1.00.29Beta is now available for testing!! (Full Version)

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Gerry Edwards -> 1.00.29Beta is now available for testing!! (3/27/2015 9:27:48 PM)

Hello Everyone,
You can download the new beta update from the members area, Here. Please let us know of any issues you encounter.Below is a change list for this version.

New Features and Rule Changes
1. Changes to Garrison rules:
a. When Allied units are in two garrison zones and the Axis garrison requirement goes away, it will never return, even if the Allies are no longer in two zones.
b. The two Channel Island hexes are no longer considered to be part of any garrison zone.
c. The Netherlands garrison region now includes Netherlands hexes in columns in 112 and 113.
2. Formation colors for HQs can now be set in the game and in the editor by going to the unit detail screen for the HQ in question. Unique colors can be set for any HQ, not just army HQs. When resetting these values to default, they will go back to the way they are hardcoded, which for some HQs is white.
3. East Front Transfers (section 23.2.4) - Air groups will now cause morale changes per rule 23.2.4. Previously only ground units did this. The more a/c in the group the greater the likelihood of morale changes. Increased the morale gain/loss due to the movement of ground forces to/from the East Front. Also, the movement of motorized units now has a somewhat higher impact on morale than non-motorized units.
4. Adjusted calculation of CV value of artillery and flak units in the East Front to include the morale of the unit. Also reduced CV values of on-map artillery units on the Eastern Front.
5. Adjustments in air game
a. Increased early detection of flights forming close to enemy.
b. Adjusted night detection code.
c. Adjusted night air combat routines.
d. Increased interception probability of recon flights
e. Adjusted interception code
f. Adjusted flak attack code
g. Slightly reduced efficiency of night fighters
h. Increased ops losses for night flights
i. Tweaked air combat.
j. Made manpower a more probable target in case of blind area bombing.
k. Made manpower more resistant to GP bombs (not incendiary).
l. Increased ops losses for the night flights with no navigation devices (night fighters and bomber command groups tend to have navigation devices).
6. Aircraft can now be manually changed on turn 1 of any scenario.
7. When Italy surrenders and Italian airbases are changed to German nationality, their supply priorities were set to 0 and their Max TOE were set to 1. Now, they retain the setting they previously had.
8. Minor tweaks to AI, including improving Allied AI taking of Southern Italy when it invades Central Italy, and not having German AI fly Nav Patrol missions in the middle of the Tyrrenhian Sea for no reason. Also, the AI used to cheat and sometimes plot naval patrols off of beaches that had been targeted for invasion. This cheat has been removed. Also, fixed a case where a surrounded German unit warped out of the position because the AI wanted to use the unit as a garrison.
9. When “show factory” is toggled on or when setting bomb city air directives, hexes which are within OBOE range in air planning mode will be slightly shaded.
10. Added the ability to set the air execution detail level for each air directive on the air directive summary screen. Each directive can be set to show either ‘none’ (no information during air execution) or ‘all’ (normal information based on air execution phase detail setting).
11. Added ability to have more than 23 air HQs in scenarios (added scroll bars).
12. Adjusted pilot list on the air group screen.
13. Added victory point bar on the campaign game victory screen.
14. Removed irrelevant weather info for the ground support air directive from the air directive summary screen.
15. Enabled sortable columns on the Air Directive city target selection.
16. The airfield overloaded sign is no longer shown for enemy airfields when FOW is on.
17. Disabled A-36 upgrade to P-51B.
18. Editor – Added an Axis Allies production usage value in the editor that will determine the percentage of production by the Axis Allies in the scenario (distinct from German production).
19. Editor - Added ability in the editor to set up the victory levels for campaign, air battle and the new air campaigns. Designers should note that: 1) Each number once entered should be lower than one on the right and higher to the one on the left 2) The major allied VP level should be positive otherwise it will reset it to defaults.
20. Editor - Added the ability to set air target score modifiers for the various industry types in air campaigns. On the victory screen, each type of target that scores victory points has a number displayed between 0 and 200 that modifies the amount of points scored for that target type (VPs are multiplied by the value/100, so 200 will multiply the points scored by 2). These can be set in the editor for all factory types by clicking on the number in the victory screen, and only those with a value greater than 0 will be shown in-game on the victory screen.
21. Editor - Added ability to set VPs per plane type and number of engines for the Air Campaign games.
22. Rules Clarification – Units that are temporarily motorized and are retaining their motorization each turn pay admin points for the motorization each turn (but not to reduce APs below 0).


