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Uncomon Valor v2.30 is Now Available

 
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Uncomon Valor v2.30 is Now Available - 3/7/2003 11:17:41 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
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Hi Guys

UV Patch v2.30 is now available for download. Please read below to see what has changed.

Uncommon Valor v2.30 Changes – Released 3/7/2003

1) All non-assault point units get 1/10 of an assault point each when on defense only during odds calculations (each support squad, engineer squad, gun element, etc.).
2) We have greatly improved the coordination of naval air attacks that target TFs located in a base hex.
3) We may have eliminated the bug that caused very rare attacks to be launched to hex 0,0.
4) Submarines may now intercept and attack TFs that move through their hex during execution (in the past the TF had to end its turn in a sub’s hex for an attack to be possible). The basic chance of a sub sighting an enemy ship in its hex used to be 33%. Many factors go into determining if an attack is made, and if so, how successful the attack is. These have all remained the same. However, the basic chance of a sub sighting an enemy ship that moves through a sub’s hex (instead of just ending in the sub’s hex) has been reduced to 20% during daytime and 10% at night.
5) Having multiple friendly submarines in the same hex now causes certain disadvantages for the submarines (the time of UV is mostly pre-wolfpack tactics). There will be an enhanced chance of aircraft flying search to find and hit a submarine in the hex. Also, once one submarine locates and attempts to attack a target in the hex, no other submarines will be given an opportunity to locate and attack a target at that moment.
6) Exiting the game should now do a better job of freeing up system memory. Repeated exiting and entering the game should no longer lead to the eventual lock up of the computer.
7) All pilots making a strafing run must now pass an experience test with the chance of passing equal to their experience. If the pilot fails the test, that aircraft will automatically miss hitting anything during the strafing run. At night, the chance of passing this experience test is reduced by 75%.
8) Flak against aircraft bombing at night is no longer quartered if the attack is carried out under 500 feet (strafing and skip bombing).
9) Target selection of specific ground units during ground attack air missions should be improved. The amount of damage caused by air attacks on land targets (ports, airfields and ground units) has been reduced somewhat, with the greatest reduction at night.
10) Nightfighters with radar will have a slightly better chance of intercepting enemy night bombers than in previous versions.
11) We have lowered level bomber accuracy against TFs, especially for pilots with less than 70 experience against ships travelling at high speed. The impact of pilot quality and ship speed on level bomber accuracy against TFs has been enhanced. Even strong level bomber pilots against very slow targets will have less chance to hit than before. This level bomber adjustment does not impact level bombers using torpedoes.
12) Enemy ships at anchor in a port can now be detected by recon missions. The roll-over text on an enemy anchor symbol on the map will now give an estimate of the number of ships in port and estimated reports on up to 10 specific types. The accuracy of the estimate is effected by the detection level of the base.
13) Under some circumstances planes with sweep missions would attack enemy TFs. This should not have been happening and has been corrected.
14) Radar equipment in ground units will not be damaged or destroyed due to fatigue alone. This was done due to the difficulty of getting these units replaced under the current system and due to our desire not to allow malaria to knock these systems out of action.
15) HQ units were not receiving replacements. This has been fixed so they now receive replacements in the same way as any land unit.
16) Upgrades of aircraft on ships will only happen when a ship (either at anchor or in a TF) is in a base hex that is within air transfer range (for the gaining aircraft) of Noumea, Brisbane or Truk.
17) Carrier air unit operations are now halved when in a base hex. This simulates their inability to operate near land. The impact should be that for carriers in a base hex only half as many planes will fly as would otherwise have flown had the carrier been in a non base hex.
18) Partial air groups will not upgrade their aircraft if their parent unit has not upgraded its aircraft.
19) Incidents of naval air attacks facing friendly CAP and attacking friendly ships should be greatly reduced (if not eliminated).
20) Air units will try to do a better job picking TF targets such that they don’t fly into devastating CAP without sufficient escort, especially if there are easier targets to attack. Two exceptions to this are 1) bombers with durabilities over 54 do not require escorts and 2)Air Combat TFs will attack enemy Air Combat TFs even if the Escort to CAP ratio is poor.
21) Instances where enemy air combat TFs were not being targeted by strike aircraft that would instead bomb less valuable TF targets has been reduced.
22) Air combat with big groups of planes, particularly those with high fatigue led to bloodbaths (40-60% losses per side) in version 2.20. An attempt has been made to tone this down, without impacting smaller air battles too much.
23) Operational losses are now doubled at night.
24) The bug where partial air units disappear from the Long Island and other carriers has been fixed. Also, partial air units should no longer automatically return to a badly damaged carrier that they could not land on.
