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1.03 UPDATE FINAL RELEASE SUGGESTIONS

 
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1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/13/2008 6:11:55 PM   
Jason Petho


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From: Terrace, BC, Canada
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You can post final release suggestions here.

Major suggestions will have to wait until 1.04.

Jason Petho

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RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/13/2008 7:12:41 PM   
cpdeyoung


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From: South Carolina, USA
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The sort order change initiated by the radio buttons on the scenario selection screen are nice, but the one by filename is case sensitive.  It sorts BootCamp and bootcamp differently.  To improve the sort the Bootcamp scenario's .scn files should be named :

BootCamp1.scn
BootCamp10.scn ' BootCamp11 is in WF folder.
BootCamp12.scn
BootCamp2.scn
BootCamp3.scn
BootCamp4.scn
BootCamp5.scn
BootCamp6.scn
BootCamp7.scn
BootCamp8.scn
BootCamp9.scn

This small step will put them in a better order for new players.

Even better would be a more extensive renaming to get 10 and 12 in proper order, but this is trickier because of the need to modify internal filename pointers. 

Chuck

(in reply to Jason Petho)
Post #: 2
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/13/2008 10:22:50 PM   
sfinlay

 

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Joined: 6/17/2007
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A couple of very, very small glitches that do not effect gameplay in any way but thought I would mention while you are asking:

The text version of the readme file (.rtf format) has what appears to be some spelling/grammer corrections in red. The PDF version seems to be fine.

In WF there was an old "bug" that showed the version being played as incorrect. This has been rectified but the button on the menu bar in WF actually says "About John Tillers Eastfront II"

(in reply to cpdeyoung)
Post #: 3
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 1:03:07 AM   
Borst50

 

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For West Front:

revise OOB's to match correct transport with passengers. Make sure there is enough transport that is capable of carrying their passengers.

Make OOB"s more uniform with east front, more specifically, basic OOB's are standard, yes with exceptions, of course, but an east front Pz Div should be close to a west front PZ Div in organization. IF an EF Panzer battalion has numerous platoons in it's HQ company, a WF HQ company should mirror that.

Add leader units for every company, as in EF.

Make upgrades more readily recieved.

For East Front:

Add the command platoon for PzIII F light company in all PZ battalions.

Make upgrades more readily recieved.

Please keep in mind my suggestions are related for DCG games. And I really do not know how major a revision they would take.

(in reply to cpdeyoung)
Post #: 4
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 1:12:59 AM   
willy g

 

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I very much like the concealment feature for the AT guns, very helpful in the Fall of France DCG I am playing now, but would it be possible to conceal other units, like the small AA guns, or perhaps a small chance for rifle platoons and MG platoons to remain concealed. Also, quick question, does the terrain have an affect on the chances of an AT guns remaining concealed, b/c if not, that seems like a good idea.

(in reply to Borst50)
Post #: 5
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 1:51:27 AM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: Borst50

For West Front:

revise OOB's to match correct transport with passengers. Make sure there is enough transport that is capable of carrying their passengers.

Make OOB"s more uniform with east front, more specifically, basic OOB's are standard, yes with exceptions, of course, but an east front Pz Div should be close to a west front PZ Div in organization. IF an EF Panzer battalion has numerous platoons in it's HQ company, a WF HQ company should mirror that.

Add leader units for every company, as in EF.

Make upgrades more readily recieved.


These are all major upgrades and are scheduled for the 1.04 UPDATE. The Germans will hopefully be seemless between 1.03 and 1.04 for West Front and East Front.

quote:

ORIGINAL: Borst50
For East Front:

Add the command platoon for PzIII F light company in all PZ battalions.


OK, will look into this this weekend.

quote:

ORIGINAL: Borst50

Make upgrades more readily recieved.


Upgrades are received as per their availability, meaning you will only be upgraded if the potential organization or units are available.

Jason Petho

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RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 3:26:56 AM   
willy g

 

Posts: 35
Joined: 6/10/2008
From: USA
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I have noticed something, but I'm not sure if it is a problem or not.

