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how long till patch - 8/30/2005 1:15:05 PM   
cato13

 

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cmon guys how long is it gonna be? im holdin of startin a new game till its out
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RE: how long till patch - 8/30/2005 3:04:30 PM   
ericbabe


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At least two weeks.

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RE: how long till patch - 8/31/2005 2:07:45 AM   
goodwoodrw


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Is there a list of new things for the next patch? or can one be started

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RE: how long till patch - 8/31/2005 2:54:23 AM   
Hard Sarge


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not sure if anything can be said, it is a work in process after all



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RE: how long till patch - 8/31/2005 3:37:15 AM   
YohanTM2

 

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I must admit, with only France getting upgrades in our current PBEM game it is getting very challenging.

May have to bail on PBEM until it is fixed. But not in this game mes amis :)

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Post #: 5
RE: how long till patch - 8/31/2005 3:19:10 PM   
ericbabe


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This is a tentative list of changes we've implemented thus far. Some haven't been tested yet and so may not survive intact in the next version.

Changes 1.1->1.2
--------------------
Rules
* Changed the way waste varies with number of provinces; nations with provinces fewer than 20 get proportionally smaller waste; nations with provinces greater than 30 receive proportionally larger waste. A province with courts>=5 does not count toward the number of provinces a nation has when determining its level of waste.
* Data file changes
- Players2.txt: Algeria capital to 170
- EuProv.txt: Changed Andalusia's capital province to itself
- EuProv.txt: Karlskrona's capital to itself
* May have fixed fleet retreating into land bug (game_battle.cpp:ln1311)
* Now sets violate neutrality when trespassing during peace turns
* Should no longer be counting container-type-units against the limit of attached units
* Should no longer erroneously be showing zoom buttons (+/-) on the Development Advisor minimap.
* Corrected spelling "Landwehr" in data file
* Corrected typos in maxim text
* Corrected negative glory for Britain's control of Egypt
* Rule change: Can no longer liberate POW's when they are located in enemy territory
* Rule change: POW's no longer require upkeep or support costs
* Rule change: POW's only count 1/3 of their strength toward the foraging limit
* Fixed bug in list of all players and countries regarding revolt units
* Rule change: nations are automatically set at peace with their revolt units if there are no such units in existence; if there are units, then the nation is automatically made at war with its revolt.
* Fixed bug of AI diplomats getting stuck in water locations
* Fixed bug in army/corps use-forage order. Divisions attached to armies/corps should now correctly forego supply if the corps or army to which they are directly attached has the order to forage.
* May have fixed bug involving casualties reported by opportunity charges
* Howitzers now only -25% instead of -50%
* Light cavalry no longer begins detailed battle fatigued, even when called as reinforcements or when part of an army/corps that is force-marching. Same rule for lancers. Regular Cavalry no longer enters battle fatigued when called as reinforcements.
* Now only get 20 horses when a cavalry unit surrenders.
* Skirmishers now have +20% bonus when attacking out of rough terrain (instead of the 1/2 penalty they previously had)
* Fixed bug involving morale when transfering strength between units
* Raised labor stockpile cap to 150
* Decreased the morale bonus of barracks to .1 per level of barracks
* POW's do not lose casualties due to foraging
* Moved query for upgrades and empire to end-of-turn (to fix PBEM bug)
* Treaties that involve the Surrender clause will no longer automatically become cancelled when the signatories are at war.
* Can no longer choose protectorate/surrendered units for treaty clauses (such as Lend Unit and Remove Commander).
* Halved the chance of capturing an artillery unit in detailed combat; artillery captured after quick combats now have a 50% chance of being destroyed instead of captured.
* Units now lose 1.5 morale when they surrender, but no lower than 1.2 morale. This *CAN* reduce infantry to militia status and guard to regular infantry status. (Note that the morale loss in detailed combat is not lost until after the battle is resolved.)
* Rule change: infantry under charge by cavalry now have a chance to become disordered *before* the charge is resolved. This only works for infantry in line/column formations. Base chance is 10% for infantry in column, 20% for infantry in line. This chance is increased by 25%-Infantry Quality*2.5, by 10% per off-axis attack (i.e. +30% when charging from the rear), and decreased by 15%x the morale bonus of the commander attached to the defending infantry unit. A commander with the "stand against charge" special ability always reduces this chance to the minimal amount (5%). The chance is halved if the defender is not in clear terrain.

