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How is UV v2.30 coming along?

 
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How is UV v2.30 coming along? - 2/25/2003 10:22:27 PM   
Apollo11


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Hi all,

How is UV v2.30 coming along?

Are there any more/less features in it than what Joel wrote 7+ days ago?

Thanks in advance!


Leo "Apollo11"
Post #: 1
- 2/25/2003 11:18:20 PM   
Mr.Frag


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No news is good news? :confused:

(in reply to Apollo11)
Post #: 2
- 2/26/2003 1:21:33 AM   
Joel Billings


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We have released 3 versions to test so far. About 30 items were on the first list , and each following version had 2-4 fixes, mostly of things not fixed as stated in the first or bugs that the first patch created. We are releasing version 4 to test today that has 3 code changes to fix problems that came up in test. We are very close, but we aren't yet ready to release it publicly. Maybe late this week, maybe next week. We're working hard (as are the testers) to get it done ASAP. It will have a different feel in many ways from ealier patches, so I suggest players keep their old version to complete their current PBEM games and then install the new version as a completely separate install and use it for new games. Just my opinion.

Joel

(in reply to Apollo11)
Post #: 3
- 2/26/2003 1:31:32 AM   
Admiral DadMan


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[QUOTE]Originally posted by Joel Billings
[B]...I suggest players keep their old version to complete their current PBEM games and then install the new version as a completely separate install and use it for new games. Just my opinion.

Joel [/B][/QUOTE]I wouldn't mind a re-start in a couple of my PBeM games :D

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Post #: 4
v2.30 - 2/26/2003 1:40:04 AM   
Bosun


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I think I speak for most of us in saying how much we appreciate the hard work and support given to us by Matrix. All of you at Matrix deserve an extra ration of Grog.

Well done.
Carry on.
:D :) :D

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Post #: 5
Thanks! - 2/26/2003 1:50:38 AM   
Apollo11


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Hi all,

[QUOTE]Originally posted by Joel Billings
[B]We have released 3 versions to test so far. About 30 items were on the first list , and each following version had 2-4 fixes, mostly of things not fixed as stated in the first or bugs that the first patch created. We are releasing version 4 to test today that has 3 code changes to fix problems that came up in test. We are very close, but we aren't yet ready to release it publicly. Maybe late this week, maybe next week. We're working hard (as are the testers) to get it done ASAP. It will have a different feel in many ways from ealier patches, so I suggest players keep their old version to complete their current PBEM games and then install the new version as a completely separate install and use it for new games. Just my opinion.

Joel [/B][/QUOTE]

Thanks for info Joel!

Also, many many thanks for great and continuous support you guys at
Matrix/2By3 are making for UV!

You are really great and we (UV players) are very grateful!!!


Leo "Apollo11"

(in reply to Apollo11)
Post #: 6
- 2/26/2003 1:56:32 AM   
Sonny

 

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[QUOTE]Originally posted by Joel Billings
[B]We have released 3 versions to test so far. About 30 items were on the first list , and each following version had 2-4 fixes, mostly of things not fixed as stated in the first or bugs that the first patch created. We are releasing version 4 to test today that has 3 code changes to fix problems that came up in test. We are very close, but we aren't yet ready to release it publicly. Maybe late this week, maybe next week. We're working hard (as are the testers) to get it done ASAP. It will have a different feel in many ways from ealier patches, so I suggest players keep their old version to complete their current PBEM games and then install the new version as a completely separate install and use it for new games. Just my opinion.

Joel [/B][/QUOTE]

You know how it is - no matter how much you give us, we want more and faster and better and...:D :)

(in reply to Apollo11)
Post #: 7
- 2/26/2003 3:06:59 AM   
Mr.Frag


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Joel, release it publically :D

We are wargamers, we can take it! We promise not to use you for gunnery practice ;)

There are bound to be issues that the testers no matter how dedicated miss as that is the nature of testing, only wide scale use produces enough of a sample set to validate software.