If there are two commanders in a hex and nothing else, when one of my units fires once, his APs go down as if he shot twice, is this intentional?

(in reply to Jason Petho)
Post #: 7
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 3:27:52 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
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That is normal.

Jason Petho

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Post #: 8
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 5:50:14 AM   
Miamieagle

 

Posts: 173
Joined: 10/26/2007
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Patho first of all thank you and your group for all you have done for this community!

I would like to see C47 dropping supplies to forward troops when applicable.

Australian and Canadian OOB available.

I would like to see all the OOB units and all the Nationality available in the Generated Battle option.

Civilians to the Rising Edition.

< Message edited by Miamieagle -- 6/14/2008 5:52:02 AM >

(in reply to Jason Petho)
Post #: 9
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 5:55:55 AM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
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quote:

ORIGINAL: Miamieagle

Patho first of all thank you and your group for all you have done for this community!


Petho. Really.

And thank you!

quote:

ORIGINAL: Miamieagle
I would like to see C47 dropping supplies to forward troops when applicable.

Australian and Canadian OOB available.

I would like to see all the OOB units and all the Nationality available in the Generated Battle option.

Civilians to the Rising Edition.


Keep in mind this is not a wish list, this is a last quick fix section for the 1.03 UPDATE that will be released next week.

Jason Petho


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(in reply to Miamieagle)
Post #: 10
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 9:40:37 AM   
osiris_slith

 

Posts: 240
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HI Jason

The unit bug where tank units run back and forth till they run out of movement factors..has that been fixed?

osiris

(in reply to Jason Petho)
Post #: 11
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 12:57:32 PM   
R_TEAM


Posts: 117
Joined: 8/3/2007
From: Germany
Status: offline
Hi,

first a B*I*G Thanks to bing JTCS to a new Glory
The Game make a B*I*G step in his evolution.

I dont hassle with the little minni-bugs that left - it play VERY nice

My suggestions :

Error in the Handbook - Site 35 - Two icon pictures Wrong.
It is not full clear (to me  ) if the rule for "supply only from the Base Amo-Level"
match for -only NON Direct fire Units- or for all units that have indirect fire (if he have direct fire too or not)

a couple of pictures was wrong in the UnitViewer (without picture or with wrong)
(sorry-cant remember)

In the bootcamp with the fleet i see unmatched pixels in the destroyer GFX.

And -> will be a add-on update available for the user that have allready DL the members1.03 so he have only to DL the fixed data and copyng to the folders ?

And i replaced the new explosion GFX (animate3d.bmp) with the old from pre 1.03.
It looks (for me) nicer, the new may look nice in snow only ....

And have with 1.02b a little glitch haved -> if i have , say 3 tanks in a hex and fire the middle tank,
al is nice in normal view and in mirror view.If i fire the left tank, in normal view it is o.k., but in mirror
view the gunflash is on the right tank (even if i have only 2 tanks).The gun-flash position is not
mirrored too ..dont know if this fixed in 1.03

Regards
R_TEAM <aka R-TEAM>

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(in reply to osiris_slith)
Post #: 12
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 2:49:09 PM   
Borst50

 

Posts: 261
Joined: 4/1/2008
Status: offline
I went back into the OOB editor, only this time for West Front, and I also noticed the command platoon for PzIII F was missing there as well, even for the SS Formations. All other panzer units do have the command platoon, except the PzIII F light companies. Just a heads up.

Really? that major a revision? I am just referring to the German 75mm Field gun units i keep getting on the battlefield. The machine gun section is transported by a 2 sp chevy, and works, but the 2 75mm 4 sp gun units are transported by 2 chevy at 3 sp each. I figured if you were going to add the command platoons for the PzIII F's you could also be able to increase the sp's of the artillery carriers with little or no trouble.

(in reply to Jason Petho)
Post #: 13
RE: 1.03 UPDATE FINAL RELEASE SUGGESTIONS - 6/14/2008 5:50:56 PM   
Dumnorix


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Joined: 3/15/2007
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The new possibilities are mad, I however new additional pontoon diagrams in the Ford files would wish themselves.


