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Next Patch 1.00.03 - 11/6/2019 2:26:42 PM   
AlvaroSousa


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I have a laundry list of bugs I fixed in the game. I need to test them out some more so we don't have a disaster like the deployment queue bug. So the next patch will be next week.

For those of you with small resolutions or large ones I am trying to find an efficient way to increase the UI for you. This is a little more tricky and takes more time as I have to test every aspect of every UI element in every resolution mode.

Bugs are always tackled 1st then features.

As many of you see I am committed to this game and almost every day I work on it to improve it.

The most important bugs are the following in 1.00.02.01
The paratrooper bug - I dont remember if this is only when you land on an air unit or just paradrop in general. But it is fixed.
The diplomacy bug - don't use diplomacy


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Creator Kraken Studios
- WarPlan
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Post #: 1
RE: Next Patch 1.00.03 - 11/6/2019 2:31:31 PM   
Barthheart


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RE: Next Patch 1.00.03 - 11/6/2019 8:12:44 PM   
ncc1701e


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Thanks a lot for the hard work and the incoming patch. 4K introduction is a nightmare for UI. If it may help, looks like in another Matrix Games namely Armored Brigade, the developer has resolved the problem by several textures to adapt

See here:
https://www.matrixgames.com/forums/tm.asp?m=4554375


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RE: Next Patch 1.00.03 - 11/6/2019 8:43:23 PM   
Chocolino


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Great!

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RE: Next Patch 1.00.03 - 11/6/2019 9:48:25 PM   
AlvaroSousa


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With programming there are so many classes that a programmer can't know them all. You always have to research how to do things.

This isn't 1985 where they are 80 basic commands and you have to manipulating. Libraries have 1'000s of classes.

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Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 5
RE: Next Patch 1.00.03 - 11/6/2019 11:45:05 PM   
Aspirin


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Thanks for your on going support of this great game

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RE: Next Patch 1.00.03 - 11/7/2019 12:06:14 AM   
AlvaroSousa


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Thanks

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- WarPlan
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Designer Strategic Command
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- Assault on Communism SC2
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Post #: 7
RE: Next Patch 1.00.03 - 11/8/2019 2:05:50 AM   
AlvaroSousa


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I am trying to get the patch out Monday for Matrix to post in the afternoon.

Want to work on the A.I. a little this weekend. Lots of things fixed.

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- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 8
RE: Next Patch 1.00.03 - 11/8/2019 2:33:54 AM   
Michael T


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Any chance of posting the list of fixes and changes beforehand?

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RE: Next Patch 1.00.03 - 11/8/2019 3:03:29 AM   
AlvaroSousa


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Not done fixing yet. Maybe Sunday night.

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Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 10
RE: Next Patch 1.00.03 - 11/8/2019 8:57:08 AM   
demyansk


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Patience everyone, this looks like complicated stuff, nice work.

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RE: Next Patch 1.00.03 - 11/8/2019 9:03:58 AM   
AlbertN

 

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Think fighters intercepting and how they fight (minimal damage to bombers), and the AA is quite important. Ontop of the fact Fighters often do not intercept at all, or just intercept just once. Yes, even if they're built up to max health 20/20 and have 60-70 efficiency (so not exactly mauled). The Brits just bomb the Rhur and the German Synths and the Luftwaffe sits idle despite having 1 or 2 fighters dedicated to the area.

So the raider switch bug - and other concerns about sub efficiency for a BoA. (As someone else pointed out anyhow Germany lacks the funds to build up a submarine force without factually compromising Barbarossa - and later on the escorts just facerolls subs).

Italian early weakness against Allied aggression. (I'd personally add some Italian forces here and there even if at low strength - including a 2nd fighter)

< Message edited by Cohen_slith -- 11/8/2019 5:20:01 PM >

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Post #: 12
RE: Next Patch 1.00.03 - 11/8/2019 8:57:48 PM   
ncc1701e


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1000 subs were eventually produced.

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Post #: 13
RE: Next Patch 1.00.03 - 11/11/2019 2:02:06 PM   
Franciscus


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Is it still coming today ?

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Former AJE team member

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Post #: 14
RE: Next Patch 1.00.03 - 11/11/2019 2:08:53 PM   
ncc1701e


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That is the plan I have in mind.