* Fixed bug involving spontaneous commanders
* Fixed bug involved in glory limit in game setup
* UI Change: Hitting spacebar in detailed combat now clears quick-resolve for all local players
* Reduced build time for high levels of barracks/factories now properly applied to all appropriate unit types, not just basic infantry/cavalry.
* May have fixed lancer build bug.
* Fixed column headings in Policy screen
* Fixed minor save game bug
* Detailed combat AI should withhold most cavalry charges unless target is also adjacent to an enemy infantry/artillery
* Fixed save game bug involving zero draft sizes
* Changed retreat behavior in detailed combat


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Post #: 6
RE: how long till patch - 8/31/2005 5:37:18 PM   
jhdeerslayer


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Great! Hurry please.

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Post #: 7
RE: how long till patch - 8/31/2005 6:26:04 PM   
ggallagher

 

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Great list...but I perceive that the "Undo" function is missing....has this been put off to a later patch?

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Post #: 8
RE: how long till patch - 8/31/2005 6:28:45 PM   
carburo

 

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Nice list Eric, thanks.

Are we getting the nation’s base morale lowered and a little evened too? Lowering the effect of barracks but letting the base morale for France and Britain at 6+ will not be enough. A cap to the morale of new units, at 4 maybe, would be good IMO; and also an increase in the morale the units gain through combat.

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Post #: 9
RE: how long till patch - 8/31/2005 6:30:57 PM   
ericbabe


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quote:

ORIGINAL: ggallagher

Great list...but I perceive that the "Undo" function is missing....has this been put off to a later patch?


Oh, sorry. There is an undo feature that's been tested and which seems mostly to be working. The backspace key undoes unit orders (things like movement, attachments, strength transfers). It's a global undo, so you can't selectively undo just the movements of one unit (this because the movement of pieces is inter-related). It also doesn't undo player-orders, such as builds and subsidies -- these would be significantly harder to implement and no one seems to be doing these things accidentally.


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Post #: 10
RE: how long till patch - 8/31/2005 6:42:19 PM   
ericbabe


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quote:

ORIGINAL: carburo

Nice list Eric, thanks.

Are we getting the nation’s base morale lowered and a little evened too? Lowering the effect of barracks but letting the base morale for France and Britain at 6+ will not be enough. A cap to the morale of new units, at 4 maybe, would be good IMO; and also an increase in the morale the units gain through combat.



I'd like to receive more feedback on this issue before I change any of the base values. FWIW, I'm considering reducing the base values to the range 2.0 - 4.0. Regarding a cap on morale, I'm worried that a cap on morale that negates a player's barracks improvements would make a lot of players upset. Better, in my opinion, to just lower the range and the effects of barracks and have no cap.

I prefer a sliding scale for morale improvements. I'm considering that units with morale less than 6 will get .1 morale (50% of the time) for fighting a battle; units with morale greater than 6 will only get .05. Maybe a lower end (below 4?) where units get .15... I don't want to negate barracks developments by making morale derived from combat too easy to obtain, so I'm hesitant to make combat experience too great - especially at higher levels of morale.

We can definitely use some tweaking of these values in the earlier scenarios: the base morale values in 1792 could be lowered substantially across the board.

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RE: how long till patch - 8/31/2005 6:58:11 PM   
Hanal

 

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Eric.....any chance that the multi-province neutral country bug being fixed with this patch?

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RE: how long till patch - 8/31/2005 7:14:24 PM   
carburo

 

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Eric,
Completely agree with your first paragraph. Your idea sounds better.

About the combat experience though, take into account that when high morale unit suffer casualties in combat, reinforcements will surely lower its overall morale. If the increase gained in combat is too low, high quality units will always lose morale via reinforcements unless they sit in the back and never actually fight. Getting .05 half the time, it would be almost impossible for experienced units to gain anything. The occasional .05 increase will be offset by the loss due to reinforcements.

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Post #: 13
RE: how long till patch - 8/31/2005 8:25:37 PM   
carnifex


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quote:

* Fixed bug in army/corps use-forage order. Divisions attached to armies/corps should now correctly forego supply if the corps or army to which they are directly attached has the order to forage.


How about divisions not attached to containers? They have their own forage/supply setting.


Also, can you add that upon peace, the armies are not teleported to islands or provinces cut off from the rest of the world? Like Russian troops in Spain being ported to Algeria and being essentially stuck there forever if their fleet has been taken care of as per standard British plan?

< Message edited by carnifex -- 8/31/2005 8:27:36 PM >

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RE: how long till patch - 8/31/2005 8:45:29 PM   
ericbabe


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quote:

ORIGINAL: J P Falcon

Eric.....any chance that the multi-province neutral country bug being fixed with this patch?


We've fixed more cases of it, but there are still some outstanding issues.

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RE: how long till patch - 8/31/2005 9:08:07 PM   
Jutland

 

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What about detailed combat for smaller forces, I continually lose battles in the quick battle screen, that I otherwise mostly win in the detailed screen. More leaders please!. I have been playing the 1796 scenario and it is now 1804, after countless huge battles I have not gained one new leader nad have lost several. I love the game, like the list of improvements, but would enjoy these add-ons.