Bug Fixes


1. Fixed air navigation bug causing bad night (blind) accuracy. Fixed another instance where newly created airfields were not being set to supply priority 3.
2. Certain air units were not receiving replacements. This was because Commonwealth country air groups were incorrectly using British aircraft instead of CW aircraft. The data file changes will correct this in any newly started game.
3. Aircraft weapons loadouts are being used before the weapons are available. Fixed.
4. Italy surrender is being triggered by isolated Allied hexes in Italy. Surrender should only be triggered by supplied Allied hexes. Fixed.
5. A ranger unit that landed next to a German SS division with FOW on is not visible to the German player. Fixed.
6. When there are Allied units in a garrison zone, the German garrison requirement should be 0 and the partisan activity should be set to 10. Fixed.
7. Blue “command” lines are shown on the map from Taranto to England for no reason. Fixed.
8. Wrong training flag for the FB group is checked when adding fighter type pilots. Fixed.
9. In some rare cases non-isolated defending units that lost a battle would surrender instead of retreating. Fixed.
10. Multi-role units could be converted to on-map status while at sea. Fixed.
11. German units could be forced to conduct a rout move during Italian surrender due to hexes incorrectly flipping to Allied control. Fixed.
12. Amphib HQs not in a port during the logistics phase are not losing their amphibious prep points. Fixed.
13. Airdropped freight is triggering units to be resupplied from other depots than the one in the hex where the supplies are dropped. Fixed.
14. Under some rare cases, when transports are conducting air drops of freight, they may receive flak fire from units not in the game. Fixed.
15. Fixed bug when escorting night fighters could get unexpected experience boost.
16. Fixed pilot initialization code.
17. Fixed interface bug when resigning from MP game.
18. Fixed small display issue during air execution.
19. Fixed a bug in the AD summary screen.
20. Fixed device list filter in CR.
21. Fixed bad AD deletion in AirTaskError() function.
22. In some rare cases built numbers in the production screen could be displayed incorrectly. Fixed.
23. In small scenarios, off-map airfields that were not erased by the scenario designer could send manpower back to the pool even though they shouldn’t be in the game. Fixed.
24. - Admin points are adding to the pool when unit demotorizes. Fixed.
25. Fixed flak bug causing bad speed evade value and incorrect plane destruction and tweaked flak attack code - decreased altitude evade value.
26. Fixed wrong sound file usage during air interdiction battle.
27. Fixed fogged factory damage report on battle screen.
28. Fixed a bug where flak units not yet in the game could show up on the hex rollover attached to a city.
29. Editor - Fixed surrender flag misalignment in main editor tab.
30. Editor – Going to the editor with the PBEM button depressed can cause data problems when a scenario is saved. Fixed.
31. Editor - In some cases air directives that have been pre-set can get contaminated, causing the loss of some directives during game play. Fixed.
32. Editor - Axis damaged vehicles were increased by 50k when saving a scenario with the EF option on. Fixed.

Data and Scenario Changes

Scenario Files
1. Fixed starting Axis damaged vehicles in all scenarios and made a few adjustments to starting vehicles.
2. Adjustments to go with the aircraft data file changes.
3. Minor adjustments to some of the older scenarios.
4. Bulge to the Rhine – Several adjustments to airfields and German air units.