Perfect example of this is the two issues that came up within the last week, with Japan's AA gun and Bomber targetting...

(in reply to Apollo11)
Post #: 8
- 2/26/2003 4:01:04 AM   
siRkid


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[QUOTE]Originally posted by Mr.Frag
[B]Joel, release it publically :D

We are wargamers, we can take it! We promise not to use you for gunnery practice ;)

There are bound to be issues that the testers no matter how dedicated miss as that is the nature of testing, only wide scale use produces enough of a sample set to validate software.

Perfect example of this is the two issues that came up within the last week, with Japan's AA gun and Bomber targetting... [/B][/QUOTE]

This is true but we do want to fix the things we have identified.

Rick

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Post #: 9
- 2/27/2003 3:50:55 AM   
mbatch729


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[QUOTE]Originally posted by Admiral DadMan
[B]I wouldn't mind a re-start in a couple of my PBeM games :D [/B][/QUOTE]

Amen to that :D One feature I haven't seen on the list I need added is "Take Back STUPID Move."

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Post #: 10
- 2/27/2003 4:53:14 AM   
Mr.Frag


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[QUOTE]One feature I haven't seen on the list I need added is "Take Back STUPID Move."[/QUOTE]

Sorry, whats stupid to you is a fantastic move for your PBEM opponent :D I don't think you'll see eye to eye on this one with them :rolleyes:

Sounds like you have been victim to the world famous "I forgot to reset my cap to fly when I left port" move too eh? :D

News Flash ... 72 F4F-4's were seen waving as they flew past the Japan CV attack force and proceeded to practice training runs on the corral reef ... Ensign Spruance was seen dog paddling past shortly thereafter with what looked like the remains of a wooden toilet seat around his neck providing floatation ...

(in reply to Apollo11)
Post #: 11
- 2/27/2003 6:49:16 AM   
Point Luck

 

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[QUOTE]Sounds like you have been victim to the world famous "I forgot to reset my cap to fly when I left port" move too eh? [/QUOTE]

Or one of my more recent stupid UV player tricks. Chasing down US CV’s with 50% A/C capacity and forgetting to check if I had any AA ammunition left.

I must say it was a beautiful thing to see my opponent’s squadron’s blow through my CAP and bomb the snot out 4 perfectly good carriers.

Sure could use that take “back stupid move button”.

(in reply to Apollo11)
Post #: 12
- 2/27/2003 6:52:48 AM   
dpstafford


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[QUOTE]Originally posted by Joel Billings
[B]It will have a different feel in many ways from ealier patches [/B][/QUOTE]
I don't suppose you could elaborate on that just a tad more....?

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Post #: 13
- 2/27/2003 10:05:48 AM   
Joel Billings


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Below is the current consolidated patch list of what is being tested in what will become 2.30. Our internal 2.24 was pretty good but we found two more things that we wanted to fix and we are about to release 2.25 to test. If those changes don't break anything we should be done, but you never know.

As for what is different, well 1) subs due to anti-wolfpack and new interception rules 2) level bombing as they just don't crush ships anymore (we think) 3) support troops can't be captured by a squad of special forces 4) naval strike targeting is much improved, no more 3 planes attacking vs. 100 CAP, and generally "smarter" targeting 5) night strafing and night bombing just ain't what it used to be (we never intended it to be very good) 6) reduced air combat blood baths in big battles and slightly better flak now that the bigger guns get to shoot at low altitude. I'm sure there's more, but that alone should be enough to force some players to change their tactics. Of course, I'm sure you guys will come up with new tactics we didn't expect, but isn't that half the fun. :)