25) The weather system has been changed somewhat. Now, the only time a weather scrub message will appear is when an air unit with a specified target location is unable to attack its target due to bad weather. Now, every hex with a unit or base will have a weather value, and if it is bad enough no offensive missions will fly into or out of the hex. A graphic (a circle with plane in the middle and a line through it) will be displayed in the hex of any unit or base (except bases with only a beach with no supplies or fuel) with a detection level of at least 1 during the execution to reflect this bad weather. The Bad Weather Indicator will not appear in hexes that only contain submarine task forces and no other units/bases (as submarines are not attacked by offensive missions and they contain no strike aircraft). The weather is set separately in the night, AM and PM sub-phases so the graphic will change during the resolution phase. Weather that is not sufficient to shut down offensive missions from a hex still factors into many combat calculations as before. There is a hotkey ‘4’, which toggles the Bad Weather Indicator graphics on/off. This may be used during the execution phase as often as desired.
26) Ships out of fuel cannot launch aircraft.
27) It should no longer be possible for a player in a PBEM game to reload a save and create a different execution phase result. The execution phase should always resolve the same way.
28) We may have fixed the problem with combat replays during PBEM games not matching if run on different machines. If not entirely fixed, the chance of an inaccurate replay should be very low.
29) The game now automatically accounts for 24 and 32 bit color mode (it automatically temporarily switches to 16 bit while in the game). Players will need to run the exe with a –w modifier when using certain monitors with text problems. When using the –w mode, do not resize your window as the program is not set up to work with different sized windows. You are strongly advised to use a screen resolution that is larger than the game resolution you are playing in (for example, if the game is set for 1024x768 be sure to have a screen resolution larger than this, say 1152x864). When playing in the –w mode, move the mouse to the extreme edges of your screen to scroll the map.
30) Problems with ships in a TF sometimes not firing their larger AA guns has been fixed.
31) When a game is first saved, the current date in the game being played is displayed at the beginning of the save game comment. When the player returns to the save screen at a later time, the date is shown both before and after the save game comment, and the date displayed after the comment is used in the scenario file name. When you exit the game and return to it, the date before the comment will no longer be displayed.
32) Clarification – Fighter sweeps only drop down to strafe an enemy base if set to 100 feet altitude
33) Clarification - The Arrive at Night function used by TFs acts like the Sprint Away from DH function in that TFs will only do it if the DH is an enemy base or a friendly base that is considered in dangerous territory (currently the manual only lists this for the Sprint Away function).
34) Clarification – When the message “CAP Defending XXX” is displayed over the map, the number of planes listed is a disruption adjusted number (i.e. if there are 30 CAP fighters with a disruption level of 20, the message will list 24 aircraft). However, when viewing the combat animations, the number of planes is the total aircraft not reduced by this disruption effect (in the previous example 30 planes would be shown). The CAP defending message is an attempt to let players know the effective force of the CAP present as their ability to fight is reduced by the disruption they have suffered during the current air phase.
Uncommon Valor v2.30 OOB Changes
1) Corrected aircraft 94 designation from “Spitfire Vb” to “Spitfire Vc”, and aircraft 95 designation from “Spitfire IX” to “Spitfire VIII”.
2) In scenario 10 and 11, corrected the 8th BS aircraft from A-24 to A-20G.
3) In August 42 scenarios, corrected Saratoga fighter aircraft complement from 21 x F4F-3 to 36 x F4F-4. Changed TBD’s to TBF’s.
4) Increased Yorktown class max speed from 32 to 33 knots.
5) Changed commander of 7th Fleet from Kinkaid to Carpender.
6) Corrected ship 1379 name from “Tappahanock” to “Tappahannock”.
7) Modified delay / location of VMF-212 (783). In May 42 scenarios this airgroup should be flying F4F-3’s and have a delay value of 11 days. In scenarios starting after May 42 and before November 42 this airgroup is located at Noumea flying F4F-3’s. After November 42 this airgroup is not available.
8) Modified delay / location of VMF-121 (784). In scenarios starting before August 42, this group should be set to arrive on about 1 August 42. In scenarios starting August 42 to October 42 this group is located at Noumea flying F4F-4’s.
9) Changed delay / arrival date of ship Warramunga (1292). In scenarios ending before 20 Nov 42 it should be unavailable. In scenarios starting before 20 Nov 42, it should have a delay value giving an availability date around 20 Nov 42.
10) Modified Brooklyn (118) and St. Louis (119) ship classes radar type from SC to SG.
11) Modified Benham ship class (156) torpedo allotment from 16 to 8, added Mk 6 depth charge, and SC radar.
12) Modified ships of class Brooklyn (118) and St. Louis (119) radar type (St. Louis, Helena, Phoenix, Nashville, Boise, Honolulu) from SC to SG.
13) Modified ships (Benham, Ellet, Lang, Stack, Sterett, Wilson, McCall, Maury) of Benham ship class (156) torpedo allotment from 16 to 8, added Mk 6 depth charge, and SC radar.
14) Modified I 121 class and submarines (I 121, 122, 123). Added 42 x Type 88 mines.
15) Modified delay (relative to 1 May 42) of DD Hutchins (1175) from 30 to 210.
16) Corrected spelling of DD Hatsushima (168) to Hatsushimo.
17) General update of USN submarines in database. Removed from database submarines that didn’t serve in South Pacific theatre, and added to database submarines that did. Added additional historical submarine commanders and submarine patrol TF’s.
18) Removed erroneous data from # of devices 1 in base locations.
Post #: 1
Re: Uncomon Valor v2.30 is Now Available - 3/7/2003 11:32:50 PM   
Pkunzipper


