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Uncommon Valor v2.10 Officially Released!

 
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Uncommon Valor v2.10 Officially Released! - 11/30/2002 3:22:37 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Well guys its a little late but its done. Please read how to get the patch from us. The patch is only 1.75 Megabytes. We know some of you have had some issues downloading the patch. Please try using True Update first, if that does not work try our FTP server

Host: ftp.matrixgames.com
Port: 21
Login: anonymous
Password: Your Email Address

Then try Matrix download page

Please report any problems and any good news here. I will not be checking the forums a good few hours.

Now what made it into v2.10

UNCOMMON VALOR PATCH ITEMS VS. 2.10

1) 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, such as file encryption, 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.
2) Fixed extraneous message indicating ships were arriving in theater, when they were not.
3) Right clicking on a task force should no longer lock up some machines.
4) Load and save routines have been optimized for speed.
5) Play by email games should no longer auto-save in slot zero.
6) Combat pilot rotation for missions should now allow more inexperienced pilots to fly, by grounding highly fatigued pilots. Group commanders will still try to use the most experienced pilots available for combat missions. For patrol, ASW and training missions, pilots with fewer missions flown now have priority over more experienced pilots. This will allow the player to put a group on training mission and train up rookie pilots.
7) When air groups transfer to a new base, they now try to take adequate with them to fly the aircraft transferred.
8) New phase added to the game called the “Pilot Assignment Phase”. This occurs at the beginning of each game and at the end of each day. It checks all ready aircraft on the map, to insure a pilot is available for the operations, on next air phase. Although some groups may have more pilots than needed, all should now at least the minimum needed to fly ready aircraft.
9) The screen in which groups transfer to new base now includes the total aviation support of the listed bases.
10) New naval and air-to-air combat sounds have been added.
11) Rewrote code that allocates ship 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.
12) 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, then retire to reload, 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.
13) 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, if it spots an enemy carrier task force. This will allow the player to move a carrier task force with some other task force, such as a transport task force, and the carrier CAP will also provide area CAP to the other task force.
14) 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.
15) New messages have been added to the naval combat screen.
16) 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 fool 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 lying do not undergo the check.
7) General weather report has been added to the combat reports screen.
8) New file naming system has been added, that allows the user to see game comment in the Windows file directory. See notes on use.
9) Chances for a minesweeper (MSW) or fast minesweeper (DMS) hitting a mine, when on mine sweeping mission, have been greatly reduced.
10) Added mine depot in Brisbane.
11) Destroyers (DD), Destroyer Escorts (DE), Patrol Gunboats (PG), Patrol Craft (PC) and Destroyer Transports (APD) have been given very limited, ad hoc, mine destruction abilities. Each can locate and destroy a few mines by shooting them, if the crew makes the proper experience rolls and spot other mines, as well. This awareness of the minefield will allow the task force entering the minefield to be hit by fewer mines. This ability only applies in cases where the task force of which they are apart in danger of hitting mines and if that task force is traveling less than 7 hexes that turn.
12) Minefield rules have been rewritten. All task forces a small chance to stumble into minefields in enemy base hexes. A somewhat greater chance to hit the minefield occurs if no base is located in the hex, but as these mines are more spread out, the chances of an individual ship hitting a mine are lessened. Transport and fast transport task forces with that enemy base as a destination have a much greater chance to hit the minefield, since they come closer to the shoreline and or port, where most mines are situated. The chances of hitting friendly mines placed in a hex without a friendly base, offensive mines, have been reduced. Additionally, the chance of hitting mines in deep water and enemy mines at ones own base have been increased, slightly. Note that due to small minesweeping boats not detailed in the game, task forces at friendly, larger ports now have less chance of hitting enemy mines than at friendly, smaller ports.
13) Aircraft resistance to anti-aircraft artillery has been increased, in general.
14) Torpedo and dive-bombers, specifically, are now more resistant to anti-aircraft artillery.
15) Long range combat air-patrol penalty values have been decreased, slightly. The penalty values for LRCAP flying over carrier task forces not in the hex of the home base are still severe, as these groups usually maintain radio silence.
16) 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.

NOTES TO PLAYERS:

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. Turning back means elements of the bombing group are too damaged to continue the mission trying to evade enemy fighters and return to base. Breaking off attack means that elements of the fighter group are out of fuel or ammunition or are too damaged to continue and are trying to evade and return to base. 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.