Joel

1) All non-assault point units get 1/10 of an assault point each when on defense only during odds calculations (each support squad, engineer squad, gun element, etc.).
2) We have greatly improved the coordination of naval air attacks that target TFs located in a base hex.
3) We may have eliminated the bug that caused very rare attacks to be launched to hex 0,0.
4) Submarines may now intercept and attack TFs that move through their hex during execution (in the past the TF had to end its turn in a sub’s hex for an attack to be possible). The basic chance of a sub sighting an enemy ship in its hex used to be 33%. Many factors go into determining if an attack is made, and if so, how successful the attack is. These have all remained the same. However, the basic chance of a sub sighting an enemy ship that moves through a sub’s hex (instead of just ending in the sub’s hex) has been reduced to 20% during daytime and 10% at night.
5) Having multiple friendly submarines in the same hex now causes certain disadvantages for the submarines (the time of UV is mostly pre-wolfpack tactics). There will be an enhanced chance of aircraft flying search to find and hit a submarine in the hex. Also, once one submarine locates and attempts to attack a target in the hex, no other submarines will be given an opportunity to locate and attack a target at that moment.
6) Exiting the game should now do a better job of freeing up system memory. Repeated exiting and entering the game should no longer lead to the eventual lock up of the computer.
7) All pilots making a strafing run must now pass an experience test with the chance of passing equal to their experience. If the pilot fails the test, that aircraft will automatically miss hitting anything during the strafing run. At night, the chance of passing this experience test is reduced by 75%.
8) Flak against aircraft bombing at night is no longer quartered if the attack is carried out under 500 feet (strafing and skip bombing).
9) Target selection of specific ground units during ground attack air missions should be improved. The amount of damage caused by air attacks on land targets (ports, airfields and ground units) has been reduced somewhat, with the greatest reduction at night.
10) Nightfighters with radar will have a slightly better chance of intercepting enemy night bombers than in previous versions.
11) We have lowered level bomber accuracy against TFs, especially for pilots with less than 70 experience against ships travelling at high speed. The impact of pilot quality and ship speed on level bomber accuracy against TFs has been enhanced. Even strong level bomber pilots against very slow targets will have less chance to hit than before. This level bomber adjustment does not impact level bombers using torpedoes.
12) Enemy ships at anchor in a port can now be detected by recon missions. The roll-over text on an enemy anchor symbol on the map will now give an estimate of the number of ships in port and estimated reports on up to 10 specific types. The accuracy of the estimate is effected by the detection level of the base.
13) Under some circumstances planes with sweep missions would attack enemy TFs. This should not have been happening and has been corrected.
14) Radar equipment in ground units will not be damaged or destroyed due to fatigue alone. This was done due to the difficulty of getting these units replaced under the current system and due to our desire not to allow malaria to knock these systems out of action.
15) HQ units were not receiving replacements. This has been fixed so they now receive replacements in the same way as any land unit.
16) Upgrades of aircraft on ships will only happen when a ship (either at anchor or in a TF) is in a base hex that is within air transfer range (for the gaining aircraft) of Noumea, Brisbane or Truk.
17) Carrier air unit operations are now halved when in a base hex. This simulates their inability to operate near land. The impact should be that for carriers in a base hex only half as many planes will fly as would otherwise have flown had the carrier been in a non base hex.
18) Partial air groups will not upgrade their aircraft if their parent unit has not upgraded its aircraft.
19) Incidents of naval air attacks facing friendly CAP and attacking friendly ships should be greatly reduced (if not eliminated).
20) Air units will try to do a better job picking TF targets such that they don’t fly into devastating CAP without sufficient escort, especially if there are easier targets to attack. Two exceptions to this are 1) bombers with durabilities over 54 do not require escorts and 2)Air Combat TFs will attack enemy Air Combat TFs even if the Escort to CAP ratio is poor.
21) Instances where enemy air combat TFs were not being targeted by strike aircraft that would instead bomb less valuable TF targets has been reduced.
22) Air combat with big groups of planes, particularly those with high fatigue led to bloodbaths (40-60% losses per side) in version 2.20. An attempt has been made to tone this down, without impacting smaller air battles too much.
23) Operational losses are now doubled at night.
24) The bug where partial air units disappear from the Long Island and other carriers has been fixed. Also, partial air units should no longer automatically return to a badly damaged carrier that they could not land on.
25) The weather system has been changed somewhat. Now, the only time a weather scrub message will appear is when an air unit with a specified target location is unable to attack its target due to bad weather. Now, every hex with a unit or base will have a weather value, and if it is bad enough no offensive missions will fly into or out of the hex. A graphic (a circle with plane in the middle and a line through it) will be displayed in the hex of any unit or base (except bases with only a beach with no supplies or fuel) with a detection level of at least 1 during the execution to reflect this bad weather. The Bad Weather Indicator will not appear in hexes that only contain submarine task forces and no other units/bases (as submarines are not attacked by offensive missions and they contain no strike aircraft). The weather is set separately in the night, AM and PM sub-phases so the graphic will change during the resolution phase. Weather that is not sufficient to shut down offensive missions from a hex still factors into many combat calculations as before. There is a hotkey ‘4’, which toggles the Bad Weather Indicator graphics on/off. This may be used during the execution phase as often as desired.
26) Ships out of fuel cannot launch aircraft.
27) It should no longer be possible for a player in a PBEM game to reload a save and create a different execution phase result. The execution phase should always resolve the same way.
28) We may have fixed the problem with combat replays during PBEM games not matching if run on different machines. If not entirely fixed, the chance of an inaccurate replay should be very low.
29) The game now automatically accounts for 24 and 32 bit color mode (it automatically temporarily switches to 16 bit while in the game). Players will need to run the exe with a –w modifier when using certain monitors with text problems. When using the –w mode, do not resize your window as the program is not set up to work with different sized windows. You are strongly advised to use a screen resolution that is larger than the game resolution you are playing in (for example, if the game is set for 1024x768 be sure to have a screen resolution larger than this, say 1152x864). When playing in the –w mode, move the mouse to the extreme edges of your screen to scroll the map.
30) Problems with ships in a TF sometimes not firing their larger AA guns has been fixed.
31) Clarification – Fighter sweeps only drop down to strafe an enemy base if set to 100 feet altitude
32) Clarification - The Arrive at Night function used by TFs acts like the Sprint Away from DH function in that TFs will only do it if the DH is an enemy base or a friendly base that is considered in dangerous territory (currently the manual only lists this for the Sprint Away function).
33) Clarification – When the message “CAP Defending XXX” is displayed over the map, the number of planes listed is a disruption adjusted number (i.e. if there are 30 CAP fighters with a disruption level of 20, the message will list 24 aircraft). However, when viewing the combat animations, the number of planes is the total aircraft not reduced by this disruption effect (in the previous example 30 planes would be shown). The CAP defending message is an attempt to let players know the effective force of the CAP present as their ability to fight is reduced by the disruption they have suffered during the current air phase.

