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RE: v1.03 Release Candidate thread

 
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RE: v1.03 Release Candidate thread - 3/11/2014 1:14:05 AM   
Kingfish72


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Just to let the developers know, Keep up the good work! I was part of the beta test invites but I opted to pay the full price. Not sorry I did one darn bit either.

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Post #: 91
RE: v1.03 Release Candidate thread - 3/11/2014 12:52:43 PM   
Dimitris

 

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Aaand we're done. v1.03 Final (Build 504) has been submitted to Matrix for preparation, testing & release.

A big thanks to everyone for their feedback and encouragement during this phase. We couldn't have done it without you!

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Post #: 92
RE: v1.03 Release Candidate thread - 3/11/2014 6:16:07 PM   
frosen


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quote:

ORIGINAL: Sunburn

Aaand we're done. v1.03 Final (Build 504) has been submitted to Matrix for preparation, testing & release.

A big thanks to everyone for their feedback and encouragement during this phase. We couldn't have done it without you!

Awesome!

When is it going to be released?

(in reply to Dimitris)
Post #: 93
RE: v1.03 Release Candidate thread - 3/11/2014 7:05:57 PM   
Dimitris

 

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Within a few days if everything goes well.

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Post #: 94
RE: v1.03 Release Candidate thread - 3/11/2014 7:59:31 PM   
Maromak


Posts: 1030
Joined: 12/26/2007
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Have a good break!

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Certa Cito

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Post #: 95
RE: v1.03 Release Candidate thread - 3/11/2014 9:55:57 PM   
magi

 

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I think you guys did real good with this update.... The game is nicer playing for sure... Thank you for your work....

The only suggestion I would like to make.... And I would be surprised if someone else hasn't brought the subject up...... Is to be able to highlight an opposition unit.... And have an attack option in its menu... With prosecutable units then listed by proximity.... I believe the old Harpoon game had this feature and it was very useful when you were in a hurry......

(in reply to Dimitris)
Post #: 96
RE: v1.03 Release Candidate thread - 3/12/2014 6:15:24 AM   
Casinn

 

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Enjoy the break!

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Post #: 97
RE: v1.03 Release Candidate thread - 3/12/2014 7:57:41 AM   
Dimitris

 

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quote:

ORIGINAL: Sunburn
NOTE: There is a known issue with surface mine-sweepers maneuvering towards mines as they sweep past them, which causes exceptionally high losses. We are looking into this.


This was resolved on Build 502.

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Post #: 98
RE: v1.03 Release Candidate thread - 3/12/2014 11:55:42 AM   
spookyer

 

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Good work guys.

Yes I second Magi's request, an intercept option when you right click on an enemy unit showing a list of your available units in intercept range would be great. As I recall I used this feature in the old harpoon and it was very useful, especially for prosecuting sub contacts.

(in reply to Dimitris)
Post #: 99
RE: v1.03 Release Candidate thread - 3/14/2014 12:00:11 AM   
magi

 

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there are yet some problems..... my game is locking up at times....

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Post #: 100
RE: v1.03 Release Candidate thread - 3/14/2014 1:03:17 AM   
cwemyss

 

Posts: 173
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From: Grapevine, TX, USA
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quote:

ORIGINAL: spookyer

Good work guys.

Yes I second Magi's request, an intercept option when you right click on an enemy unit showing a list of your available units in intercept range would be great. As I recall I used this feature in the old harpoon and it was very useful, especially for prosecuting sub contacts.


Beyond any similarity to The Game That Shall Not Be Named..... it's also how I'd imagine real life works. I think a theater commander is more likely to turn to a Ops officer and ask "what's in range to kill that?" rather than painstakingly going through all his units and their weapons loads, calculating fuel, speed, and time to intercept, etc.

(in reply to spookyer)
Post #: 101
RE: v1.03 Release Candidate thread - 3/14/2014 1:45:18 AM   
mikmykWS

 

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The clicks to call the mission editor are roughly the same however we don't have a range oriented pick list. Request added.

Thanks!

Mike



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Post #: 102
RE: v1.03 Release Candidate thread - 3/14/2014 6:21:56 AM   
Dimitris

 

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quote:

ORIGINAL: magi
there are yet some problems..... my game is locking up at times....


Hi, autosaves from these lockups would be very welcome.

Thanks!

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Post #: 103
RE: v1.03 Release Candidate thread - 3/14/2014 7:15:17 AM   
Af1352pasha

 

Posts: 308
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thanks,

every second checking for release!! need extra finger for F5!!!


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Post #: 104
RE: v1.03 Release Candidate thread - 3/14/2014 9:14:41 AM   
deepdive

 

Posts: 125
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1+ Really exited for that mission editor, but i am also hoping for an simplified DBeditor and loudout editor in the near future, it would relive you devs for a lot of work.

Bjørn

(in reply to Af1352pasha)
Post #: 105
RE: v1.03 Release Candidate thread - 3/16/2014 7:49:00 AM   
Dide


Posts: 156
Joined: 5/10/2009
From: Italy
Status: offline
The wait is Killing me!

(in reply to deepdive)
Post #: 106
RE: v1.03 Release Candidate thread - 3/16/2014 8:44:32 AM   
Marder


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Joined: 10/25/2013
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try adding a second keyboard. :-) for F5

< Message edited by Marder2075 -- 3/16/2014 9:45:32 AM >

(in reply to deepdive)
Post #: 107
RE: v1.03 Release Candidate thread - 3/17/2014 6:30:25 PM   
thewood1

 

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Any word on 1.03?

(in reply to Marder)
Post #: 108
RE: v1.03 Release Candidate thread - 3/17/2014 7:18:27 PM   
Dimitris

 

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Calling the ball.

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Post #: 109
RE: v1.03 Release Candidate thread - 3/19/2014 11:16:10 AM   
Af1352pasha

 

Posts: 308
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no any news?

Also question: is v1.03 Release stand alone? no need to install other patches?

(in reply to Dimitris)
Post #: 110
RE: v1.03 Release Candidate thread - 3/19/2014 11:24:54 AM   
Dimitris

 

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Any day now.

v1.03 can be installed on top of any existing version, from v1.00 all the way to B501.

Let me just repeat that if you've followed the public releases so far, and especially the v1.03 RC builds, there is very little difference between your setup and v1.03-final; it's really a few last-moment fixes and DB additions.

< Message edited by Sunburn -- 3/19/2014 12:28:07 PM >


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Post #: 111
RE: v1.03 Release Candidate thread - 3/21/2014 9:55:48 PM   
Curious

 

Posts: 172
Joined: 8/22/2003
From: Colorado
Status: offline
Just installed the 1.03 update from Matrix.

(in reply to Dimitris)
Post #: 112
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