Posts: 237
Joined: 5/21/2002
Status: offline
[QUOTE]Originally posted by David Heath
[B]Hi Guys

UV Patch v2.30 is not available for download [/B][/QUOTE]

LOL!! :D

Is 2.30 ready for download or doesn't?? :confused: :D

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Post #: 2
- 3/7/2003 11:32:51 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
[QUOTE]UV Patch v2.30 is not available for download[/QUOTE]

NOT ???

Hope that is a subconsious slip of your fingers :(

Since I just downloaded it from your FTP server, I guess I have my answer. :D :D :D

(in reply to David Heath)
Post #: 3
- 3/7/2003 11:37:55 PM   
SoulBlazer

 

Posts: 839
Joined: 10/27/2002
From: Providence RI
Status: offline
Woohoo! One of the first to get it! :)

Thanks for the hard work, guys!

I was right about Friday, also! :)

(in reply to David Heath)
Post #: 4
- 3/7/2003 11:56:34 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
The patch is up, David made a typo there ;). It´s up in the download area and on True Update.

Just don´t expect a fast FTP currently, people seem to hit it like a swarm of killer bees. Go away, go away, I need to upload stuff :D

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Post #: 5
- 3/8/2003 12:01:56 AM   
Drex

 

Posts: 2524
Joined: 9/13/2000
From: Chico,california
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I got a an "error on line#99" trying to download the patch. what do I do now?

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Post #: 6
- 3/8/2003 12:02:53 AM   
SoulBlazer

 

Posts: 839
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From: Providence RI
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I got the first time also, Drex. Try running True Update a few times.

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Post #: 7
- 3/8/2003 12:05:45 AM   
Marc von Martial


Posts: 10875
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From: Bonn, Germany
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[QUOTE]Originally posted by Drex
[B]I got a an "error on line#99" trying to download the patch. what do I do now? [/B][/QUOTE]

I repeat:

Just don´t expect a fast FTP currently, people seem to hit it like a swarm of killer bees.

