RE: 1.51 patch info (Full Version)

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JFalk68 -> RE: 1.51 patch info (8/16/2009 5:33:47 PM)

The Girbraltar fix is in, check under the map notes about the 3rd line from the bottom.

quote:

ORIGINAL: gdrover

I didn't see a fix for Gibraltar on the list. It is currently a mountain and NOT a coastal hex, which does not make sense. The impact is that parachute landings are not possible, nor is an amphibious landing, so even when air units pummel the defenders and eliminate them, the axis cannot occupy it.

One other AI tweak (maybe). I noticed that Britain didn't keep many troops to defend the Homeland after France fell. All of her troops were either in Egypt or had been eliminated in France. After Paris falls, perhaps an 'England in Danger' event could trigger a buildup of troops in England.

Cheers,

Glenn





Anraz -> RE: 1.51 patch info (8/20/2009 7:01:37 PM)

An update (an observer of acute eyesight can spot some new things):

quote:

Fixes
Corrected Vittorio Veneto class from Patrol to Battle group in Commisioning Vittorio Veneto event (13048)
Corrected game lock when calculating Warfare level information
In Barbarossa scenario, Finland and USSR starting in the state of war
Corrected hexstripes in British Surrender event (951 and 952)
Corrected continously firing event 34. SS-Freiwilligen-Grenadier-Division Landstorm Nederland (11124)
Corrected Kiev Defensive Operations events (357 and 358)
Corrected event Friend or Foe for Turkey, when it was joing Allies instead of Axis (3202)
Corrected event with Hamburg switch to port/MSS (16215 and 16216)
Corrected Bad deal event, when Germans propose the British a peace instead of becoming a puppet (952)
Corrected War against Axis event, now USA joins Allies (5311)
Corrected Free Ukraine event (5901)
Corrected CTD bug, when a land unit was trying to load on to non transport ship
Corrected Mulberry lack of Supply bug
Corrected CTD bug when AI was transporting units to the front trough sea
Corrected Pearl Harbor event, now USA will join Allies (5311)
Corrected option 2 effect for Italy enter the war event (2101) as it was setting flag for France is beaten event
When fullscreen mode is minimized, lag during typing decreased
Corrected "black holes" bug in classic mode map
Corrected lack of eyecandies bug in classic map
Shieffield misspeling corrected to Sheffield
Corrected flag for event 362 in Gotterdammerung campaign
Corrected AI Spain research plan 1946 event (10238)
Corrected Molotov Line event (9567)
Corrected bug when unit that retreats to hex owned by ally and controlled by enemy, claimed it
Corrected undo bug
Corrected typos in events
Expanded descriptions of some events
Hex 115|67 not coastal anymore
Corrected creation of Lebanon event, now England must control larger chunk of country (929)
Controlled Take over Crete event, now Axis must controls Athens to take over crete (223)
Corrected events for Soviet Union causing Axis troops to freeze.



