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2.4 Patch Released! - 2/13/2005 6:13:37 AM   
elcidce

 

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There is an article listed in the news list announcing the 2.4 patch release. I didnt see a link for it in the article. does anyone have a link?

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RE: 2.4 Patch Released! - 2/13/2005 6:32:47 AM   
Rossj

 

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i saw the article, but couldn't find the patch either

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RE: 2.4 Patch Released! - 2/13/2005 9:35:06 AM   
Bodhi


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ftp://ftp.matrixgames.com/pub/UncommonValor/UV-Patch-v240.zip

You get there by cliking on "downloads" on the top menu above (under "matrixgames"), then on the Uncommon Valor image. There doesn't seem to be any link on the UV official web site yet, but I'm sure they'll get around to it.

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RE: 2.4 Patch Released! - 2/13/2005 11:45:48 AM   
Reg


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The pilot bug fixed!!! (again)

Yahoo!!!

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Post #: 4
RE: 2.4 Patch Released! - 2/13/2005 4:30:01 PM   
timtom


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Uncommon Valor Update

2/1/2005 v2.40

Bugs Fixed:

1)Air groups on sweep or escort missions were not properly testing morale, when casualties were taken. Fixed.
2)When a partial unit was combined with a prime unit, the supply from the partial unit was not being properly handled. Fixed.
3)Losses to ground units, when targeting an airfield or port, were too high. Fixed.
4)Air groups were sending too many planes, when attacking task forces. Fixed.
5)Air groups attacking barge or motor torpedo boat (PT) task forces were all attacking a single barge or boat. Fixed.
6)Bombers flying at altitudes greater than 32,000 feet were bombing with a greater accuracy than they should. Fixed.
7)Some groups were gaining too many pilots. Fixed. They are now limited to maximum planes plus three.


New Player Requested Features:

1)Patrol aircraft searching for submarines now use upgraded WIP routines.
2)The chances of submarines being spotted are now increased, if more than one is located in a hex.
3)Submarines will no longer follow a task force into a known minefield hex.
4)Minefield attacks are now handled more like WIP and the chances of submarines and minesweepers hitting mines has been increased.

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RE: 2.4 Patch Released! - 2/13/2005 5:10:59 PM   
EricGuitarJames

 

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Before I go ahead and install it, can it be confirmed that this patch works with the 'Just Play' version of UV released in the UK.

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RE: 2.4 Patch Released! - 2/13/2005 6:01:40 PM   
CatLord


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Very last patch ?

Inconsistent combat replay not fixed ?

Replacement table not editable ?

*** sigh ***

Cat

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RE: 2.4 Patch Released! - 2/13/2005 6:55:05 PM   
Warfare1


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Excellent news.

Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.

Could not the same thing be done for UV?

With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...

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Post #: 8
RE: 2.4 Patch Released! - 2/13/2005 7:04:12 PM   
CatLord


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Is this patch compatible with a 2.3 savegame ?

(I.e. can I continue my 2.3 PBEM if I install this new patch)

Cat

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Post #: 9
Coastwatcher mayhem RE: 2.4 Patch Released! - 2/13/2005 10:27:27 PM   
bryanh06

 

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I've just installed the patch and continued playing a v2.3 saved game versus the AI and noticed that I'm getting coastwatcher reports on every task force -- even my own task forces as well as those of the enemy in midocean. This is both annoying and giving me information on the enemy which I should not have. If I could back out of this patch I would.

Bryan

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Post #: 10
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/13/2005 11:18:15 PM   
Erik Rutins

 

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quote:

I've just installed the patch and continued playing a v2.3 saved game versus the AI and noticed that I'm getting coastwatcher reports on every task force -- even my own task forces as well as those of the enemy in midocean. This is both annoying and giving me information on the enemy which I should not have. If I could back out of this patch I would.


We'll take a look at these reports as soon as possible. FYI, re-applying the 2.30 patch will in effect uninstall the 2.40 patch completely, but hopefully that won't be necessary.

