we DL the 2.1 patch? and if they remain playable, will they use the new 2.1 code, or remain using 2.0 conventions?

Great work David to you and your team!
-F- [/B][/QUOTE]

(in reply to David Heath)
Post #: 12
No turkey no problem - 11/27/2002 1:27:26 AM   
Nikademus


Posts: 25684
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From: Alien spacecraft
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Thanksgiving will still be a happy occasion, thanks to Matrix, 2b3 and all the supporting cast.

Great news David....thanks for taking the time to share this exciting piece with us.

(in reply to David Heath)
Post #: 13
- 11/27/2002 1:31:13 AM   
Sonny

 

Posts: 2008
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[QUOTE]Originally posted by Mike Wood
[B]Hello...

.................
Yes, you can continue existing campaigns. You will need to rename the saved game files. ....................
[/B][/QUOTE]

Huh??:confused:

(in reply to David Heath)
Post #: 14
- 11/27/2002 1:31:41 AM   
Admiral DadMan


Posts: 3627
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From: A Lion uses all its might to catch a Rabbit
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[QUOTE]Originally posted by Mike Wood
[B]...Yes, you can continue existing campaigns. You will need to rename the saved game files. There should be no direct code conflict, in that we tried to make the code backwards compatible.
[/B][/QUOTE]I wouldn't mind having to re-start a few of my bone-head PBEM games :D

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to David Heath)
Post #: 15
LOL - 11/27/2002 1:44:25 AM   
mogami


Posts: 12789
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[QUOTE]Originally posted by Admiral DadMan
[B]I wouldn't mind having to re-start a few of my bone-head PBEM games :D [/B][/QUOTE]

ROFLMAO :eek:

Just goes to show, you can never make every one happy.:D

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to David Heath)
Post #: 16
- 11/27/2002 1:55:49 AM   
Admiral DadMan


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From: A Lion uses all its might to catch a Rabbit
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LOL, I was only teasing.

I actually kinda like snatching victory from the jaws of defeat... if I can actually pull it off...

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to David Heath)
Post #: 17
Yeah well.... - 11/27/2002 2:00:36 AM   
mogami


Posts: 12789
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Hi, while your here reading all these nice posts I would only remind you.,.,.,,.,,.,.... Send me the next turn!!!!!
Do some snatching before you do some reading OK?

I think you are one of those lolliegaggers!!!!

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to David Heath)
Post #: 18
- 11/27/2002 2:10:47 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
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Turn complete and soon inbound your location.

Manager: "You lollygag around the bases! You lollygag in the field! What does that make you?"

Manager, Aside to Larry: "Larry?"

Larry: "Lollygagers."

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to David Heath)
Post #: 19
- 11/27/2002 2:55:37 AM   
TIMJOT

 

Posts: 1822
Joined: 4/30/2001
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Great news! Looks like a great game keeps on getting better. Matrix is truely building a loyal customer base, thanks to your continueing support. Now bring on WitP.:D

(in reply to David Heath)
Post #: 20
- 11/27/2002 3:03:03 AM   
Dunedain

 

Posts: 224
Joined: 4/4/2000
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Great work, guys! A big thanks to the folks at Matrix and 2x3
for doing such an excellent job refining, correcting and improving
UV and, by extension, WitP, which will benefit directly from
the improvements in the underlying combat simulations. :)

These improvements to the combat models are not just window
dressing, but will have a major positive impact on the range of
realistic results that can and should occur in battle.

I especially love the naval surface combat improvements. This
should make for far more realistic engagements, with so many
more details taken into account during the battle.

And a special thanks for greatly lessening the chances
for and extent of flotation damage caused by hits above the
waterline. This is a major improvement in modeling accuracy. :)

(in reply to David Heath)
Post #: 21
- 11/27/2002 4:06:42 AM   
Grotius


Posts: 5798
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From: The Imperial Palace.
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I just want to add my voice to the chorus of praise for Matrix and 2by3 for doing such a superb job of supporting this game. It looks like the best wargame on the market is about to get better.

(in reply to David Heath)
Post #: 22
- 11/27/2002 4:55:36 AM   
Diealtekoenig

 

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YIPPEE!!!

And Thanks.

(in reply to David Heath)
Post #: 23
- 11/27/2002 4:57:30 AM   
Snigbert

 

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I want to send a special thanks out to the Beta testers, especially that handsome bastard Snigbert.

(in reply to David Heath)
Post #: 24
- 11/27/2002 5:18:36 AM   
bilbow


Posts: 741
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From: Concord NH
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Wow! The best game ever gets better.

(in reply to David Heath)
Post #: 25
- 11/27/2002 5:34:21 AM   
U2


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[QUOTE]Originally posted by Snigbert
[B]I want to send a special thanks out to the Beta testers, especially that handsome bastard Snigbert. [/B][/QUOTE]

I've heard that the tester U2 is an even more handsome bastard:)

_____________________________


(in reply to David Heath)
Post #: 26
- 11/27/2002 5:41:06 AM   
Toro


Posts: 578
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I second that "Thanks for listening to us whiners..." :D

This almost sounds like it's gonna be a bigger change than 2.0! Uh, sorry, gotta leave work now and run home...

(in reply to David Heath)
Post #: 27
- 11/27/2002 6:54:28 AM   
Admiral DadMan


Posts: 3627
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[QUOTE]Originally posted by Snigbert
[B]I want to send a special thanks out to the Beta testers, especially that handsome bastard Snigbert. [/B][/QUOTE]

Gettin' Sniggy Wit it?

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to David Heath)
Post #: 28
2.10 Patch - 11/27/2002 6:32:26 PM   
BK6583

 

Posts: 411
Joined: 10/8/2002
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Hate to sound dumb here but is this patch ready NOW for download or do we wait for an official announcement? I checked the Matrix download site and the patch was not there. Don't tell me we have to go thru that True Update BS again! Why is it such a chore to load it on the Matrix download site for a 'normal' download? After many a year downloading game files and patches, this is the first time I've had to go thru this True Update route, and frankly, I'm not impressed.

(in reply to David Heath)
Post #: 29
- 11/27/2002 6:49:36 PM   
HannoMeier


Posts: 155
Joined: 8/5/2001
From: Frankfurt, Germany
Status: offline
Just a short reminder. Is it intentional, that with the new mine rules defensive Minefields in a 1+ base couldn't defend against Submarines or Bombardment forces? I liked the old concept much better. You loose a lot of defensive capability.

Every other patch item is an improvement.

Regards, Hanno

(in reply to David Heath)
Post #: 30
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