Events

Changed name and description of Submarine Warfare event (285)
El Alamein events added (990, 991)
Added German reserves units events (8801-8837)
Lille lost - support event added (1615)
Changed chance of triggering Iraq at war event (3601) and reduced unit's strength to 10%
Soviet Garrison units occurs in Lviv, Brest on the Bug and Hrodna if R-M pact acepted
Spoils of war events added (1102, 2603 and 2703)
Added Bolshevik's industrialization event (366 and 367)
Added Defending the Reich event (15221 and 15222)
Last Bastion of Democracy event added (5353)
Increased by 1 level of fortifications build in Defense of Moscow event (350 and 351)
Effect of Bitter Defense and Upcoming Glory events doubled (363 and 364)
Effect of Onward to Pacific and Severe Russia events doubled (15219 and 15220)
Added Italy joins Axis event (2128)
Added French AI become agressive event (1616)
Soviet Paratroopers event added (368)
Added event Mobilization of Caucasian Front (369)
Added Support for British defense of homeland event (992)
Initial German attack on Soviet Union events changed, now Soviet player is informed what happend (362, 370, 371)
Added Malta convoys events (2129, 15223)
Added Moscow rugged defense event (372)
Added Istanbul lost and retaken events for european part of the city (16251 and 16252)
Added Unfreeze Turkish garrison event (3208)
Added new condition that requaires Spain to sign Tripartiate act before willing to join war (1502)
Food from Norway events added (15224 and 15225)
Narvik Iron Ore events added (15226-15229)
Added new trigger to Allied invasion adaptation event (7705)
Finns defend event added (7749)
Added Defend the Island evets (14180 and 14181)
Added Turkish-Soviet war events (2504,2505,3209,15230 and 15231)
Added Heersgruppe E event (15232)
Added Heeresgruppe Sud event (15233)
Added Heersgruppe F event (15234)
Unternehmen Frühlingserwachen event added (15235)
Operation Konrad event added (15236)
Schlacht um Wien event added (15237)
Wacht am Rhein event added (15238)
Freeze length for soviet Garrison events increased to unlimited
Some events will now grant DP for Germany
UK cities added to Home Guard event as a check for defense in case of invasion (921)
Added Unfreezing Western Forces events (15239-15246)
Added Hungarian reinforcements events (2704-2706)
Added Romanian reinforcements events (2604-2606)


AI

German AI more willing to buy infantry divisions
Soviet AI will defend Brest on the Bug
Changed French AI attack preferences in Grand Campaign
AI will now use strategic bombers more properly
AI will attack enemy airplanes more properly


Interface
Land Unit strength displayed on map now rounded
Reports are now displayed in descending order
Possibility to check countries info when loading game
Possibility to change countries control when loading game
Now Air strike is executed from acive air unit's menu
Range displayed After selecting rebase for air unit
Changed displayed colors of land units movement range: green - unit can move after attack, orange - unit will not be able to move after atack, red - unit not able to do anything
When there is no units to deploy, button is greyed
Land unit is now displayed when attacked by air unit in AI turn
Unit name is now alligned to the left side of the GUI
'AP' letter removed when unit AP left showed on map
Small changes in detecting screen resolution (first game launch might fire up the game with different resolution)
Improved cities display, cities gained appearance file to set what data should be visible)
End Turn confirmation pop-up now can be set in preferences screen
Improved Purchase screen
Sea Zones now lightened up if own navy exists
Big blue blinking dot can be turned on/off
New icon for frozen units
Action points and units strength are now separate entities and can be modded separately
City type icons add
Images added to scenario start screen
City VP visible on map
City PP visible on map
Changed cursor
Border display and ownership display settings are now saved


Map

Gliwitz changed to city
Dunkirk city added at 96|88
Reims changed to city
Lille and Reims now worth 1 VP
Groningen city added at 107|77
Sarajevo now worth 1 VP in all campaigns
Added 1 VP for Batum, Erevan, Minsk, Pskov and Vinnytsia in all campaigns
Added forts in Turkish Dardanelle in Gotterdammerung 1944 campaign
Changes in the terrain at Netherland-German border
Changes in the terrain near Murmansk
Changes in the terrain near Dunkirk
Petsamo moved from USSR to Finland in 1940 and 1941 campaigns
Increased chance for rain and mud in Soviet Union for autumn an spring
Forts at Suez Canal added in all campaigns
Sheffield, Leeds, Coventry, Blackburn changed to cities
Liverpool added as a port at 78|78 with 2VP
Orleans, Le Mans, Pau, Perpignan cities added in France at 93|104, 85|102, 84|121, 98|123
Added Istanbul at th European side of Boshporus at hex 179|129
Added cities Tartu at 164|51, Ventspils at 149|57, Klaipeda at 148|65, Debrecen at 156|101 and Iasi at 169|103
Some more hills in Vosges, Ardennes and Schwarzwald.
Some forest added in Vorpommern and east Brandenburgia.
Set the same terrein type for 138,141 hex in all scenarios.
Amphibious assault at Giblartar is possible now.
Less forest in southern Sweden.
More eyecandies
Duisburg, Bochum, Recklinghausen, Hamm added as resources in Ruhr