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RE: how long till patch - 9/1/2005 2:19:34 AM   
Hanal

 

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quote:

ORIGINAL: ericbabe

quote:

ORIGINAL: J P Falcon

Eric.....any chance that the multi-province neutral country bug being fixed with this patch?


We've fixed more cases of it, but there are still some outstanding issues.




Thanks for the reply.....it is good to know that progress has been made on this very important issue.....

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Post #: 17
RE: how long till patch - 9/1/2005 7:48:53 PM   
cato13

 

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i dont see any mention of fixing the set policy screen so it works. u mentioned in another htread u were lookin at it

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Post #: 18
RE: how long till patch - 9/2/2005 3:06:54 AM   
zenmaster

 

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Intentionally disbanding units would be nice too.

I'm playing Turkey and I spend 1/2 my time marching all my Militia to Africa to a big pile for starving.
I generally have 20-30 units in a particular spot to try and kill them as fast as I can to limit their drain on my economy.

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RE: how long till patch - 9/2/2005 7:51:14 AM   
bresh

 

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Nice list.

I still miss the "escape key" to result from quick combat :(


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RE: how long till patch - 9/2/2005 10:47:15 AM   
Reg Pither


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quote:

ORIGINAL: ericbabe

quote:

ORIGINAL: ggallagher

Great list...but I perceive that the "Undo" function is missing....has this been put off to a later patch?


Oh, sorry. There is an undo feature that's been tested and which seems mostly to be working. The backspace key undoes unit orders (things like movement, attachments, strength transfers). It's a global undo, so you can't selectively undo just the movements of one unit (this because the movement of pieces is inter-related). It also doesn't undo player-orders, such as builds and subsidies -- these would be significantly harder to implement and no one seems to be doing these things accidentally.



Sorry to sound so negative, but if I'm understanding that post correctly, the undo feature seems almost worthless. Does a 'global undo' mean that I'll lose all orders I've given to all my troops up until that point, even though I only want to reverse one move? Or is it just badly worded and means that everything that the one unit has been ordered to do will be cancelled, not just movement? And I can't change my mind on any production or development decisions? Please tell me I'm getting the wrong end of the stick here.

< Message edited by Reg Pither -- 9/2/2005 11:35:17 AM >

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Post #: 21
RE: how long till patch - 9/2/2005 2:07:55 PM   
Hard Sarge


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Hi Reg
I think Gobal means what area it works in

but over all, it works backward, so, if move a ship to the wrong area, you can undo the last move, and the ship is back where it started, and pretty much, you can keep going backward though all of your moves

now, if you move a army first, then make 20 or so other moves, and then decide, you don't want that army to more, you would have to undo everything to get to it, you can't pick and chose what to undo

but to be honest, after using it to make sure it worked and how it works, I HARDly ever use it, it is to fix mistakes and works well that way



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RE: how long till patch - 9/2/2005 4:55:58 PM   
ericbabe


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quote:


Sorry to sound so negative, but if I'm understanding that post correctly, the undo feature seems almost worthless. Does a 'global undo' mean that I'll lose all orders I've given to all my troops up until that point, even though I only want to reverse one move? Or is it just badly worded and means that everything that the one unit has been ordered to do will be cancelled, not just movement? And I can't change my mind on any production or development decisions? Please tell me I'm getting the wrong end of the stick here.


Let me describe how the undo feature works in laborious detail.

Every time you give a unit-order to a unit it goes on a stack. The first order that went onto the stack is at the "bottom of the stack" and the most recent order that went onto the stack is at the "top of the stack" -- just as one might stack a deck of cards (I think British English refers to this as a "pack of cards") by putting one card down on the table and then the next card on top of that card and so forth. So every movement order is put onto this stack: the first order is the first element of the stack, second order is the second element of the stack, and in general the Nth order is the Nth element of the stack.

What the undo function does is to work backwards through the stack, taking the top, or most-recent, element from the stack, undoing that order, and then removing that order that it just undid from the stack. It undoes all the unit-orders given to all your units one order at a time in the reverse-sequence with which you gave the orders.

Say you move Corps I into Flanders then into Soisson, then move Corps II into Guyenne and then into Piedmont, and then move Corps I into Ile de France. Hitting backspace once will move Corps I back into Soisson. Hitting it again will move Corps II back into Guyenne. Hitting it again will move Corps II out of Guyenne. Hitting it again will move Corps I back into Flanders.

So *global* in this context refers to the fact that there is only one stack for all units; it is not the case that each unit has its own stack of orders, but there is only one stack of orders for all the units. That orders cannot be undone selectively means that one cannot select one piece and undo only that piece's orders.