H.Balck

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Post #: 14
Serious bugs only please - 6/14/2008 11:12:39 PM   
Huib


Posts: 585
Joined: 11/21/2006
From: Nederland
Status: offline
Guys,

Please report only SERIOUS things that you come across while PLAYING that HAMPER playability. I have not seen anything so far that IMO really was big enough to postpone the official patch. Jason has been way too kind here IMO. Small things can be adressed in 1.04. As member of the Beta Team I stand for the playability of 1.03 as is. The game will never be perfect, not in 1.03, not in 1.04 and not in 1.05. We cannot keep postponing a patch for minor issues. I've said this on my own behalf, If Jason disagrees he'll let me know

Huib

(in reply to Jason Petho)
Post #: 15
RE: Serious bugs only please - 6/15/2008 12:37:50 AM   
MrRoadrunner


Posts: 1323
Joined: 10/7/2005
Status: offline
 Herr Huib, Your words are powerful and simple truths. I put them into a movie for you:

http://www.grapheine.com/bombaytv/index.php?module=see&lang=uk&code=8319a6da4e1eb50a4705cee6baacdd5b

Frank would like it?

Though, I also understand the logic behind Erik's thinking.

_____________________________

“The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.”
― Marcus Aurelius, Meditations

(in reply to Huib)
Post #: 16
RE: Serious bugs only please - 6/15/2008 1:17:48 AM   
1925frank

 

Posts: 1039
Joined: 6/20/2006
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Yes. Brings back memories.

I'm blissfully along for the ride on the other matters.


< Message edited by 1925frank -- 6/15/2008 1:49:30 AM >

(in reply to MrRoadrunner)
Post #: 17
RE: Serious bugs only please - 6/15/2008 4:30:30 AM   
osiris_slith

 

Posts: 240
Joined: 1/5/2007
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HI Huib

Watching tanks going back and forth for no apparent reason does not consitutues a serious playing problem??? I know its not fixed in patch 1.02 for sure and since I dont have patch 1.03 I was just asking if this issue was addressed in 1.03..Im just wondering cause I think this issue was fixed in the blitz CD so I was just wondering..thats all

Osiris

(in reply to 1925frank)
Post #: 18
RE: Serious bugs only please - 6/15/2008 8:26:20 AM   
osiris_slith

 

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Joined: 1/5/2007
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if the tank running thing is not fixed..maybe its something that can be looked at in 1.04

(in reply to osiris_slith)
Post #: 19
RE: Serious bugs only please - 6/15/2008 9:31:32 AM   
R_TEAM


Posts: 117
Joined: 8/3/2007
From: Germany
Status: offline
Hi,

can the following rules make it in the parameter ingame-help ?
(and maybe if not allways, in the handbook - i musst overseen this ...)

Max wrecks per Hex 18 wreckpoints (SP)

Target density Value -> more than 12SP per attacked Hex give the firing unit a density bonus!
Rule: (SP - 12) x 0.08 x SP of firing unit(fractions rounded up) = density bonus
density bonus is added to the nominal SP of the firing unit.
[i hope i remember/read this correct  ]

Have this from an thread on theblitz and donz know his bevore and dont read this in the handbook.

Regards
R_TEAM <aka R-TEAM>

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(in reply to osiris_slith)
Post #: 20
RE: Serious bugs only please - 6/15/2008 1:02:03 PM   
Huib


Posts: 585
Joined: 11/21/2006
From: Nederland
Status: offline

quote:

ORIGINAL: MrRoadrunner

 Herr Huib, Your words are powerful and simple truths. I put them into a movie for you:

http://www.grapheine.com/bombaytv/index.php?module=see&lang=uk&code=8319a6da4e1eb50a4705cee6baacdd5b

Frank would like it?

Though, I also understand the logic behind Erik's thinking.


HAHAHA... I should replace my post by your movie! Good one Ed!

(in reply to MrRoadrunner)
Post #: 21
RE: Serious bugs only please - 6/15/2008 2:40:10 PM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Hello Jason

First off, excellent work by you and the group on 1.03. You did good!