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Post #: 14
- 2/27/2003 10:22:27 AM   
Poindexter

 

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Mmmm...beefy.

Kudos Joel and play testers.

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Post #: 15
- 2/27/2003 10:50:03 AM   
Oleg Mastruko


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You guys rule, praised be Matrix and 2by 3, when I grow up I want to be 2by3 developer etc. (Wait, I've already grown up...)

Now on to some regular programming, ie. nagging the programmers :)

[QUOTE]Originally posted by Joel Billings
[B]4) Submarines may now intercept and attack TFs that move through their hex during execution (in the past the TF had to end its turn in a sub’s hex for an attack to be possible). The basic chance of a sub sighting an enemy ship in its hex used to be 33%. Many factors go into determining if an attack is made, and if so, how successful the attack is. These have all remained the same. However, the basic chance of a sub sighting an enemy ship that moves through a sub’s hex (instead of just ending in the sub’s hex) has been reduced to 20% during daytime and 10% at night.
[/B][/QUOTE]

This brings up some issues for me. Please pay attention and bear with me while I explain :cool:

1.) I've always been under the impression subs make occassional attacks at TFs that move thru their hex (not only TFs that finish movement in their hex). Many times I thought this certainly has to be case, but if you Joel say it wasn't so until this new patch I have to believe you.

