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Coming Patch/Update details (v1.02)

 
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Coming Patch/Update details (v1.02) - 12/21/2015 7:51:14 AM   
lancer

 

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Hi,

Vic will be doing a public Beta v1.02 soon.

Here's a list of what's in at present.

New

Report showing all cards played during game for review purposes

Report showing all decisions from previous turn to enable review

Dynamic tool tips displayed in a different colour

Page showing full breakdown of score & calculation of victory conditions at game end (PDF’s)


Changed

K.K Rokossvky replaced as commander of 54th Army with Maj.Gen R.I Chepurin

SS Panzer Div Reich renamed to SS Mot Div Reich

% trigger chances of ‘Captured Trucks’ events lowered to spread them out more

Add text to highlight Soviet Exhort Victory card is for Following turn only

Pressure from Above decision trigger changed to take into account both ObdH and Hitler’s relationship levels (previously only Obdh).

PP system overhauled and any negative amounts (eg. from theatre violations) now subtract from any positive amounts and you can be left with zero PP

Reverse sorting order on PG Summary report

Updated Report Status! script to be faster

Added GAR to minor Soviet garrison names

Easy mode tweaked. There is now a 75% chance of any Soviet AI fortification not appearing. The initial Soviet Shock penalty has been increased from 50 to 70% and tapers off at a slower rate of -5 per round instead of -10%

Normal AI mode tweaked. There is now a 50% chance of any Soviet AI fortifications not appearing (previously they all did).

Updated Map names to their correct form. River Neiman to Nieman, River Donetz to Donets, River Chopr to Choper, Pawlograd to Pavlograd, Kriwojrog to Krivirog, Melitipol to Melitopol, Dunaburg to Daugavpils, Kurman to Dshankoi

Soviet Reorganise card base cost increased from 15 to 20 PP

Finnish HQ’s can no longer be evacuated by Air

The loss of a German HQ will result in it being automatically resurrected the following turn but you’ll take a -30 PP hit as a result (doesn’t apply if HQ evacuated)

Soviet Demand Power card cost increased from 30 to 40 PP

Soviet Admit Crisis card cost increased from 10 to 15 PP

Redid Soviet Reinforcement schedule for Central front (less bunched and more spread out over time) & updated briefing notes

Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.

AGN starting line-up reconfigured. Memel territory expanded one hex.


Fixed

When all Soviet Marshals are used (pool empty) the relevant ‘change marshal’ cards are now properly disabled

Replace Tsarist card now gives historical marshal type with Historical Option ON

‘Release Tsarist’ card renamed ‘Release Marshal’ & cost increase per use now working correctly.

Release Marshal/Dismiss Marshal/Firing Squad! Soviet cards now disable properly once replacement pool of Marshals emptied & any PP’s refunded

Couple of typos in end of game PDF’s

Change SFT pic for German 50mm PAK ATG (was showing 37mm PAK)

Rail Conversion bug where Mud conditions were being incorrectly reported

Fixed several errors when PG HQ evacuated by air and awaiting redeployment

Removed extra, misleading, text from Daily Log Game - Objectives

Fixed a few inconsistencies when evacuating HQ’s by air

Winter decision series bug preventing triggering under certain circumstances

Minor bug preventing Soviet AI force being properly randomised at start (not if historical option chosen

Corrected German texts throughout game;

Armeegruppe to Heeresgruppe, Panzergruppes to Panzergruppen, Nördwarts to Nord, Ostzone to Ostfront, Göebels to Goebbels, Von to von, Friekorps to Freikorps, Lastwagens to Lastwagen, herr to Herr, Reichsfuhrer to Reichsführer, Sicherhietspolizei to Sicherhietspolzei, hamplemann to Hamplemann, verrücht to verrückte, Aussentellen to Aussenstellen, Grossdeustchland to Groosdeutschland, GenLt. Pflugbebeil to Gen.Lt Pflugbeil
Franz Halder demoted from Feldmarschall to Generaloberst (Gen.Oberst)

Highlighted items like Kommandante = Oberbefehlshaber have been omitted as non-german speakers would struggle here. It's also possible I missed a few outliers as there is a lot of text in the game.