Saved Games: Campaigns that were started with version 2.0 or earlier can be played with version 2.10. There may be some bugs, however, caused by database changes and the first turn in version 2.10 may have some problems. The VCR replay for the first turn played in the new version may have errors. After that, everything should be ok.

To convert old files to the new format, used in version 2.0, you just need to rename them.
1) The autosave in slot zero should be renamed uv000_autosave.uvs
2) The combat vcr replay in slot one should be renamed uv001_combatsave.uvs
3) The other files should be renamed, using the following convention:

uvxxx_scen.uvs where xxx is the slot number

This will cause the saved game to show up in the saved game list of the game. You should then load the game with some meaningful comment. When you look in the saved game folder, you will see the game you saved, with the slot number and the comment you assigned, such as:

UV004_Carrier Battle.UVS

this should aid in saved game management.
Post #: 1
uh . . . - 11/30/2002 7:17:54 PM   
Luskan

 

Posts: 1897
Joined: 7/11/2002
From: Down Under
Status: offline
For some reason my true update thinks I'm pre version 2 and wants to download the 46meg again (no way!) when in fact I'm v.2.

Then your ftp server address told me that there was no anonymous access allowed (my email was my password for login but still nothing . . . . )

What am I doing wrong (is there something I can do to true update to convince it I'm V.2 already?)

_____________________________

With dancing Bananas and Storm Troopers who needs BBs?

(in reply to David Heath)
Post #: 2
Try this - 11/30/2002 7:30:51 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
If UV has been properly patched to v.2.0 then True Update should have no problem recognizing this. We have tested this back and forth.

However if you encounter this problem, for what reason ever, I suggest two things:

1. Download the attached file and unzip it to your UV root directory (where the exe is located). Run True update and see if this helps. The file shoud not be necessary if you run v.2.0. But you never know.

2. If 1. doesn´t help do a fresh reinstall:

First go to your games PATCHES folder. All you patch files are still located there. Backup the v.2.0 patch file to somewhere on your HD.

Also backup your savegame files, you might want to use them again ;)

Now uninstall UV, then go the partition you formerly installed UV too and delete the complete UV folder, some stuff might noth get unistallled completly.

Then do a fresh reinstal from the CD. Once finished, patch to v2.0 by double clicking the formerly backed up UV patch 2.0 installer.

Now run True update. Everything should work fine.


Cheers, Marc

Attachment (1)

_____________________________


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Post #: 3
Whoa - fast response as usual - 11/30/2002 7:37:52 PM   
Luskan

 

Posts: 1897
Joined: 7/11/2002
From: Down Under
Status: offline
Thanks - that attached file seems to have solved my problem!

_____________________________

With dancing Bananas and Storm Troopers who needs BBs?

(in reply to David Heath)
Post #: 4
.uvs vs .dat files? - 12/1/2002 1:15:52 AM   
Cap Mandrake


Posts: 23184
Joined: 11/15/2002
From: Southern California
Status: offline
Sirs;

My v 2.1 installed fine and I was able to successfully review a PBEM turn sent by an opponent after he had renamed files. However, when i attempt to rename other saved game files according to the uvxxx_scen.uvs format they will still not appear on the saved game menu in the game.

When I click on "properties" on the files I have renamed they are still ".dat" files whereas the files that successfully show up on the menu are ".uvs" files. This is likely just an error renaming files on my part ...any ideas?

(in reply to David Heath)
Post #: 5
- 12/1/2002 1:27:47 AM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
In "MyComputer" or the "Windows Explorer" just go to:


Tools -> Folder Options -> View

There uncheck "Hide extensions for known files types"

And é voila your able to edit even the file type .


note: the path above is from WindowsXP. The path might by slighty different on other OSs. But you get the idea.

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Post #: 6
- 12/1/2002 2:18:20 AM   
Cap Mandrake


Posts: 23184
Joined: 11/15/2002
From: Southern California
Status: offline
Thank you sir. Indeed my file extensions were hidden. I hate when that happens :) BTW that "True Update" utility is great...I can't lauch it from my UV menu, but it works just fine when selected in the UV Folder.