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Post #: 8
- 3/8/2003 12:08:33 AM   
Drex

 

Posts: 2524
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From: Chico,california
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I went to the Matrix download page because I'm allergic to killer bees.:D

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Post #: 9
- 3/8/2003 12:24:53 AM   
worr

 

Posts: 901
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[QUOTE]Originally posted by Marc Schwanebeck
[B]The patch is up, David made a typo there ;). It´s up in the download area and on True Update.[/B][/QUOTE]

It is on page two on the download area...in case you can't find it right away.

Worr, out

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Post #: 10
- 3/8/2003 12:28:07 AM   
Marc von Martial


Posts: 10875
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From: Bonn, Germany
Status: offline
[QUOTE]Originally posted by worr
[B]It is on page two on the download area...in case you can't find it right away.

Worr, out [/B][/QUOTE]

Worr,

let me guide you :D

http://www.matrixgames.com/insidemg/modules.php?name=Downloads&d_op=viewdownload&cid=12&min=10&orderby=titleA&show=10

You probably didn´t hit "next page" ;)

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Post #: 11
- 3/8/2003 12:28:43 AM   
Marc von Martial


Posts: 10875
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From: Bonn, Germany
Status: offline
Ha, I see you were faster with editid you post then me replying ;)

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Post #: 12
- 3/8/2003 12:57:26 AM   
Drex

 

Posts: 2524
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From: Chico,california
Status: offline
I had no problems downloading from the Matrix download page!

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Post #: 13
- 3/8/2003 1:32:11 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

I got the UV v2.30 but had to use download manager (GetRight)
because download kept restarting...


Leo "Apollo11"

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Post #: 14
- 3/8/2003 1:42:46 AM   
nelmsm1


Posts: 1041
Joined: 1/21/2002
From: Texas
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I got in and out in about 2 minutes using True Update. Love that broadband connection! Now if I can just figure out what I'm doing!!!

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Post #: 15
- 3/8/2003 2:49:50 AM   
Howard Mitchell


Posts: 449
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From: Blighty
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Well, there goes the weekend... :)

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While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.

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Post #: 16
- 3/8/2003 3:22:37 AM   
Veer


Posts: 2231
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From: Excuse me
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I got patch! :)
True Update has never worked for me, so i just downloaded it from the site.

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In time of war the first casualty is truth. - Boake Carter

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Post #: 17
Sweetness. - 3/8/2003 4:20:52 AM   
Poindexter

 

Posts: 53
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From: Smelly Possum, Miss.
Status: offline
Finally! My lucky day.

Wife's going to have to go to work for at least 8 hours tomorrow (tax season, works for a CPA). Still don't know if that's enough time to "test" the new patch, though. I'll do me best.

;)

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Post #: 18
- 3/8/2003 7:08:10 AM   
Attack Condor

 

Posts: 425
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From: Chicago
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YAY! thanks to Matrix and their dedicated staff for all their hard work!! :D

btw, isn't Dave a helluva guy? I mean we're supposed to buy [I]him[/I] the birthday present, and here he goes and gives [I]us[/I] one instead!

(wait - you don't think he [I]planned[/I] it this way, do ya??)

;)

thanks again!

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Post #: 19
- 3/8/2003 8:23:19 AM   
Grotius


Posts: 5798
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I'm not sure I fully understand the fix that gives non-combat units 1/10 of an assault point on defense. Is it 1/10 a point per the entire unit, or per squad in that unit? E.g., will your typical CD or AA unit be worth 1/10 of a point only, or 1 or 2 points, or 10 points?

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Post #: 20
- 3/8/2003 8:24:10 AM   
brent_2

 

Posts: 1990
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From: Rheingau, Hesse, DE
Status: offline
Buzz Buzz Buzz.... :D

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I'm essentially graphically and history oriented, unfortunately to connect the two I have to do maths. I hate maths.
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Post #: 21
- 3/8/2003 8:49:29 AM   
Joel Billings


Posts: 32265
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From: Santa Rosa, CA
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[QUOTE]Originally posted by Grotius
[B]I'm not sure I fully understand the fix that gives non-combat units 1/10 of an assault point on defense. Is it 1/10 a point per the entire unit, or per squad in that unit? E.g., will your typical CD or AA unit be worth 1/10 of a point only, or 1 or 2 points, or 10 points? [/B][/QUOTE]

1/10 per element, so a base force with 60 support squads and 60 avaitaion support squads and 30 engineer squads will have 15 assualt points (60+60+30)/10 on defense.