Regards,

- Erik

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RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/14/2005 12:16:54 AM   
pkpowers

 

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sorry I have the same 2.40 trouble also...coastwatchers everywhere

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Post #: 12
RE: 2.4 Patch Released! - 2/14/2005 4:56:32 AM   
Bodhi


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quote:

ORIGINAL: Warfare1

Excellent news.

Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.

Could not the same thing be done for UV?

With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...



Here's what Joel Billings wrote in the "Clarification of future development... " thread when talking about WitP in the WitP forum.

quote:

ORIGINAL: Joel Billings
We cannot continue to "improve" WitP endlessly. Perhaps someday we will turn the code over to some outside volunteers to continue working on the code, but let me tell you it won't be easy for anyone to move this monster without adding their share of new bugs. Mike has been very good about adding in new features after release (for both UV and WitP), but this cannot go on for very long.


and

quote:

ORIGINAL: Joel Billings
So to sum things up. 1) We will continue to fix important bugs as they are found and we can get good information and saves. 2) The amount of new features and major system changes will greatly decline, but there will probably come a time where the code will be made available to outside programmers willing to carry on. 3) We will continue to be on the lookout for tweaks that can be safely made to "balance" items that are seriously out of whack.


So it seems there is hope for the community to get access to the code eventually. If working with the "monster WitP won't be easy", let's hope they allow access to the UV code fairly early, so any potential modders can get learn the basics of how the system fits together by working on the UV code.

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RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/14/2005 2:22:32 PM   
jeffs


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I do too...Most, most annoying.

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RE: 2.4 Patch Released! - 2/14/2005 8:24:27 PM   
Warfare1


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quote:

ORIGINAL: Bodhi

quote:

ORIGINAL: Warfare1

Excellent news.

Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.

Could not the same thing be done for UV?

With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...



Here's what Joel Billings wrote in the "Clarification of future development... " thread when talking about WitP in the WitP forum.

quote:

ORIGINAL: Joel Billings
We cannot continue to "improve" WitP endlessly. Perhaps someday we will turn the code over to some outside volunteers to continue working on the code, but let me tell you it won't be easy for anyone to move this monster without adding their share of new bugs. Mike has been very good about adding in new features after release (for both UV and WitP), but this cannot go on for very long.


and

quote:

ORIGINAL: Joel Billings
So to sum things up. 1) We will continue to fix important bugs as they are found and we can get good information and saves. 2) The amount of new features and major system changes will greatly decline, but there will probably come a time where the code will be made available to outside programmers willing to carry on. 3) We will continue to be on the lookout for tweaks that can be safely made to "balance" items that are seriously out of whack.


So it seems there is hope for the community to get access to the code eventually. If working with the "monster WitP won't be easy", let's hope they allow access to the UV code fairly early, so any potential modders can get learn the basics of how the system fits together by working on the UV code.


This what I was thinking as well. A few volunteers could cut their teeth on the UV code.

I see it as a win/win situation for Matrix: UV could be further developed for free; there are lots of willing playtesters; and Matrix would retain absolute control over the game while continuing to earn revenue from it...

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Post #: 15
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/15/2005 10:06:45 AM   
Zulu

 

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There definitely is a problem with coastwatchers... big enough to stick with 2.3 for the time being. At least if you want to play with previously saved games and against the AI. However thank you, Matrix, for this new patch: I am sure this problem will be soon fixed.

By the way, has anybody tried a brand new game against the AI or multiplay with 2.4? is the problem still there?

(in reply to jeffs)
Post #: 16
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/15/2005 2:22:21 PM   
pkpowers

 

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yes sir , that where I had the coasterwatcher trouble, turn one in a brand new game against the AI,I went ahead and re-installed 2.3, they'll soon get it fixed

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Post #: 17
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/15/2005 8:59:16 PM   
toraq


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Thx matrix for the new patch. Something I was not expecting = client satisfaction

But, under my point of view there are still some important bugs that should be fixed. In order of importance:

1- Aircraft not damaging the airport when there is a own land unit in the hex. Example: Japanese bombers do not damage PM´s airport if there are japanese LCUs there. So once you have started to invade PM, there is no hope of closing the airport until you take the base!!! This is annoying!