Completing the analogy with the deck of cards: one can undo the stacking of the deck of cards by taking the top card off of the deck, and by the iteration of this process one can undo the stacking of the entire deck. What one cannot do is, for example, to undo the stacking of only the hearts-cards or only the 9-cards.


We are considering allowing the undoing of development and purchasing orders, but this would not be part of the normal undo sequence. The reason not to make them part of the normal undo sequence is to allow players to undo them at any point in the orders phase, independently and selectively of other orders; unlike unit-orders, the sequence of development/purchase orders is not important, and so -- unlike unit-orders -- these sorts of orders *can* be undone in any sequence. To try to make this more clear: if you think of stacking a list of development and production orders, it should be possible to remove any card from the stack from any position within the stack. At this point, however, it is not clear whether these two types of undo features will be in the next update.



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Post #: 23
RE: how long till patch - 9/2/2005 5:08:29 PM   
Reg Pither


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quote:

ORIGINAL: ericbabe

What the undo function does is to work backwards through the stack, taking the top, or most-recent, element from the stack, undoing that order, and then removing that order that it just undid from the stack. It undoes all the unit-orders given to all your units one order at a time in the reverse-sequence with which you gave the orders.


We are considering allowing the undoing of development and purchasing orders, but this would not be part of the normal undo sequence. The reason not to make them part of the normal undo sequence is to allow players to undo them at any point in the orders phase, independently and selectively of other orders; unlike unit-orders, the sequence of development/purchase orders is not important, and so -- unlike unit-orders -- these sorts of orders *can* be undone in any sequence. To try to make this more clear: if you think of stacking a list of development and production orders, it should be possible to remove any card from the stack from any position within the stack. At this point, however, it is not clear whether these two types of undo features will be in the next update.



Thanks, Eric, that's much clearer now.

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Post #: 24
RE: how long till patch - 9/2/2005 6:08:25 PM   
Hard Sarge


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Oh be that way, I said the same thing, only simpler :)



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Post #: 25
RE: how long till patch - 9/2/2005 9:17:22 PM   
Gem35


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I'll pat you on the back Hard Sarge, good job !

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Post #: 26
RE: how long till patch - 9/2/2005 9:49:16 PM   
Hard Sarge


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Oh thank you, at least some one respects the work I do




hehehehe






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< Message edited by Hard Sarge -- 9/2/2005 9:51:20 PM >


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RE: how long till patch - 9/3/2005 3:09:00 AM   
Ralegh


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quote:

i dont see any mention of fixing the set policy screen so it works. u mentioned in another htread u were lookin at it


BUG: it wasn't on the list.
FACT: eric thinks he has fixed it (so it should have been on the list) - I haven't tested it yet, but I will!

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Post #: 28
RE: how long till patch - 9/3/2005 3:12:51 AM   
Ralegh


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quote:

ORIGINAL: Jutland
What about detailed combat for smaller forces, I continually lose battles in the quick battle screen, that I otherwise mostly win in the detailed screen. More leaders please!. I have been playing the 1796 scenario and it is now 1804, after countless huge battles I have not gained one new leader nad have lost several. I love the game, like the list of improvements, but would enjoy these add-ons.


a) There is no current plans to introduce detailed combat for smaller forces. I recommend you read my tips on quick combat (in the War Room - I think it will ship with the product in v1.2.x)

b) Leaders not being created by battle was a bug, and Eric thinks its fixed (and Hard_Sarge has posted screenies of new divisional and corps commanders being created!). Apparently he got 10 over a 10 year period, which sounds pretty good to me. I haven't got any yet, but I've been checking the economy mainly so far.

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Post #: 29
RE: how long till patch - 9/3/2005 3:19:03 AM   
Ralegh


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quote:

ORIGINAL: carnifex
quote:

* Fixed bug in army/corps use-forage order. Divisions attached to armies/corps should now correctly forego supply if the corps or army to which they are directly attached has the order to forage.

How about divisions not attached to containers? They have their own forage/supply setting.

Also, can you add that upon peace, the armies are not teleported to islands or provinces cut off from the rest of the world? Like Russian troops in Spain being ported to Algeria and being essentially stuck there forever if their fleet has been taken care of as per standard British plan?


I am testing this stuff at the moment. Eric thinks the divisional settings now work - I will check. I am - of course - also checking various mismatch settings, and the effect on reinforcements. And changed costs to garrions and etc etc.

WRT the teleport-on-peace, (a) there is code in the game now to try to avoid these situations, put in after testers complained. Its darn hard to code for, though, and there are still situations where silly things happen, which makes it open to exploit by a skilled player. (b) I have argued (strongly) that the feature should be removed - troops should march back: that would remove the problem all together, while adding realism. Anyone agree with me?

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Steve/Ralegh

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Post #: 30
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