Data Changes

1. A few corrections and additions to the map text.
Wfac.data

f 109G-14 and variants, G-6/R2 - climb +330 to 4268
Bf 109G-10 and variants - climb -86 to 4514
Ju 52/3m and variants - fuel +83 to 4134, add weapon set with additional fuel (although transport load-outs are not currently being used)

0015 Bf 109K-4 - climb -222 to 4678
0084 Me 410A - fixed wrong location of some gun loadouts
0441 Bf 109G-6/AS - climb -600 to 4k
0532 Spitfire VIII - climb +100 to 3400
0533 Spitfire LF.IX - climb +100 to 3700
0535 Spitfire HF.IX - climb +200 to 3500
0545 Hurricane IIC - climb +300 to 2500
0550 Spitfire IX - climb +100 to 3400
0551 Spitfire XII - climb +100 to 3600, max alt +1k to 40k, cruise speed +23 to 263, maxspeed alt -2k to 18k
0552 Spitfire XIV - endurance +15 to 145, climb +200 to 4400
0553 Spitfire LF.IXE - climb +150 to 3750
0556 Spitfire FR.XIV - endurance +20 to 175, climb +200 to 4400
0557 Spitfire XIVE - endurance +20 to 175, climb +200 to 4400
0558 Typhoon - climb +200 to 2700
0559 Tempest - climb +200 to 3400
0571 Mustang III - zero alt speed -14 to 376, max alt speed -9 to 380, climb -100 to 3300 (sync with P-51B-10)
0572 Mustang IV - zero alt speed -12 to 372, max alt speed -6 to 378
0656 Hudson III - crew +1 to 5, two .303 side guns added
0657 Ventura II - renamed Ventura GR.V, crew +1 to 5
0668 Hurricane IID - climb +200 to 2200
0669 Hurricane IV - climb +200 to 2400
0687 P-38J - climb up by ~260 to 3400
0689 F-5C - climb up by ~310 to 3450
0690 P-47C - climb up by ~130 to 2350, cruise speed +15 to 240
0691 P-47D-5 - climb up by ~70 to 2450, cruise speed +15 to 240
0692 P-47D-15 - maxspeed +5 to 433, climb up by ~140 to 2600, endurance -5, cruise speed +25 to 250
0693 P-47D-25 - maxspeed -5 to 430, climb +200 to 3000, max alt reduced by ~500 to 42k, cruise speed +30 to 250, endurance -30 to 235, zero alt speed -13 to 340
0695 P-51B-1 - build limit -12, maxspeed alt +3k to 28k, zero alt speed -19 to 370
0696 P-51B-10 - build limit +5, zero alt speed -14 to 376, max alt speed -9 to 380
0697 P-51D - zero alt speed -12 to 372, max alt speed -6 to 378
0699 F-6A - change .50 guns to 20mm Hispano cannon. Many/most F-6As retained their Hispanos. (part of an earlier update, just kept here for reference)
0700 F-6D - zero alt speed -12 to 372, max alt speed -6 to 378
0701 F-6C - zero alt speed -14 to 376, max alt speed -9 to 380
0728 PV-1 Ventura - crew +1 to 5

0024 Bf 110G-2 - invalid location for a weapon set gun
0566 Kittyhawk II - add 100 imports from P-40F
0604 Beaufort I - build limit/expansion of 5/1 added, upgrade changed to Beaufighter TF.X, ends 4/43 now
0610 Blenheim VD - build limit/expansion set to 7/1, remove upgrade to Wellington X
0631 Wellington III - build limit/expansion set to 5/1
0706 A-20B - invalid upgrade path to non-existing 0708 fixed, changed to 0707 A-20G


Nation change BR -> CW :
0534 Spitfire PR.XIX
0555 Spitfire PR.XI
0556 Spitfire FR.XIV
0580 Beaufighter VI (ITF)
0626 Liberator GR.VI
0634 Stirling I
0635 Stirling III
0666 Mustang I (PR)

Nation change USA -> AM :
0710 B-25J Mitchell




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/27/2015 10:28:14 PM)


Vechiles still needs looked at in Italian scenario 1.4 million vechiles in repair, 156,000 in pool compared to 3000 and 5000 Allied respectively




Helpless -> RE: 1.00.29Beta is now available for testing!! (3/27/2015 10:31:46 PM)

It is 0/3000 in scenario I have.