2.) If "sub intercept" was/is possible to be implemented for subs as per above, why not make the same for surface TFs? Why should they not be able to "intercept" TFs moving thru their hex instead of attacking only when enemy finishes movement in their hex? Nearly all the changes introduced since 1.00 raised the lethality of (already very lethal) subs, while reducing, or not changing the lethality of (already lame) surface forces.

Please think about introducing surface TFs "intercepts".

3.) Why? Let me elaborate from the Jap POV. I don't have problems with basic surface TF model as it is, but see what happens. "React to enemy" setting for surface TFs should kinda "compensate" for their inability to intercept forces moving thru their hex. In theory, if recon assets notice enemy TF nearby, your surface TF that is set to "React" should react and battle should ensue etc.

In practice this happens rarely for US, and NEVER (IME) for Japs. Why?

As is explained in the manual "Reacting to enemy" for surface forces happens in the same phase as Coastwatcher sighting (it's explained in the very beginning of the manual). Bingo - you guessed it: cw sighting happens only if you play as US. This is in accordance with my experience. Only times I had my surface TF actually "React" is when the cws spotted enemy TF nearby. Since Japs don't have cws - they never react. Also, since cws make their reports at night, I never saw surface TF "react" during the day phase(s).

What I'm saying is that I'd like to see surface TF combat "initialization" polished. I don't have significant complaints re the combat itself when it happens, I complain only to the combat "initialization" code.

So either make surface TF "intercepts" as you made sub intercepts above, or polish the "react to enemy" code so that Jap TFs may react too, and Allied as well, when there's no cw sighting (ie on open sea).

Hope I was clear enough and made my points, english not being my mother tongue and all ;)

O.

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Post #: 16
- 2/27/2003 10:56:18 AM   
Mr.Frag


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Looking good, time to relearn the game from scratch :D

BTW: Thanks for the night flying fix on operational losses, that one always struck me as funny that it was safer to fly night raids then day raids being a pilot myself :rolleyes:

(in reply to Apollo11)
Post #: 17
- 2/27/2003 11:18:31 AM   
CapAndGown


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Oleg,

I don't think you are correct about Japs not reacting. I am sure that they do. And I don't think it has anything to do with coastwatchers, though I may be wrong.

On the other hand, I still hate subs!

(in reply to Apollo11)
Post #: 18
IJN Reacting - 2/27/2003 11:24:02 AM   
denisonh


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I have seen it in PBEM games, where IJN surface TFs react. Multiple occaisons, few of them were pleasant for me (the USN player).

As a matter of fact, it was happening regularly in one game.

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Post #: 19
- 2/27/2003 11:34:23 AM   
bilbow


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Veeery tasty. Thanks

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Post #: 20
- 2/27/2003 2:59:35 PM   
derwho

 

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[QUOTE]In practice this happens rarely for US, and NEVER (IME) for Japs. Why? [/QUOTE]

I generally only play the underdog (IJN) and I haven't had any problems with my TF's not reacting and crushing the enemy.


http://fun.from.hell.pl/2003-02-24/wrongbutton.jpg

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(in reply to Apollo11)
Post #: 21
- 2/27/2003 3:15:31 PM   
Apollo11


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Hi all,

Oleg, not Just Joel, but Mike Wood (programmer) 100% confirmed that submarines
in all current UV versions didn't attack unless TF ended it's moving phase in
their HEX.

http://www.matrixgames.com/forums/showthread.php?s=&threadid=30994

Only with upcoming UV v2.30 patch this is changed.

IMHO, this is _GREAT_ !!!


BTW, I also think that surface TF interception would be fabulous thing to be
added to UV (and WitP) but I guess they (Matrix/2By3) still have some problems
with that new feature regarding all current TF conditions and rules...


Leo "Apollo11"


P.S.
The house rule should be used in PBEM where players would [B]_NOT_[/B] use
carriers based aircraft when carriers (CV's and CVE's) are docked. This would
be addition to new UV v2.30 rule that halves carrier operations in land
HEXes (because of land proximity and carrier inability to steam into wind to
launch in all cases). IMHO, thsi is 100% accurate house rule that shoule be used
to avoid "cheating".