_____________________________

Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

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Post #: 15
RE: Next Patch 1.00.03 - 11/11/2019 2:41:59 PM   
AlvaroSousa


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It has been submitted to the powers that be.

Main things not fixed this patch because I ran out of time and wanted to get you guys out critical fixes.
Hi-res larger UI. Still working on it. Quite complex.
Advancements in game events
Yugo -190404932 production. That's a tricky one.

November 10th 2019 _ BUGS SQUASHED!
Increased map scrolling to fall +30 pixels off the edge of the screen.
Land units on the coast are now properly destroyed by air power.
Units limited to 25 characters for name changing, was 40.
Fixed resource #31 to include label of "port"
Fixed 2 locations in England
Fixed custom image loading when choosing another game
Fixed late war retreat script in USSR
Fixed minor country supply source retreat error
Removed undu from merging and splitting units
Adjusted unit ID image so air units are more clear
Added unit type sorting to reports and statistics unit column
Fixed air overrun adding to game stats
Adjusted Allied A.I. for invading North Africa and Normandy
Fixed only fleet mode navies intercept enemy forces
Fixed hotseat games changing fleet modes on load
Fixed misaligned victory location
Added Allied Norway convoy route
Fixed mine fields in all scenarios
Fixed ZoC issue with neutral countries that was impacting rail movement
Fixed plane range formula
Changed Italy's morale break from 52 to 32 until the USA is in the war
Fixed naval port attack indicator not showing on empty enemy ports or transport fleets
Fixed showing proper invadable hexes
Turned off main menu when doing PBEM upload
Fixed paratrooper jump bug
Added South Africa to map as an Allied supply source
Pacific Resources is now a main supply source
Added port supply denial if port can't reach main supply source
Corrected Aqaba tile
Fixed showing invisible convoy routes on information panel
Fixed 2/2 patrol groups in 1939 scenario
Fixed contested hex move cost
Fixed naval operation points when undoing move
Fixed WarPlan crash bug
Added beach to Gibraltar
Fixed oiler resupply in blizzard frozen ocean and port
Fixed out of supply fleet able to perform beachhead supply
Fixed graphical alignment on unknown land unit images on bottom of image
Adjusted Netherlands coast
Added tile for Netherlands coast to tiles.png for custom images
Fixed major alignments for minors
Improved Netherlands, Belgium, and Greece defenses
Corrected rail in Turkey and made them scortched earth
Fixed reinforcements and priority for naval and air
Added ability to disable convoy route
Corrected Spain does not enter Axis side if Gibraltar is Axis in scenario notes
Added Baltic convoy route
USSR set to surrender at 0 morale
Cleared data corruption in stats for scenarios
Adjusted air combat damage slightly for more losses
Added Italian option scenario where Italy may declare war from the start of the war



_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to ncc1701e)
Post #: 16
RE: Next Patch 1.00.03 - 11/11/2019 3:58:47 PM   
sawtooth9993

 

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Has the issue of subs being automatically switched out of raider mode (or something along those lines) been fixed? I remember reading about that in some AARs where players couldn’t raid convoys safely because their subs would just go back to interdicting on the opposing player’s turn.

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Post #: 17
RE: Next Patch 1.00.03 - 11/11/2019 4:21:21 PM   
ncc1701e


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quote:

ORIGINAL: sawtooth9993

Has the issue of subs being automatically switched out of raider mode (or something along those lines) been fixed? I remember reading about that in some AARs where players couldn’t raid convoys safely because their subs would just go back to interdicting on the opposing player’s turn.


I do think so. See above:
Fixed hotseat games changing fleet modes on load


_____________________________

Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

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Post #: 18
RE: Next Patch 1.00.03 - 11/11/2019 4:38:29 PM   
sawtooth9993

 

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Ah, thanks! I control+f'ed for the wrong keywords.

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RE: Next Patch 1.00.03 - 11/11/2019 4:44:18 PM   
canuckgamer

 

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One of the Fixes caught my eye:

Land units on the coast are now properly destroyed by air power

Not sure what this means given the use of the word "properly". I don't think a land unit should ever be destroyed by air power alone. I can't think of one example in WWII where this happened. When the game expands to the Pacific it means that using enough air power, every island could be taken by air power alone. I believe Iwo Jima was bombed for something like 72 days and it still took 5 weeks of intense fighting to take it with 7,000 marines killed.