LiquidSky -> RE: 1.00.29Beta is now available for testing!! (3/27/2015 10:40:22 PM)


Scenario data I believe needs a new game to reflect changes. Old saved games will retain old data.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/27/2015 10:43:24 PM)


Right I think I see the problem. I created a couple of air units in editor for the scenario, vanilla as you say is fine but the truck pools for my scenario are at the old levels. Do I have to redo my changes in the new patch in the editor from the vanilla scenario? (or every time there is a patch?)




Joel Billings -> RE: 1.00.29Beta is now available for testing!! (3/27/2015 11:34:31 PM)

Depends on the change. Some data is generic and won't require you to do anything in order to see them in your game. Things like basic ground element and aircraft data. Some things are specific to the scenario, like starting pools or units. If we make changes in these items then you'd need to change them in your scenario as well. You can always ask if you can't tell what an item is, either in the main forum or in the Scenario Design and Modding area of the forum.




decourcy2 -> RE: 1.00.29Beta is now available for testing!! (3/28/2015 12:01:51 AM)

Squee.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 11:51:10 AM)

Is Naval interdiction working the new patch I dont seem to be getting over 2 with literally hundreds of planes and now getting only 2 instead of the usual 9




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 1:10:32 PM)

Screen

[image]local://upfiles/13041/F6FCF7996AB445BBA36171B6D8A9339A.jpg[/image]




carlkay58 -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 2:56:52 PM)

The newer versions (beyond 23) reduced the Naval Interdiction values. The earlier versions allowed values of 9 pretty easily so both the Allies and Axis could easily max out at 9 and cancel each other out (although I hold the Axis had an easier time of it than the Allies). The newer versions have lowered those values and it is hard to get above a 6 or 7 now and that is with some real heavy flying. As far as I have seen the only interdiction values affected by these changes have been the naval and not the ground values.

Tricks to increase the value is lower the amount of area you are interdicting. Go for four or five hex ranges rather than nine. Increase the tempo from moderate to heavy or even set a manual amount of sorties per day. Play with the mission parameters (% fly, etc.) to increase the number of aircraft flying.

It is much harder for the Allies to control the Med now - most of the automatic patrols will be reduced to values of one beyond a few hexes. Port control is more important in determining naval control so you will have to concentrate on bombing out the Axis ports on the western coast of Italy. It is also more difficult to maintain supply lines along North Africa, Sicily, Corsica, Sardinia, and the mainland.





Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 3:27:38 PM)

I would suggest that this is excessive. I am at four or 5 hex radius. I created about 30 new squadrons 90% naval patrol and put my entire tactical airforce on Naval patrol to get these figures. My units in Sicily are now out of supply. This is the first turn of a scenario how am I meant to bomb out axis ports? The Allies *did* control the Med BTW.

[image]local://upfiles/13041/CE042A8AB62D4F70991031DCB64BE664.jpg[/image]




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 3:32:56 PM)


I went to the effort of creating the new squadrons because Naval interdiction was loathsome enough as it was.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 4:10:05 PM)


Even went to the length of creating a new airforce complete with meteorology flight. I think things like naval inderdiction need two options one real world and the other match play.

[image]local://upfiles/13041/EDC3FEE5581845B4AAFABF176ABA1129.jpg[/image]




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 4:15:11 PM)

And the expanded coastal airforce, the editor is a real fun tool

[image]local://upfiles/13041/E18E5CB6843F4B7B85EC9C9FAB58B502.jpg[/image]




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 4:19:11 PM)

And Malta wernt forgotten. So this patch just about makes the Allied Airpower decorative

[image]local://upfiles/13041/7900993B1F174FD4B82F31226848BA05.jpg[/image]




Helpless -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 5:44:43 PM)

quote:

Is Naval interdiction working the new patch I dont seem to be getting over 2 with literally hundreds of planes and now getting only 2 instead of the usual 9


I was getting over 2 quite easily in my recent game. 8-9 is harder.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:14:43 PM)

700+ aircraft in Naval imterdiction not including escorts and shrinking the boxes to three we manage to get a 4. The Axis effortlessly get 5. I remember a game I used to play, the Beta's and playtesters decided that it was not fair that the English Channel existed because no one could defeat England without a Navy so they built a land bridge across it for "play balance". I think match play can go just too far sometimes.