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Post #: 22
edited scenarios & 2.3 - 3/8/2003 9:37:50 AM   
jcjordan

 

Posts: 1900
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I have an edited scenario 17 long campaign & was wondering if the oob changes would show up if i started a new campaign with 2.3 or would I have to redo my changes now that 2.3 is patched?

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Post #: 23
- 3/8/2003 11:58:40 AM   
Joel Billings


Posts: 32265
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Some changes that are unique to a scenario will not come across without your changing your edited file. Others that are from files used by all scenarios, so they would be picked up in your scenario. The aircraft file, ship class file, and device file are used by new and old scenarios, but things having to do with individual air groups, ships, ground units, etc. will need to be editied in your scenario file. Hope this helps.

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Post #: 24
- 3/8/2003 6:07:54 PM   
dascateer

 

Posts: 10
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From: Key West, FL
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Bravo Zulu!!! This will get ya'll at Matrix a case of beer.

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Post #: 25
- 3/8/2003 9:57:18 PM   
Point Luck

 

Posts: 318
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[QUOTE]I have an edited scenario 17 long campaign & was wondering if the oob changes would show up if i started a new campaign with 2.3 or would I have to redo my changes now that 2.3 is patched?[/QUOTE]

I Have a very large edited scenario that I didn’t want to have to rebuild. So here’s how I was able to successfully upgrade my custom scenario and get ALL the new patch changes.

I first went windows explorer and opened Matrix SCEN folder, I then selected all appropriate scene 17 files (total 7) then moved them to a safe folder for later install. I then took the custom scenario renamed it to match the scene 17 files. Boot the game and BANG you’re done.

!!!One caution some of the changes are slot specific.

Recommend that you check you custom scen to make sure that the appropriate unit is in the upgrade slot. No biggie, there are only a couple of slot specific upgrades it’s an easy fix depending how you built you scenario.

Worked great. This may seen like allot hassle but it beats rebuilding a complete scenario. Our last one took my opponent and myself three hours each to build.

And for those who want to maintain status quo of the game all you do is go to the editor open the new ver. of scene 17 and then save as a different name, go back to windows explorer and copy the old saved scene 17 into the scene folder.

[I]This message has been brought to by the friends of: “We Love our UV because it ROTS our brains, not so much for the historical value” [/I]

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Post #: 26
- 3/10/2003 2:37:24 PM   
Piiska

 

Posts: 132
Joined: 8/28/2002
From: Helsinki, Finland
Status: offline
Your efforts are highly appreciated. Based on the support you guys have provided for UV, I am not a least bit afraid to buy WITP.

Thank you very much again Matrix!

(in reply to David Heath)
Post #: 27
- 3/12/2003 3:12:13 AM   
Dnil

 

Posts: 8
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From: Pensacola FL
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just wondering if the A-24's name has ever been changed to the correct one (banshee).

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Post #: 28
Creating TF's - 3/12/2003 10:04:07 AM   
mbatch729


Posts: 537
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From: North Carolina
Status: offline
Don't know if this one's had its accolades yet, but thanks for changing the TF creation. The elmination of having to go select the TF you just created to add ships was a minor annoyance. Removing that step reduces the mouse clicks. THANKS!!!

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Later,
FC3(SW) Batch
USS Iowa

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Post #: 29
Re: Creating TF's - 3/12/2003 11:08:37 AM   
pasternakski


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[QUOTE]Originally posted by mbatch729
[B]Don't know if this one's had its accolades yet, but thanks for changing the TF creation. The elmination of having to go select the TF you just created to add ships was a minor annoyance. Removing that step reduces the mouse clicks. THANKS!!! [/B][/QUOTE]

Yep, now if we could just get rid of that list jump when selecting ships, the world would be a better place in which to live ... sheep could safely graze ... the lion could lie down with the lamb ... and we could all set out to find what "diddy wah diddy" means ...

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

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Post #: 30
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