PBEM++ specific bug preventing a number of german game functions from working correctly.


Cheers,
Cameron
Post #: 1
RE: Coming Patch/Update details (v1.02) - 12/21/2015 9:34:17 AM   
Flaviusx


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Ouch. Lots of Soviet nerfs. They may be needed, though, at least for PBEM.

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 10:45:57 AM   
Meteor2


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Another reason to buy this game: Outstanding support after release.
Thanks for making it even better.

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Post #: 3
RE: Coming Patch/Update details (v1.02) - 12/21/2015 10:52:45 AM   
Speedysteve

 

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Like it!

Flav - nerf those Sovs!

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 11:38:12 AM   
Vic


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Also new on the AI front

Using improved long term prediction algorithms and new sensitivity to supply conduits. The AI now better sees potential encirclements of it own troops coming and will start retreating troops out of bulges earlier if it cannot reinforce it enough to avoid the encirclement.

Using extra and new analysis algorithms the AI now will become much more aware of encirclement opportunities and threats. It will try to reinforce the parts of the front where it is under threat of being cut-off while at the same trying to favorise putting pressure on the bottleneck of enemy bulges.

Best wishes,
Vic

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 11:58:10 AM   
JamesLxx

 

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Will it be save game compatible? I've got a game going on 1.01

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Post #: 6
RE: Coming Patch/Update details (v1.02) - 12/21/2015 12:14:49 PM   
aspqrz02

 

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quote:

ORIGINAL: lancer
Sicherhietspolizei to Sicherhietspolzei


BOTH are wrong ... at least according to Wikipedia ...

Sicherheitspolizei

Phil

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 12:43:35 PM   
Vic


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All patches will always be save-game compatible.

However a lot of non-AI/engine related fixes need a restart of the scenario with the new version to come into effect.

Best wishes,
Vic

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 1:01:38 PM   
AstroCat


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Thanks, look forward to the patch!

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Post #: 9
RE: Coming Patch/Update details (v1.02) - 12/21/2015 1:42:47 PM   
Franciscus


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Great, bring it on !

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 1:52:47 PM   
Remmes


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Thanks for your hard work guys.

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 2:12:19 PM   
Flaviusx


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It's a little bit too easy to throw up that Iron Wall, Speedy. These changes should fix that. And the PP cost changes will push back the time where Soviet command and control gels and ceases to be and issue, which is now sometime in the late summer, also a bit too easy. Those problems surely persisted past that.

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RE: Coming Patch/Update details (v1.02) - 12/21/2015 3:13:28 PM   
Speedysteve

 

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Absolutely agree Flav. I'm still struggling to get beyond the Dneiper by turn 4. Then of course I need to move the FSB forward and the Iron Curtain shuts down

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RE: Coming Patch/Update details (v1.02) - 12/22/2015 12:04:42 AM   
mannerheim4

 

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Joined: 9/16/2013
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quote:

ORIGINAL: Vic

Also new on the AI front

Using improved long term prediction algorithms and new sensitivity to supply conduits. The AI now better sees potential encirclements of it own troops coming and will start retreating troops out of bulges earlier if it cannot reinforce it enough to avoid the encirclement.

Using extra and new analysis algorithms the AI now will become much more aware of encirclement opportunities and threats. It will try to reinforce the parts of the front where it is under threat of being cut-off while at the same trying to favorise putting pressure on the bottleneck of enemy bulges.

Best wishes,
Vic


Is there any provision in the AI to take into account the incredible decisions made by Stalin that CAUSED many Russians to be stuck in pockets? Seems that the AI would avoid quite a bit of the reasoning behind German successes, as the Russians often were forced by politics and propagada to NOT retreat out of pockets until it was too late - such as at Kiev.

