1.05 Beta Testing Thread, The Finest of wine. (Full Version)

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Journier -> 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 6:39:20 AM)

Are we there yet? lots of fixes in total from original beta test start what seems like only 2 weeks ago? pretty impressive work.

BUGS-


the list is pretty slim now honestly
1- Finland does not get Lend Lease through rail - at all. (Which should not be limited by merchant shipping)
2- Lend Lease for Axis does not seem to get through to Iran or Iraq via sea. (If Italy controls the Mediterranean and the Suez Channel...)
3- Lend Lease seems to just go poof if the rail connection is suddenly interrupted, like, magically your shipment is suddenly lost. -- Points sent should be retained at least if they cannot be delivered.
FIGURED ID THROW COHENS TRADE BUG REPORT BACK IN DIDNT SEE ANY FIX LISTED.
-------


1) I know its been discussed before, but throwing it up here again, inability to repair rail from a port, need direct rail to rail connect to begin to repair a railroad. you see this issue in persia at bandar shapur if you take that over the railroad never begins repairing toward persia's capital, meaning you cant actually invade the capital and at kuban in russia

2) Can still click through the Declare war popup in the warpanel and select the scroll bar instead of clicking yes.



Quality of Life Suggestions


1) quality of life suggestion- Hotkey G to put the selected infantry corps etc in or out of garrison mode.

2) quality of life suggestion Hotkey Capital S to have the selected unit get a supply truck. (click saving, saves my wrists)

3) Quality of life suggestion- Hotkey I to set planes on interdiction or full support.

4) quality of life suggestion- Hotkey L? for loading a unit on transport ship.

BUGS FIXED.


1) The invasion bug is fixed for overrunning aircraft with 1 invasion ship

2)Exploit- if you railroad a unit and while the unit is being railed over to next spot you select a seperate unit, the Railed unit keeps its full movepoints on arrival. pretty easy to abuse.




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 6:48:56 AM)

Alvaro, I am not sure if you already fixed the naval invasion on Crete bug (I think so reading the v5 change log), but just to be sure:
https://www.dropbox.com/s/xjezmsfss5hc4ih/4g3_Crete_Invasion.sav?dl=0

If you open this save, all you do is goto hex 166,29 (Crotone, Italy). Embark the 20 strength Italion Corps in transports. Move it to Crete and invade the hex containing the UK fighter unit.

And while we are at it, I have a small request. If you select a unit and embark it on naval transports (honk, honk) the unit loses focus. You have to reselect it afterwards. This is annoying. Small thing, but probably easily fixed.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 6:50:33 AM)

unit losing focus after doing naval transport, good catch.

I thought alvaro had asked for your output log for that bug there with the uk plane.




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 6:59:51 AM)


quote:

ORIGINAL: Journier

unit losing focus after doing naval transport, good catch.

I thought alvaro had asked for your output log for that bug there with the uk plane.

I figured I would setup the situation for him in a save game, few clicks and you can mimic it no problem.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 10:12:17 AM)

i got the same bug panzermike, its something with invasions must not be checking if aircraft there to overrun.




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 10:23:41 AM)

Quality of life suggestion: ability to make just air and naval units invisible. Now it is all or nothing. I wish to be able to make air units invisible because they are on top of land units. Same for naval. Makes life s little easier.




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 1:13:25 PM)

Ireland too is lacking convoy connection.




AlvaroSousa -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 1:57:16 PM)

The invasion bug is fixed. Hard to catch because it only happened with 1 ship in the fleet.... the transporting unit.

The map selector being reset after loading is a design decision. It is to ensure no mistakes for the player. It was tested.

Sometimes things that players think are better for the interface are actually not due to other reasons. This was tested for those reasons. You will see no mistakes when the map selector is reset after loading compared to many mistakes if it is placed on the moving fleet.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 2:29:21 PM)

also wow , huge difference in manpower now.

sitting in jan 1942 as germany with 95% manpower still.




AlvaroSousa -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 2:48:43 PM)

I might have to lower the manpower down for countries. It needs to have an importance. Or maybe change the formula for lower experience.




AlvaroSousa -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 2:51:37 PM)

Put up the minor fixes posted here for v5. No ID change number. Just be sure to get it by end of day.




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 5:44:52 PM)

Maybe I am wrong in my experience but manpower is definitely short - at least for Axis - with currnet numbers.

I'd let it run for a while with current numbers and see how it pans out in general. But considering in attacks one can easily lose a helluva of HPs, and even a 10-1 attack can make you suffer 1-2 losses ...




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 7:16:10 PM)

what odds are you attacking into cohen? and what AI difficulty?




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 7:33:27 PM)

I am not playing vs the AI anymore - odds it depends which is the objective but rarely one can achieve good odds once forces are strong enough - unless one carpetbombs the hex beforehand.

One can attack even 3:1 or 4:1, you can get out of that combat 10+ losses per side if planes are involved.
And that's talking of -1- combat.

Here a typical 10:1 attack. You'd think they're safe no?

[image]local://upfiles/36315/B97FC3C28A6A4EA48FD9F9993BBB1C84.jpg[/image]




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 7:37:43 PM)

so your playing a human in current patch then?

yes sometimes the die doesnt roll completely in your favor cohen. but what are your manpower numbers in current patch against whatever you are playing?




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 7:52:42 PM)

With the bug of the double dip Germany in '42 is sitting at 50%, with pratically a Summer '42 Sitzkrieg because - manpower was at 50% about at end of Barbarossa.
Produce something new, replace losses (and still to be repaired)... Pratically Germany was unable to launch any offensive in '42 dignified of note that went beyond 3-4 hexes the line drawn at the start of summer'42. (Read, good weather).