(in reply to Apollo11)
Post #: 22
- 2/27/2003 4:43:47 PM   
Leahi

 

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Mr. Billings: You suggest using v2.30 "as a completely separate install." Are you saying it would be best to reinstall the original game and then upgrade with the patch right to v2.30? In other words, that we should not install 2.30 on top of (2.10, 2.20 and then) 2.22 patches that are currently applied to the cd-rom version?

(in reply to Apollo11)
Post #: 23
- 2/27/2003 9:26:06 PM   
Admiral DadMan


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[QUOTE]Originally posted by Leahi
[B]Mr. Billings: You suggest using v2.30 "as a completely separate install." Are you saying it would be best to reinstall the original game and then upgrade with the patch right to v2.30? In other words, that we should not install 2.30 on top of (2.10, 2.20 and then) 2.22 patches that are currently applied to the cd-rom version? [/B][/QUOTE]WOW if that's the case, couldn't this be v 3.0 and the patch be cumulative?

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Post #: 24
- 2/27/2003 9:46:52 PM   
Mr.Frag


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Leahi,

It sounded like Joel was sugesting that you maintain your old game structure to finish off any games you happen to be playing still and install a separate 2.30 version as the changes are rather massive in nature and will seriously mess up games already running in all likelihood.

I don't think he meant that the physical patch files would be any different then any other versions to apply. More a keep your old version around in case you need to go back to it for whatever reasons...

I would be not surprised if everyone is going to conceed or agree to a draw and end their current games just to get into the fun of all these changes :D

I know I'm just goofing around with "what if's?" until the patch releases, trying to pin down some of the exotic rules...

(in reply to Apollo11)
Post #: 25
- 2/27/2003 10:31:26 PM   
Yamamoto

 

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[QUOTE]Originally posted by Mr.Frag
[B]Leahi,

I would be not surprised if everyone is going to conceed or agree to a draw and end their current games just to get into the fun of all these changes :D
[/B][/QUOTE]

Since there aer no database changes the new version should work with existing games. It's always been that way in the past.

Yamamoto

(in reply to Apollo11)
Post #: 26
- 2/28/2003 12:41:30 AM   
Joel Billings


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[QUOTE]Originally posted by Mr.Frag
[B]Leahi,

It sounded like Joel was sugesting that you maintain your old game structure to finish off any games you happen to be playing still and install a separate 2.30 version as the changes are rather massive in nature and will seriously mess up games already running in all likelihood.

I don't think he meant that the physical patch files would be any different then any other versions to apply. More a keep your old version around in case you need to go back to it for whatever reasons...

I would be not surprised if everyone is going to conceed or agree to a draw and end their current games just to get into the fun of all these changes :D

I know I'm just goofing around with "what if's?" until the patch releases, trying to pin down some of the exotic rules... [/B][/QUOTE]

Correct Mr. Frag. I was suggesting keeping to entirely separate versions of UV on your harddrive. Yes, the new 2.30 will be compatible with prior games (as far as I know), however, oddities are likely to result. Certain bug fixes will not take effect until you use the new scenario files, and other bugs may happen due to the unforeseen interactions between the new code fixes and old "bad data". More importantly, I assumed that some people will not want to change the "balance" of games they are already involved in. This is a personal preference of course, and I can understand the desire to be playing with the new version (I obviously think it is better than the old version).

I forgot to mention that there are some scenario file modifications, although I don't think any of them are major. I will list them here.