[image]local://upfiles/13041/04FF45A9B7C04A0B93A58F68B3641D54.jpg[/image]




Helpless -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:26:00 PM)

Obviously you doing something wrong.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:32:55 PM)

Hopefully i am, any idea. just added a few squadrons (30 :D ) and increased pools




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:37:50 PM)

Cant firgure it end of turn 1

[image]local://upfiles/13041/ED1D9875A93C4C52B0719FD12B1F9485.jpg[/image]




Helpless -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:41:20 PM)

It really matters what kind squadrons you are using. Are they naval only, patrol, torpedo planes? Also it is important to support your naval patrol area with AS/fighter cover and port bombing.

You can post a save in technical area. It would be much easier for me to comment. I was able to plot 7-8's in Husky when I was testing it.



[image]local://upfiles/13846/D6EB80A4396745309C4EF4C720B4F198.jpg[/image]




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 6:54:28 PM)


I created about 25 Naval support squadrons equiped with torpedoes and mines and all escorted. In the last patch I had less squadrons and got big numbers no problem. Im going to start again with the editor and see if I get the same results. Maybe I hit something in the editor so I will start again.




Helpless -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 7:09:46 PM)

quote:

25 Naval support squadrons equiped with torpedoes and mines


Btw, plane equipped with torpedo is not equal to torpedo plane. Last one has more benefits. You can also test it by adding naval radar.

Again, feel free to share your setup, could be issue is not visible in my tests.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/29/2015 8:34:34 PM)

All I know is I have been using all my planes properly ie Beauforts carry torpedoes, Beaufighters carry rockets Wimpeys carry mines and before this patch i had added about 10 squadrons to the OOB mainly naval patrol because as I said in the Italain scenario you dont get too many aircraft. Everything was working fine you got 8-9 no problem. With the latest patch I decided to add an air HQ and give it several more squadrons. My aircraft fly Naval interdiction it shows up that they have done so but cause little or no effect. Maybe I have done something wrong so I rebuild and its the same story. I knock down 300 axis planes and they can interdict *6*. Hundreds of aircraft and I manage 3.




Joel Billings -> RE: 1.00.29Beta is now available for testing!! (3/30/2015 4:19:37 PM)

Please do post a save if you haven't already. I was just playing Torch recently and found it easier than I expected to get some decent naval interdiction levels in some small zones off a few ports. Sounds like there is something about your scenario that isn't matching Pavel's experience, and in this case a save is essential so we can see what's going on. Thanks.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/30/2015 5:39:15 PM)

Pavels screen is not the first turn, So Syracuse is repaired somewhat and Cantina taken plus the Luftwaffe will be written down Couple of more checks to do when I get home and then I will send the. Save




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/30/2015 10:00:33 PM)

One thing I notice is around 50% of the aircraft are ending up damaged after first turn on naval patrol and the fatigue goes through the roof




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/30/2015 10:11:00 PM)

Another thing its doing is showing 90 operational losses in that bottom right box then when you go to the actual losses screen you have 232 ??




Smirfy -> RE: 1.00.29Beta is now available for testing!! (3/31/2015 4:40:47 PM)

Liquid Skys method at getting around losing transports for no genuine reason by moving 3 hexes at a time does not seem to work anymore or Im incredibly unlucky. I have sent the file in.




Smirfy -> RE: 1.00.29Beta is now available for testing!! (4/2/2015 7:42:05 PM)

Transport losses in this patch are totally excessive.




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