Germany is pouring max production into minors and churning our trucks as there is a shortage of manpower, shortage of oil unless I go under the 200 (which I'd rather have in case of emergencies. Since 10 planes and a few panzers can eat that in 1 turn).

I understand resource management, but resource deprivation simply brings the game to a WW1 slog - and I know already what will happen. Somewhen Allies have air superiority for good, and they just obliterate 1 hex per front a turn by spamming it with 20 planes and then attacking it. In this game I have built more fighters - the opponent (same, who won with Allies the previous match with Germany proper invaded in Summer'44 by the Allies, and DDay in '42) by then had about 20 bombers per front and mass infantry for Soviets (you read it right, they had less than 5 armour / mech that I saw). They were superfluous. Bomb away, even the finest 90% XP panzerkorp was reduced to abysmal efficiency and pounded by enough Infantry armies.

Then again these games have been up to now with the Manpower bug. The Soviets play sitzkrieg too in '42 pretty much.

43' has been an exchange of 'I bomb you here and attack' (Which is how soon I'll lose Vitbesk - in the recent game - due to USA being in Russia)

But as it has been an amount of Sovietfront business is trench war - so if manpower is cut (and thus kept the same roughly as when there was the bug) there will be little action in general.

I am using the Beta - I think my opponent does the same, or so I assume.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 7:56:51 PM)

ok im talking about the new beta with the fix for the double dip manpower bug. Try a new game and test it out when you can. its completely different.

were posting in the 1.05 testing thread with the fix for the manpower bug.

so far in my two test games, german manpower for 1.05 beta with manpower fix is pegged in the 90% area.

Running my second playthrough now to see if i get similar results.




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 8:13:22 PM)

Are you playing against humans though, and have you got in Russia?
Because Germany's manpower before Russia was absolutely not an issue even with the double dip.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/6/2020 8:16:39 PM)

quote:

ORIGINAL: Cohen_slith

Are you playing against humans though, and have you got in Russia?
Because Germany's manpower before Russia was absolutely not an issue even with the double dip.


yes i posted earlier today about 1942 against russia, manpower being 95%? or so

no im testing the game against AI for quick results to test the beta so we can get an official patch that is well rounded.

However, if you play against AI on elite+ difficulty the manpower results were very similar to human v human play. what I mean is that both germany and russia pre manpower patch would be manpower zero'd by 1944 pretty much.




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 11:21:29 AM)

Not a bug, but just wanted to say that the British Expeditionary Force in 1939/1940 France seems to be constantly on the move without what appears to be a clear aim (that is before Germany invades France). Maybe some finetuning of the AI can be done for this?




AlvaroSousa -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 2:36:26 PM)


quote:

ORIGINAL: PanzerMike

Not a bug, but just wanted to say that the British Expeditionary Force in 1939/1940 France seems to be constantly on the move without what appears to be a clear aim (that is before Germany invades France). Maybe some finetuning of the AI can be done for this?


It just means the A.I. has more units than the current defensive positions and it is deciding where to place it best.

Once the bugs all die down I will be playing the A.I. to improve it myself.

SOMEONE on this forum has been doing goofy things to break the game making me fix them :)




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 3:34:41 PM)


quote:

ORIGINAL: Alvaro Sousa


quote:

ORIGINAL: PanzerMike

Not a bug, but just wanted to say that the British Expeditionary Force in 1939/1940 France seems to be constantly on the move without what appears to be a clear aim (that is before Germany invades France). Maybe some finetuning of the AI can be done for this?


It just means the A.I. has more units than the current defensive positions and it is deciding where to place it best.

Once the bugs all die down I will be playing the A.I. to improve it myself.

SOMEONE on this forum has been doing goofy things to break the game making me fix them :)

You make em, we break em [:D]




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 5:33:16 PM)

quote:

ORIGINAL: Alvaro Sousa

Once the bugs all die down I will be playing the A.I. to improve it myself.

SOMEONE on this forum has been doing goofy things to break the game making me fix them :)


The base game is gonna be bulletproof soon Alvaro after the manpower thing gets balanced now. this official patch is gonna be a golden one i feel it in me bones. Then you can relax knock out a few bugs once in a while and whip up the pacific warplan




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 6:14:24 PM)

And throw in some improvements to Warplan ETO hopefully. The list with possible improvements is no doubt virtually endless, but a few significant ones would be great. Especially if they can also be really useful for PTO of course. Improving the AI for example. Or supply. They are universal.




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 6:47:42 PM)

I am not sure the Manpower bug is actually fixed.
I keep getting the same math not returning with less manpower than the turn before.




Journier -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 11:28:57 PM)

what cohen? your saying its not fixed?




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/7/2020 11:38:26 PM)

Cannot speak for our game ongoing.

But the patch applied should work adequately on any future turn of any ongoing game - since it's not a setup change but a turn per turn computing business I feel.




AlvaroSousa -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/8/2020 1:34:01 AM)

So what is wrong with the upkeep?




AlbertN -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/8/2020 8:08:56 AM)

It's the same as before - but in a multiplayer game what happens if only 1 player updated to the Beta and the other hasn't? (Which could be the case in some ongoing games)
Because that could be the problem.




PanzerMike -> RE: 1.05 Beta Testing Thread, The Finest of wine. (1/8/2020 10:45:13 AM)

Is anybody else seeing this: during the enemy turn all the unit types of the enemey units become visible (instead of the unknown unit symbol). No strength numbers, just the type (ARM, INF, etc).After the enemy turn ends, they change back to unknown enemy units. Is this working as designed?




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