2- In PBEM games, the combat replay and combat report are different. When I play the allies and there is a carrier battle (most of the times) I load the combat replay that my opponent has sent me and it is quite different from the combat report. This is not FOW because there are so many differences! Different attacks to different TF, bases captured while they are still holding...You feel that you´re playing a different game!

3 - Most of the times, Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF), even if they have plenty of escorts. In WitP, this is not happening so often...

4- IJN AAA ammo being zeroed in UV ver 2.3 Scen.17

< Message edited by toraq -- 2/15/2005 7:09:34 PM >

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RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/16/2005 1:54:23 AM   
CatLord


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I agree to all, toraq. These are still major bugs around... How can that be the latest patch...

Cat

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RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/16/2005 4:51:12 AM   
Veer


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quote:


2- In PBEM games, the combat replay and combat report are different. When I play the allies and there is a carrier battle (most of the times) I load the combat replay that my opponent has sent me and it is quite different from the combat report. This is not FOW because there are so many differences! Different attacks to different TF, bases captured while they are still holding...You feel that you´re playing a different game!


I'm not sure, but this may have something to do with the game settings. Like if you changed a realism option (even for another game) or changed the msg settings, like the delay from 1 sec to 0.1 sec it affects combat reports. Try and see if you and your PBEM player have the exact same settings for everything, and don't ever change them, and see if the different combat replay's occur.
Ofcourse I may be wrong, but I do remeber reading somewhere that setting were the likely cause.

quote:


3 - Most of the times, Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF), even if they have plenty of escorts. In WitP, this is not happening so often...


I think this is a design decision in UV.


quote:


4- IJN AAA ammo being zeroed in UV ver 2.3 Scen.17


Havn't seen that, but then it's been a long time since I played.

I'm sticking with 2.3 for now.

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Hi Erik - 2/18/2005 8:47:20 AM   
jeffs


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Will you guys rerelease 2.4 any time soon without the Coastwatcher problem? It really is pretty unusable if the problem is still there. We understand it is a pain and takes time, but we definitely would appreciate it.

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RE: Hi Erik - 2/18/2005 5:03:26 PM   
Mike Wood


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Hello...

Fixing now. Will have new emergency patch out soon.

Bye...

Michael Wood

quote:

ORIGINAL: jeffs

Will you guys rerelease 2.4 any time soon without the Coastwatcher problem? It really is pretty unusable if the problem is still there. We understand it is a pain and takes time, but we definitely would appreciate it.

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RE: Hi Erik - 2/18/2005 5:33:52 PM   
toraq


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What about the other bugs detected???


1- Aircraft not damaging the airport when there is a own land unit in the hex

2- the combat replay and combat report are different

3-Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF),

4-IJN AAA ammo being zeroed in UV ver 2.3 Scen.17, when attacked by bombers at 100 feet level

I guess it is too late for those

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RE: Hi Erik - 2/19/2005 9:35:39 AM   
rekab


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Thanks torag for keeping the AA ammo problem to the fore.

I have noticed that with 2.4 all US planes now cause this to happen, not just the FB's at 100. The very good news is I think for the first time the US fleets suffer the same problem from Japanese air attacks. (I played a few games Scen3 vs AI and sunk the Sara and the Lex, Wasp managed to get away).

IJN subs are great in 2.4. (Scen 3)

I notice that the centre (center) hex of mid ocean hexes goes green when giving coastwatcher reports.

--Bob

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Post #: 24
RE: Hi Erik - 2/22/2005 10:54:58 AM   
jeffs


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Hello...

Fixing now. Will have new emergency patch out soon.

Bye...

Michael Wood

Thanks!

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Post #: 25
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/24/2005 4:54:52 PM   
Mike Wood


Posts: 2095
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Hello...

Ran tests on the issues you raised.

1. With Japanese and Allied troops at Port Moresby, was able to target and damage airfield with Betties, Nells and carrier aircraft attacking individually or together. Not sure what the problem was in you game, bad weather, bad bomb runs or what. The issue has never been raised, before.

2. Played several PBEM turns and found combat replay and report to be identical. You may have to wait a turn or two for the two computers to synchronize after starting a new build.