Uncommon Valor OOB Changes:

1) Corrected aircraft 94 designation from “Spitfire Vb” to “Spitfire Vc”, and aircraft 95 designation from “Spitfire IX” to “Spitfire VIII”.
2) In scenario 10 and 11, corrected the 8th BS aircraft from A-24 to A-20G.
3) In August 42 scenarios, corrected Saratoga fighter aircraft complement from 21 x F4F-3 to 36 x F4F-4. Changed TBD’s to TBF’s.
4) Increased Yorktown class max speed from 32 to 33 knots.
5) Changed commander of 7th Fleet from Kinkaid to Carpender.
6) Corrected ship 1379 name from “Tappahanock” to “Tappahannock”.
7) Modified delay / location of VMF-212 (783). In May 42 scenarios this airgroup should be flying F4F-3’s and have a delay value of 11 days. In scenarios starting after May 42 and before November 42 this airgroup is located at Noumea flying F4F-3’s. After November 42 this airgroup is not available.
8) Modified delay / location of VMF-121 (784). In scenarios starting before August 42, this group should be set to arrive on about 1 August 42. In scenarios starting August 42 to October 42 this group is located at Noumea flying F4F-4’s.
9) Changed delay / arrival date of ship Warramunga (1292). In scenarios ending before 20 Nov 42 it should be unavailable. In scenarios starting before 20 Nov 42, it should have a delay value giving an availability date around 20 Nov 42.
10) Modified Brooklyn (118) and St. Louis (119) ship classes radar type from SC to SG.
11) Modified Benham ship class (156) torpedo allotment from 16 to 8, added Mk 6 depth charge, and SC radar.
12) Modified ships of class Brooklyn (118) and St. Louis (119) radar type (St. Louis, Helena, Phoenix, Nashville, Boise, Honolulu) from SC to SG.
13) Modified ships (Benham, Ellet, Lang, Stack, Sterett, Wilson, McCall, Maury) of Benham ship class (156) torpedo allotment from 16 to 8, added Mk 6 depth charge, and SC radar.
14) Modified I 121 class and submarines (I 121, 122, 123). Added 42 x Type 88 mines.
15) Modified delay (relative to 1 May 42) of DD Hutchins (1175) from 30 to 210.
16) Corrected spelling of DD Hatsushima (168) to Hatsushimo.
17) General update of USN submarines in database. Removed from database submarines that didn’t serve in South Pacific theatre, and added to database submarines that did. Added additional historical submarine commanders and submarine patrol TF’s.
18) Removed erroneous data from # of devices 1 in base locations.

(in reply to Apollo11)
Post #: 27
- 2/28/2003 1:13:25 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
[QUOTE]Modified I 121 class and submarines (I 121, 122, 123). Added 42 x Type 88 mines.[/QUOTE]

Oh oh :( I know where they will by parked ...

Interesting question that just came to mind:

I generally use a Sub mine TF with multiple subs located in it due to the low number of mines...will these subs (ie: a Transport or Mine Warfare sub TF) be subject to the new sub rules about stacking since they are NOT on patrol missions or will subs be permanent loaners no matter what the mission type is set to?

(in reply to Apollo11)
Post #: 28
- 2/28/2003 6:15:34 AM   
Leahi

 

Posts: 53
Joined: 12/29/2002
From: Far West
Status: offline
Thanks Mr. Billings and Mr. Frag for your responses. If I understand correctly, I will simply apply the 2.30 patch on top of my existing patched program, though it will be best not to continue old games with the new patched version of the program. (Did I get that right?)

BTW, I too am holding off starting a new campaign until the new patch is out. Looks **great**. Thanks to the Martix/2by3 gang for your hard work and responsiveness.

(in reply to Apollo11)
Post #: 29
- 2/28/2003 6:35:59 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
Leahi,

dead on right ... too many unpredictable things can happen, coupled with things that required database changes not registering ... The database is only read once, to start the scenario so you'll miss out on any of the database type changes, which could lead to other strange results, and personally, I'd hate to play Japan with their best AA gun disabled and miss out on those tasty new sub minelayers.

I would suggest you play with the very short Coral Sea scenario while you wait, as it really is the first 15 turns of any of the longer scenarios and is a great training ground for how things work right now...Hopefully you can learn how to keep your CV's afloat while we wait for the patch :D

(in reply to Apollo11)
Post #: 30
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