(in reply to David Heath)
Post #: 7
- 12/1/2002 2:27:12 AM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
[QUOTE]BTW that "True Update" utility is great...I can't lauch it from my UV menu, but it works just fine when selected in the UV Folder.[/QUOTE]

You´ll be able again to acess it via the UV Menu after the patch ;)

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Post #: 8
Item #8 failed like a b*stard - 12/1/2002 7:50:39 AM   
pasternakski


Posts: 6565
Joined: 6/29/2002
Status: offline
You NEVER have adequate pilots to fly all available aircraft in v. 2.10. Furthermore, apparently due to lack of available pilots, your squadrons don't fill out to maximum allowable aircraft like they used to (except, apparently, on carriers). This needs to be addressed PRONTO because it is a game breaker!!!

Just try going out to fight the IJN on June 1, 1942 with Yorktown and Lexington assigned 36 F4F-4 and 36 F4F-3 WITH ONLY 40 PILOTS TO FLY THEM!!! What are those other 32 planes - giant barbecues to be transported to Brisbane to cook the SWPAC general staff's shrimp? The TBD squadrons are short 4 to 6 pilots, as well.

Try to defend Port Moresby with squadrons of fighters containing 12-20 aircraft AND 6 TO 9 PILOTS TO FLY THEM!!!

Destroy Japanese shipping with B-25 squadrons consisting of 12 to 14 aircraft AND 6 PILOTS!!!

This was not broken under v. 2.0, but it sure as he!! is now.

HELP!!!

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to David Heath)
Post #: 9
Response... - 12/1/2002 9:57:49 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Pasternakski,

We're not seeing this here at all. Do me a favor and save your downloaded patches, then reinstall and patch back up to 2.10. Delete old saves or move them out and start a new game to confirm. If you have a save that continues to show this, please forward it to [email]rossm@matrixgames.com[/email] with a description.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.

(in reply to David Heath)
Post #: 10
Re: Response... - 12/1/2002 12:37:50 PM   
pasternakski


Posts: 6565
Joined: 6/29/2002
Status: offline
[QUOTE]Originally posted by Erik Rutins
[B]Pasternakski,

We're not seeing this here at all. Do me a favor and save your downloaded patches, then reinstall and patch back up to 2.10. Delete old saves or move them out and start a new game to confirm. If you have a save that continues to show this, please forward it to [email]rossm@matrixgames.com[/email] with a description.

Regards,

- Erik [/B][/QUOTE]

Here's where I am.

I have installed all the patches including 2.0 through TrueUpdate. I then did the same when v. 2.10 was released. After encountering the problem mentioned above and getting Mike Wood's response (on a thread I started in order to get a response), I uninstalled UV, then re-installed v. 1.0 with the CD, and then v. 2.0 through TrueUpdate.

I went back to TrueUpdate to install v. 2.10. It says that a version of 42 megs size (obviously v. 2.0) is available. I can run UV and it is v. 2.0, according to the game screen.

What do I do now?

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to David Heath)
Post #: 11
Response... - 12/1/2002 1:29:37 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
If TrueUpdate keeps wanting to download a 42 meg patch after you already have 2.0 installed, check this thread:

http://www.matrixgames.com/forums/showthread.php?s=&threadid=28978

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.

(in reply to David Heath)
Post #: 12
TrueUpdate call wrong file - 12/2/2002 8:31:35 AM   
Paul Goodman

 

Posts: 198
Joined: 7/5/2000
From: Portsmouth, VA, USA
Status: offline
What have I missed? True update calls a file: TrueUpdate.exe, which does not exist on my desktop nor on my Notebook, both of which are updated to V2.0 (and which updated normally for all previous attempts). Looking through the game files, I found Update-UV.exe, double clicked that, and the game updated normally to V2.1. Did you change the command in V2.0 and then forget to rename the executable? or what?

Paul

(in reply to David Heath)
Post #: 13
- 12/2/2002 10:46:26 AM   
Deathifier

 

Posts: 362
Joined: 6/17/2002
From: Sydney, Australia
Status: offline
I think in V2 the filename of the updater was accidently changed as I had the same problem.

Look in the UV folder and there should be a file there with update in its name and some blue-on-white diagonal arrows for an icon - just run that instead.

When everything is finished it should be back to normal as I'm now missing that file (so I can't confirm the filename) and have the right TrueUpdate.exe there :)

All the best,
Deathifier

(in reply to David Heath)
Post #: 14
- 12/2/2002 3:49:54 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
[QUOTE]Did you change the command in V2.0 and then forget to rename the executable? or what? [/QUOTE]

It was just a little glitch with the game menu. That´s is fixed with 2.1 installed.

_____________________________


(in reply to David Heath)
Post #: 15
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