Regards

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Post #: 14
RE: Coming Patch/Update details (v1.02) - 12/22/2015 12:06:42 AM   
mannerheim4

 

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Joined: 9/16/2013
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quote:

ORIGINAL: Speedy

Absolutely agree Flav. I'm still struggling to get beyond the Dneiper by turn 4. Then of course I need to move the FSB forward and the Iron Curtain shuts down


Welcome to the club. I can take Kiev by beginning of August, but Smolensk, not likely going to happen anytime soon, given the mass of Russians that show up as you pull up to Minsk on turn 3-4.

Regards

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Post #: 15
RE: Coming Patch/Update details (v1.02) - 12/22/2015 6:18:30 AM   
Vic


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@mannerheim,

Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.

As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.

Best wishes,
Vic

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Post #: 16
RE: Coming Patch/Update details (v1.02) - 12/22/2015 8:53:55 AM   
ChuckBerger

 

Posts: 278
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Looks great, I love how you guys are highly responsive to player feedback!

The changes to Soviets seem about right, it will be interesting to see whether they have the intended effect.

Now that you've nerfed the Soviets, could you nerf the Slovaks as well? <:)

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Post #: 17
RE: Coming Patch/Update details (v1.02) - 12/22/2015 9:42:53 AM   
demyansk


Posts: 2840
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Nice work with the update. I am still on my first game and enjoy all the work going on.

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Post #: 18
RE: Coming Patch/Update details (v1.02) - 12/22/2015 9:46:44 AM   
CaptCarnage

 

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quote:

ORIGINAL: lancer

Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.






Eeeh?
What?

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Post #: 19
RE: Coming Patch/Update details (v1.02) - 12/22/2015 11:32:16 AM   
elmo3

 

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quote:

ORIGINAL: Skyhigh

Eeeh?
What?


Pretty sure it's a joke.


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RE: Coming Patch/Update details (v1.02) - 12/22/2015 11:47:04 AM   
mannerheim4

 

Posts: 83
Joined: 9/16/2013
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quote:

ORIGINAL: Vic

@mannerheim,

Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.


That would be nice, yes, I have noticed that the Soviets are reinforced rather quickly and massively during the first several turns.


quote:

ORIGINAL: Vic

As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.

Best wishes,
Vic


Ah, OK, when I check the "historical" box at the start of the game, it effects only setup and not AI settings or anything like that. Yes, I think an "historical AI" would be appreciated - or at least subject the Soviet AI to a Stalin that is prone to counterattack rather than withdraw.

Thanks for your hard work.

Regards

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RE: Coming Patch/Update details (v1.02) - 12/22/2015 11:49:28 AM   
mannerheim4

 

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Joined: 9/16/2013
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quote:

ORIGINAL: lancer


Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.




How about "Sharknado" weather effects for Soviets in the Pripets?



< Message edited by mannerheim4 -- 12/22/2015 12:50:26 PM >

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RE: Coming Patch/Update details (v1.02) - 12/22/2015 5:38:39 PM   
Franciscus


Posts: 809
Joined: 12/22/2010
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quote:

ORIGINAL: Vic

@mannerheim,

Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.

As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.

Best wishes,
Vic


I think an "historical AI" would be nice, too

Regards


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Post #: 23
RE: Coming Patch/Update details (v1.02) - 12/23/2015 1:50:10 PM   
Iñaki Harrizabalagatar


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IMO the problem in PBEM is that the Soviet player knows he has just to hold the line, so he will never commit his forces to the kind of counterattacks around Smolenskas the historical Soviet command did acting according to their offensive doctrine. It is very much like a WW1 wargame in which players will never attack like the historical armies. For me the solution would be for the first wave of Soviet reinforcements in Central sector to arrive in Offensive posture instead of neutral, so that the Soviet player has an incentive to use them offensively

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Post #: 24
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