3. This was an intentional design decision. Was added, in a patch, after players complained that Betties and Nells were being shot down too often, in large numbers. Player response was favorable. As WIP used a different set of routines for air-to-air combat, and we had no complaints from players, we chose not to add the feature.

4. Ran some tests and could not reproduce this error. Using fighter-bombers at 100 feet or higher, level bombers at 100 feet or higher or dive bombers, ammunition usage was normal. Did eventually run out of ammunition, after many planes had attacked. Seems to be working as designed.

5. Fixed problem with coast watchers.

Will hold patch for a day or two and monitor this forum. If you have a specific save where problem arises, send it to me at mikew@matrixgames.com.

Thanks...

Michael Wood

quote:

ORIGINAL: toraq

Thx matrix for the new patch. Something I was not expecting = client satisfaction

But, under my point of view there are still some important bugs that should be fixed. In order of importance:

1- Aircraft not damaging the airport when there is a own land unit in the hex. Example: Japanese bombers do not damage PM´s airport if there are japanese LCUs there. So once you have started to invade PM, there is no hope of closing the airport until you take the base!!! This is annoying!

2- In PBEM games, the combat replay and combat report are different. When I play the allies and there is a carrier battle (most of the times) I load the combat replay that my opponent has sent me and it is quite different from the combat report. This is not FOW because there are so many differences! Different attacks to different TF, bases captured while they are still holding...You feel that you´re playing a different game!

3 - Most of the times, Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF), even if they have plenty of escorts. In WitP, this is not happening so often...

4- IJN AAA ammo being zeroed in UV ver 2.3 Scen.17


< Message edited by Mike Wood -- 2/24/2005 2:56:25 PM >

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Post #: 26
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/24/2005 6:56:49 PM   
toraq


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Already sent a mail with the first bug: japanese bombers unable to damage airports when their troops are in the base.

This is a major bug, really. Imagine a Guadalcanal campaign where jap. are unable to close Henderson Field with air attacks

I´m working on the others to show you the problem

Thanks

(in reply to Mike Wood)
Post #: 27
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/25/2005 3:35:06 AM   
Nomad


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I will echo on #1. I know that the allies can not hit port or airfield in a Japanesse hex if there are allied units in the hex. When I asked about this a year ago I was told that it was a known problem.

For item #2, combat replays do sometimes go wonky. I have never been sure just exactly what causes it but it is not from doing an upgrade. Just sometimes in the middle of a turn the combat replays start to differ in what happens( not number of hits etc ). I have seen ships sunk that were never attacked during the turn. I have seen bases captured that were not captured. This has been happening for a long time. I sent save games years ago, noone ever said they found the problem.

< Message edited by Nomad -- 2/24/2005 6:37:03 PM >

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Post #: 28
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/25/2005 3:43:47 AM   
CatLord


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From: Lausanne, Switzerland
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quote:

ORIGINAL: Mike Wood

2. Played several PBEM turns and found combat replay and report to be identical. You may have to wait a turn or two for the two computers to synchronize after starting a new build.

Will hold patch for a day or two and monitor this forum. If you have a specific save where problem arises, send it to me at mikew@matrixgames.com.

Thanks...

Michael Wood
Hi Michael,

I appreciate your effort, and I am sending you 3 zip containing Replay and Report, which have cause me the problem each time (run them twice or more, get different results).

Please, follow the instructions to reproduce (which are fairly simple: Combat Animation should be ON. If OFF, you'll get the expected result, i.e. the proper combatreport.txt ).

The problem arise when planes are attacking ships at 100 feet...

Cat

< Message edited by CatLord -- 2/25/2005 1:45:33 AM >


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Post #: 29
RE: Coastwatcher mayhem RE: 2.4 Patch Released! - 2/25/2005 4:35:24 AM   
Erik Rutins

 

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Thanks everyone. If you have a reproducible problem, please send it in as this is our last pass to clear up any loose ends with UV. Problems that are extremely rare or not reproducible can't be fixed, so saves with instructions are definitely the best.

Regards,

- Erik

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Post #: 30
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