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War in the West Updated to Version 1.00.29

 
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War in the West Updated to Version 1.00.29 - 5/8/2015 3:58:11 PM   
Daniele

 

Posts: 1812
Joined: 2/7/2015
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Hi guys!,

The game has been updated to Version 1.00.29!
You can download the patch here

Below the eniire changelog:

Version 1.00.29

1. oups 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.
2. 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.
3. 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).
4. Aircraft can now be manually changed on turn 1 of any scenario.
5. 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.
6. 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.
7. 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.
8. 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).
9. Added ability to have more than 23 air HQs in scenarios (added scroll bars).
10. Adjusted pilot list on the air group screen.
11. Added victory point bar on the campaign game victory screen.
12. Removed irrelevant weather info for the ground support air directive from the air directive summary screen.
13. Enabled sortable columns on the Air Directive city target selection.
14. The airfield overloaded sign is no longer shown for enemy airfields when FOW is on.
15. Disabled A-36 upgrade to P-51B.
16. 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).
17. 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.
18. 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.
19. Editor - Added ability to set VPs per plane type and number of engines for the Air Campaign games.
20. 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
Post #: 1
RE: War in the West Updated to Version 1.00.29 - 5/8/2015 11:35:18 PM   
David1992

 

Posts: 6
Joined: 3/24/2015
From: China
Status: offline
Awesome, thanks!

_____________________________

War is the most spectacular battle to win the competition! the dead, the weak.

(in reply to Daniele)
Post #: 2
RE: War in the West Updated to Version 1.00.29 - 5/9/2015 6:10:29 PM   
joey


Posts: 1408
Joined: 5/8/2004
From: Johnstown, PA
Status: offline
Is this beta .29 or are there other changes to this update?

(in reply to David1992)
Post #: 3
RE: War in the West Updated to Version 1.00.29 - 5/9/2015 6:14:10 PM   
Helpless


Posts: 15793
Joined: 8/27/2004
Status: offline
quote:

Is this beta .29 or are there other changes to this update?


It is.

_____________________________

Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to joey)
Post #: 4
RE: War in the West Updated to Version 1.00.29 - 5/9/2015 6:21:27 PM   
joey


Posts: 1408
Joined: 5/8/2004
From: Johnstown, PA
Status: offline
Thanks, Pavel.

(in reply to Helpless)
Post #: 5
RE: War in the West Updated to Version 1.00.29 - 5/9/2015 8:56:20 PM   
Gettysburg


Posts: 153
Joined: 6/24/2008
Status: offline
Pavel ,can you Please give a small preview what the coming beta will include

(in reply to joey)
Post #: 6
RE: War in the West Updated to Version 1.00.29 - 5/9/2015 9:42:44 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
I've been planning on posting the list of what's in the next public beta along with a few notes re the important item. I hope to get it posted soon.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to Gettysburg)
Post #: 7
RE: War in the West Updated to Version 1.00.29 - 5/10/2015 5:21:54 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hello

Joel posted here a list with changes in 1.00.37

http://www.matrixgames.com/forums/tm.asp?m=3857216

Omat


quote:

ORIGINAL: stultus

Pavel ,can you Please give a small preview what the coming beta will include



_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to Gettysburg)
Post #: 8
RE: War in the West Updated to Version 1.00.29 - 5/12/2015 2:54:18 AM   
bairdlander2


Posts: 2264
Joined: 3/28/2009
From: Toronto Ontario but living in Edmonton,Alberta
Status: offline
Can I install this after 1.00 or do I need to install all previous patches as well?

(in reply to Omat)
Post #: 9
RE: War in the West Updated to Version 1.00.29 - 5/12/2015 5:54:21 AM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
You should be able to install 1.00 and then just this update.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to bairdlander2)
Post #: 10
RE: War in the West Updated to Version 1.00.29 - 5/16/2015 1:43:51 PM   
ElvisDaKing


Posts: 130
Joined: 9/7/2004
From: Kuala Lumpur, Malaysia
Status: offline
Is patch compatible with GC started on 1.00.21 ?


_____________________________

'To my point, in war, there s just one attractive thing : the victory Parade... What sucks, it s all the things before.... We should get the enlist payroll and do the parade right away, before that it get totally screwed up'
Un Taxi pour Tobrouk

(in reply to Joel Billings)
Post #: 11
RE: War in the West Updated to Version 1.00.29 - 5/16/2015 5:26:45 PM   
Joel Billings


Posts: 32265
Joined: 9/20/2000
From: Santa Rosa, CA
Status: offline
Yes, it should be. You don't get the benefits of any scenario/data changes, but you will get the benefits of other changes.

_____________________________

All understanding comes after the fact.
-- Soren Kierkegaard

(in reply to ElvisDaKing)
Post #: 12
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