OOB

17 Krasnoznamennyj Brestskij Pogranichnyj Otrjad soviet unit added to Brest on the Bug city (161|82) in Fall Gelb campaign
Added Besatzung (Garrison) units for most important German cities in all campaigns
XXX Gebrigs Armeekorps added in Gotterdammerung campaignat hex 198|111
56 Armija and 318 Divizija added in Gotterdammerung campaign at hexes 199|111 199|112
The 1st Canal Brigade moved to hex 194|169 in all campaigns
Added The 2nd Canal Brigade at hex 194|171 in all campaigns
6. Mechanizirowannyj Korpus strength reduced to 50% in Barbarossa campaign
Added Londonderry Garrison
Added Turkish Garrisons Samsun Askeri Birlik, Ezerum Askeri Birlik, Maltaya Askeri Birlik, Kayseri Askeri Birlik, Antalya Askeri Birlik, Adana Askeri Birlik, Konya Askeri Birlik in all Campaigns
Added Murmanskij Garnizon unit in Murmansk at 177|0 in all Campaigns
Added Petsamo Rhyma unit in Petsamo at 166|0 in all Campaigns
Redesigned Air OOB for 1939 and 1940 campaigns


Others

Corrected renderer in PBEM game
In Barbarossa scenario Soviet unit in Brest in the bug frozen for AI, for human player unfrozen in first turn
Naval unit engagement chance reduced from 40 to 30%
Strategic Movement Points for minors reduced to 0 in all campaigns
Corrected Ukrainian Diplobox
Events original text moved to exe, now strings are used, but still plain text might be used in .xml files
Air units can now attack submarines aswell
Air units range dependable on Air technology
Shore bombardment effectivity dependble on Naval technology
Unit has to enter the city to conquer it instead of passing trough adjancent hex
Conquered territory from the allied country goes to the one with higher Diplomatic Strength, set at 30 (value moddable)
Figter, tact. bomber, strat. bomber strength set at 10
Cost pf strategic redeployment of Fighter set to 8
Cost of reinforcing 1 strength point of fighter set to 8
Cost of building 1 strength point of fighter set to 13
Cost of building 1 strength point of Tact. bomber set to 16
Cost of building 1 strength point of Strat. bomber set to 24
Paradrop range reduced to 12
Unit names updated to fit new air type units
Figters will intercept enemy aircrafts trying to attack bombers
New event method: Country.ChangeTerritoryControllerOwnerAndOriginalOwner(idOldOwner, idNewOwner)
New event method: City.FirePartisans(int cityX, int cityY, int countryID, int unitType, int unitLevel, int unitStrength, name)
New event method: AI.SetOneSideAttackPreferences
New event method: AI.SetMultipleSideAttackPreferences (int countryID, int 1, int 2, int 3)
Only figters are counted when Air Superiority is calculated
Base chance of detecting convoy reduced from 20 to 10
Raiders modifier for detecting convoy increased from 2 to 5
Shore bombardment effectivity modifier set to 40(naval technology at level 1), 55(2), 70(3), 90(4), 115(5)
Air units range multiplier set to 60(air technology at level 1), 70(2), 85(3), 100(4), 130(5)
German DP growth reduced from 7 to 5 in 1939 Campaign
German DP growth reduced from 5 to 4 in 1940 and 1941 Campaigns
German DP growth reduced from 5 to 3 in 1944 Campaign
In Overlord scenario countries moves in normal order in first turn
Fleet that left the port can't enter another one in the same turn (direct port to port connections are excluded)
Social Unrest changed to Civil Order in reports
Patrol groups can now make shore bombardment
Forts icons on classic map changed
Added game version display
New event method: Unit.FreezeIfOwnedByCountry (int hexx, int hexy, int turns, id owner)
End of Turn reports moved to reports panel
General summary report added




doomtrader -> RE: 1.51 patch info (8/20/2009 8:34:32 PM)

I think you might like the entry about ships here:
http://twitter.com/WstlInteractive




Uxbridge -> RE: 1.51 patch info (8/20/2009 9:36:28 PM)

That was nice. Good to know what you're doing.