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Post #: 20
RE: Next Patch 1.00.03 - 11/11/2019 4:56:04 PM   
AlvaroSousa


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To address this.... Land units on land hexes can't be destroyed.

But if you put out 30k soldiers laying on a beach in the open light colored sand with their dark uniforms....well they can get mowed.

It is there as a preventative effort because WarPlan has beach hexes. Someone wants to run the gauntlet of air and naval interception and spend landing craft to dump a corps on a beach hex.... Well then they have to survive getting obliterated.

The idea came from a recent CEaW game I played. I noticed the German player setting up for Sealion. So I bought every garrison I could and just filled my coast. He literally couldn't land anywhere. He had to blow up a unit to land in the location. Even if he did I would have an armor to easily contain and blitz him off the beach.

He had zero chance at Sealion and I thought that wasn't right.

I also thought about invading from the sea. But that is a problem also as units can just move away in their fleet. Means you can always pick up and invade somewhere else in an instant.

In the 2nd version of the game I will probably do invasion on top of the hex where the enemy shares the space with the invader. Not sure yet.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 21
RE: Next Patch 1.00.03 - 11/11/2019 5:51:18 PM   
Gamer1745


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I think with this version it will be time to start a new game/series.

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Post #: 22
RE: Next Patch 1.00.03 - 11/11/2019 6:01:57 PM   
AlvaroSousa


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Thought they would put it up today. Looks like Tuesday folks. I did my part. Worked 18 hours yesterday to make sure everything was done.

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- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 23
RE: Next Patch 1.00.03 - 11/11/2019 6:06:10 PM   
beldurax


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Thanks for your hard work and dedication to this great game, Alvaro !

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Post #: 24
RE: Next Patch 1.00.03 - 11/11/2019 6:11:25 PM   
canuckgamer

 

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Isn't an attack from the sea against defending units on land an amphibious assault? For an amphibious assault the attacking unit(s) should have a negative modifier applied. For example at half it's combat strength.

"I also thought about invading from the sea. But that is a problem also as units can just move away in their fleet. Means you can always pick up and invade somewhere else in an instant."

If you allowed invading from the sea i.e. amphibious assaults this wouldn't be an issue since units cannot attack more than once a turn.

I think your idea of allowing an attacking unit to stack on an enemy unit to resolve specific types of battles such as amphibious assaults is a good idea. You could also allow this for paratroop landings. That way, places like Malta or Gibraltar could be attacked by paratroopers alone or in conjunction with an amphibious assault. For D-Day this is exactly what the Allies did.

Anyway, just throwing out some ideas and comments. Thanks.


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Post #: 25
RE: Next Patch 1.00.03 - 11/11/2019 6:35:47 PM   
AlbertN

 

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Improved Netherlands, Belgium, and Greece defenses

UGH


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Post #: 26
RE: Next Patch 1.00.03 - 11/11/2019 7:17:12 PM   
AlvaroSousa


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It just makes you plan a little better. Everything in increments for balancing. They are still under historical representation.

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- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

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Post #: 27
RE: Next Patch 1.00.03 - 11/11/2019 7:24:43 PM   
AlbertN

 

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Well - right now to me it just seems that the game is being more and more railroaded into 'do exactly as history was and see if you can squeeze 1 month more or less before Allies are into Berlim' (Or 1 year more or less).

But strategies like a winter west campaign are turning into a 'no-go', same as trying to close the Med, and so on.
There will be -1- way to play, and that's it.

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Post #: 28
RE: Next Patch 1.00.03 - 11/11/2019 7:50:15 PM   
AlvaroSousa


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Completely not true.

Gibraltar now has a beach.
The choice in the Benelux is because people were plowing through them in 1939 not giving the Allied player a chance.

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Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to AlbertN)
Post #: 29
RE: Next Patch 1.00.03 - 11/11/2019 7:51:31 PM   
Michael T


Posts: 4443
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From: Queensland, Australia.
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Thanks for the fixes and ongoing support.

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