There are a few graphics glitches which I am sure your aware of so I won't dwell on these.
If possible look at the year filter in the OOB. It keeps coming up 9 years earlier on random scenarios and any other scenario OOB I open up. Also it looks like when you pick a large unit like a division it defaults to the old Talonsoft unit composition instead of giving you a choice of green or veteran units by percentage. Also the United States M-36 Jackson TD Battalion-44 incorrectly gives M-18 Helcats as the base TD's. Don't get me wrong, M-18's arn't bad but they usually evaporate when shot at!

I would also have to agree with what another member said in that what is true for the German OOB on the Eastern Front should be mirrored on the Western Front. TO&E's for divisions would be the same.

Best always!!
Big Ivan

(in reply to Huib)
Post #: 22
RE: Serious bugs only please - 6/15/2008 2:50:56 PM   
Warren


Posts: 19
Joined: 10/2/2007
From: Ohio, USA
Status: offline
I've seen the same thing happen with leaders. It is an AI issue, and from what I've read so far nothing was done to it. Your only bet is to fix the unit in question.

(in reply to osiris_slith)
Post #: 23
RE: Serious bugs only please - 6/16/2008 9:39:52 AM   
GavinP

 

Posts: 42
Joined: 11/15/2007
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Guys,

Just tried to use specialist enginners in RS and found that US construction engineers "barriers" were no visible, or even if they made them.

British construction engineers had not problems, and while the Brits laid barrier in one turn, the Japanese took two turns.

Also had problems the mine laying Japanese engineers. They would not lay minefield as fast as US or Brits.

Also curious about how many turns it takes to lay hex-side and vehicle bridges .... as tried to lay hex-side bridge with Brit, Jap and US bridge laying Engs, but nothing seemed to happen. Used Brits to lay hex-side over stream and US, Jap to lay vehicle and hex-side bridge over regular river (dark blue hex-side river).

Any ideas ...

GavinP 

(in reply to Warren)
Post #: 24
RE: Serious bugs only please - 6/16/2008 1:26:08 PM   
GavinP

 

Posts: 42
Joined: 11/15/2007
Status: offline

Guys,

You possibly all ready are aware of this, but just found major glitches with Warlord units.

They don't appear and those that do have no bases.

Also the game editor gets screwed-up when using Warlord pieces.

It allowed me somehow to have "place" piece and "move" piece open at same time, causing the map to do very funny things.

GavinP

(in reply to GavinP)
Post #: 25
RE: Serious bugs only please - 6/17/2008 5:19:11 AM   
Miamieagle

 

Posts: 173
Joined: 10/26/2007
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I would like either for this patch 103 or in patch 104 to able to have destructable inftrastructure. This is what this game needs the most now. It would bee nice to able to destroy bridges with Artillery. Bombard cities and villages and trees as well. That would add immmersion by tenfold.

< Message edited by Miamieagle -- 6/17/2008 5:25:28 AM >

(in reply to GavinP)
Post #: 26
RE: Serious bugs only please - 6/17/2008 12:32:17 PM   
R_TEAM


Posts: 117
Joined: 8/3/2007
From: Germany
Status: offline
Hi,

i think:

a, this is out of the reach for 1.03 (the patch IS complete and just fine tuning and Bug hunting is done now)

b, bombard a single building (a bridge) is fine and would be nice to added (in 1.04 ...)

c, bombard citis/village/trees is difficult -> to destroy a 250m big hex of trees or full of buildings and infrastructure that it harms the Game (concealment/movement...) is hard in short time.This musst done with mass bombardment or in a very large time frame ..

d, it would be nice to implement in a later update (1.04..) Fire.This comes from burning tanks in the wood or from burning buildings or as a result of bombardment from burning trees and dont forget flamethrower
The fire can expand to other hexes and block LOS or harm units, this should be in sense of the enviroment (by rain or heavy rain the fire is going down or out...) and ground conditions (dry/snow...)

Regards
R_TEAM <aka R-TEAM>

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(in reply to Miamieagle)
Post #: 27
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