Since the ships now has a production delay, couldn't it be possible to have that for all units? The normal game can keep instant production, but why not leave a line so that modders can add delays to their scenarios? Or is there a technical difference between ships and other units that makes this difficult?




doomtrader -> RE: 1.51 patch info (8/20/2009 9:51:54 PM)

If that would be possible (in relatively meaningfull time) without any doubt we would make it for all units.




doomtrader -> RE: 1.51 patch info (8/20/2009 10:00:12 PM)

Another thing is that we have found twitter as a very cool tool, so we are planning to use it in the future.

Here are some screens from the game:

[image]http://screen.bitterglory.com/in/09-08/kvjcnaqvn.png[/image]

[image]http://screen.bitterglory.com/in/09-08/ylrcqtuhu.png[/image]

[image]http://screen.bitterglory.com/in/09-08/csmkdqhsn.png[/image]




Tomokatu -> RE: 1.51 patch info (8/20/2009 10:29:28 PM)

So far, I've only played against the AI and even with combat results delayed until player click, I often have NO IDEA which unit my enemy is attacking.
Is it possible to add a red or yellow (or flashing) hex outline or other indicator so that I know where attacks are coming and possibly decide where the schwerpunkt is going to fall?[&o]




borsook79 -> RE: 1.51 patch info (8/20/2009 11:00:09 PM)

Wow, this just keeps getting more and more exciting... It's great having production delay for ships, that was the biggest gripe, but still it would be nice to get it for other units too... Anyway if you continue with support in this manner this game will surely become a classic - after all this (constant improvements over many years) is what made SC2 what it is now...




PDiFolco -> RE: 1.51 patch info (8/20/2009 11:14:36 PM)

Just noticing the new features with shore bombardement, made tech dependent... What's the rationale ?? For once this was something that didn't much evolve from the 20s to the 50s, big ships pounding with their guns, no tech made this better during the war afaik. [&:]
Re new French towns on map, we still lack large ports in the North of France from Dunkerque to Cherbourg, they were much more important than Orleans or Le Mans.
But I'm quite happy with production delays for ships, now this can be generalized to all units (because it wasn't more feasible to build 500 tanks and get them crews in 1 week than it was to build the Iowa !). [;)]






doomtrader -> RE: 1.51 patch info (8/20/2009 11:20:22 PM)

quote:

Just noticing the new features with shore bombardement, made tech dependent... What's the rationale ?? For once this was something that didn't much evolve from the 20s to the 50s, big ships pounding with their guns, no tech made this better during the war afaik

I think that Severian or Anraz would be better to answer this but what cames to my mind are:
better gun placement
more automatization in shells loading
better tabulating machines

But much more important with this issue is that now the patrol groups are also able to participate in shore bombardment




Anraz -> RE: 1.51 patch info (8/21/2009 8:45:19 AM)


quote:

ORIGINAL: Uxbridge

Since the ships now has a production delay, couldn't it be possible to have that for all units? The normal game can keep instant production, but why not leave a line so that modders can add delays to their scenarios? Or is there a technical difference between ships and other units that makes this difficult?



quote:

ORIGINAL: PDiFolco

But I'm quite happy with production delays for ships, now this can be generalized to all units (because it wasn't more feasible to build 500 tanks and get them crews in 1 week than it was to build the Iowa !). [;)]



We should consider long term effects, especially possible influence on AI behavior. Such major change may hamper AI in TOW as it was meant to spend PP for instant purchases. Also as some posters pointed out significant changes can at least alter the game into another one and some player may have ambiguous feelings about such transformation. I only want to say is that we must be very carful as sometimes “a better feature” is the biggest enemy of “a good feature”.




PDiFolco -> RE: 1.51 patch info (8/21/2009 11:02:24 AM)

Well, I think AI does not need production delays, and in fact an instant production "cheat" could be a good way to bolster the AI a bit.Human players only need it to play a "plausible" game. [;)]





Anraz -> RE: 1.51 patch info (8/21/2009 12:53:13 PM)

Well it would require even grater amount of coding and also could increase amount of players with ambiguous feelings...




borsook79 -> RE: 1.51 patch info (8/21/2009 1:58:00 PM)


quote:

ORIGINAL: PDiFolco

Well, I think AI does not need production delays, and in fact an instant production "cheat" could be a good way to bolster the AI a bit.Human players only need it to play a "plausible" game. [;)]



Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...




micheljq -> RE: 1.51 patch info (8/21/2009 2:01:39 PM)


quote:

ORIGINAL: Tomokatu

So far, I've only played against the AI and even with combat results delayed until player click, I often have NO IDEA which unit my enemy is attacking.
Is it possible to add a red or yellow (or flashing) hex outline or other indicator so that I know where attacks are coming and possibly decide where the schwerpunkt is going to fall?[&o]


Oh yes, about that, I see where land attacks come from but when enemy is doing air strikes, I do not see where they are striking.




PDiFolco -> RE: 1.51 patch info (8/21/2009 2:03:42 PM)


quote:

ORIGINAL: Anraz

Well it would require even grater amount of coding and also could increase amount of players with ambiguous feelings...

Well, just suggesting ideas as you were afraid of AI impacts...[:'(]. And AIs are not good at planning 10 turns ahead, as they usually don't already remember what they were planning last turn [:D] !





doomtrader -> RE: 1.51 patch info (8/21/2009 2:11:37 PM)

quote:

Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...

Actually the values are moddable, so you can easy change it to your view.
Regarding the AI, so we are trying to make all the rules equal for every country.




borsook79 -> RE: 1.51 patch info (8/21/2009 2:16:39 PM)


quote:

ORIGINAL: doomtrader

quote:

Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...

Actually the values are moddable, so you can easy change it to your view.
Regarding the AI, so we are trying to make all the rules equal for every country.

So you're saying that with the new patch we'll be able to mod in production delay for all units and AI will work with that? If so that's great, still it'd be great to have it as an official option...




doomtrader -> RE: 1.51 patch info (8/21/2009 2:23:16 PM)

You will be able to mod delay for Naval Units
As it has been mentioned earlier, delay for Land Units and Air Units is beyound any sensible time frame




jimh009 -> RE: 1.51 patch info (8/22/2009 1:26:09 AM)

It's great this game is being so well-supported. Once (if) I grow bored with Admirals Edition, I'll definitely download the patch and see how it changes the game.




doomtrader -> RE: 1.51 patch info (8/23/2009 9:28:42 PM)

Looks like it's going to betas tonight




Uxbridge -> RE: 1.51 patch info (8/25/2009 10:17:13 PM)

Regarding patch, is it now possible to see upkeep cost for the latest turn? If not, is there a way to see total strength (to calculate upkeep cost manually)?




doomtrader -> RE: 1.51 patch info (8/25/2009 10:21:50 PM)

quote:

is it now possible to see upkeep cost for the latest turn?

There is a report in Reports for that




Uxbridge -> RE: 1.51 patch info (8/25/2009 10:28:50 PM)

Very good! [8D]




Berkut -> RE: 1.51 patch info (8/27/2009 2:54:31 PM)

What is the rough etas for this patch - days? Weeks?

I know you won't want to commit to anything, but I am looking to start a PBEM game, and want to know if I should wait. If it is going to be a matter of a week or three, I will wait - if more, I probably won't.




doomtrader -> RE: 1.51 patch info (8/27/2009 3:03:22 PM)

Should be something around a week




Uxbridge -> RE: 1.51 patch info (8/27/2009 8:21:07 PM)

That's spific! One week for the patch, two more weeks for eventual last minute bugs to show up, then we can get cracking! [:)]




borsook79 -> RE: 1.51 patch info (8/30/2009 6:11:40 PM)

Will the patch bring any corrections to the manual?




doomtrader -> RE: 1.51 patch info (8/30/2009 10:38:06 PM)

To be honest, I don't think so, probably we will publish it a little bit later.




Anraz -> RE: 1.51 patch info (9/2/2009 11:37:29 AM)

The good news is we are very close to release a public beta version of the patch. Stay tuned ;)




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