New update in testing...

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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Erik Rutins
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New update in testing...

Post by Erik Rutins »

FYI, we're testing the first update but I thought you all might like a preview of the change list.

1. Allow the screen resolution to be set to 1280 x 1024.

2. Tried to fix the sound problem at the end of a scenario; created a trap for the error which produces a message saying the sound can't be played but otherwise won't affect the game.

3. Fixed German naval rebasing to Rostock through the Kiel Canal.

4. Made it so that Constantinople must be controlled to ship supplies and resource to Russia through the Black Sea.

5. Added an asterix to squadron names if a squadron is damaged.

6. Fixed the supply problem for units trapped in another country when that country surrenders.

7. Fixed the Serbian artillery retreat into the sea.
Erik Rutins
CEO, Matrix Games LLC


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sol_invictus
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RE: New update in testing...

Post by sol_invictus »

What about designating Sea Zones?
What about the bug I ran into with PBEM, where I was missing my Activation Phase as the CP?
If those two are also included, it will all inclusive from my point of view. Thanks for the update.
"The fruit of too much liberty is slavery", Cicero
SteveD64
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RE: New update in testing...

Post by SteveD64 »

I think Frank mentioned something about tweaking the CP AI for the 1914 start.  Is that in there?
 
Anwyay, thanks- looking forward to it.  
Berkut
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RE: New update in testing...

Post by Berkut »

Just a small piece of unasked for advice.

It is better to make several small changes than One Big Fix For Every Bug.

If that is your list for a first pass at an update, awesome. Don't let it grow, nail THOSE down, anything new gets added to the "Will look at after this is done" queue.
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Moltke71
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RE: New update in testing...

Post by Moltke71 »

ORIGINAL: Berkut

Just a small piece of unasked for advice.

It is better to make several small changes than One Big Fix For Every Bug.

If that is your list for a first pass at an update, awesome. Don't let it grow, nail THOSE down, anything new gets added to the "Will look at after this is done" queue.

Agreed; otherwise, ear;y reviews must be on the unpatched versions.
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JWW
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RE: New update in testing...

Post by JWW »

Thanks yet again.  This is like a model for how a game should be handled.  The initial version was great, with just a few bugs and problems -- I think all of them are addressed above, either in the initial patch or the comments.  The developer himself is in the forum answering questions and explaining things and seeking save games for problems, etc.  And there is prompt action on fixing problems.  I continue to be impressed. 
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06 Maestro
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RE: New update in testing...

Post by 06 Maestro »

ORIGINAL: Berkut

Just a small piece of unasked for advice.

It is better to make several small changes than One Big Fix For Every Bug.

If that is your list for a first pass at an update, awesome. Don't let it grow, nail THOSE down, anything new gets added to the "Will look at after this is done" queue.


Ditto-the Keil and Constantinople changes are critical updates IMHO and should be made available without undue delay.
Thanks to all concerned for this speedy fix.
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Thomas Jefferson

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TheHellPatrol
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RE: New update in testing...

Post by TheHellPatrol »

A "trap" brilliant idea until the bugger is pinned down...great patch[:)].
A man is rich in proportion to the number of things he can afford to let alone.
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flintlock
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RE: New update in testing...

Post by flintlock »

Thanks, Erik. Appreciate the update.

flintlock
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RE: New update in testing...

Post by flintlock »

As an afterthought: it would be nice if at some point there was an option to toggle off the music via an options setting (a saved setting). It's easy enough to within the GUI currently, though you're forced to do it each and every time you launch the game. Not a big deal, but definitely a nice option to have.

--
FrankHunter
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RE: New update in testing...

Post by FrankHunter »

Since there was also a call for some more information about what amphib is available and that it tripped up some people when ordering one I decided to change the way that's ordered.  Now if you click "Amphibious" from the order menu a display will pop up telling you which sea zones are controlled, how many amphibious points you have in each and a list of all the ports you can order the unit to.  So now you just click the port you want from a list instead of clicking the hex itself.

Also, Arinvald, I did fix that PBEM bug you came across.

And I added the display of Naval unit endurance to the Naval Orders status display.

And I checked all the sea zone names so that "North Atlantic" is never called "Atlantic" and so on.

I'm currently checking the Austrian navy situation when Trieste is lost. 

And that'll be it for now.
randell765
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RE: New update in testing...

Post by randell765 »

Wow, thank you, sounds like a lot for a patch.
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sol_invictus
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RE: New update in testing...

Post by sol_invictus »

It all sounds excellent Frank![&o]
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SMK-at-work
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RE: New update in testing...

Post by SMK-at-work »

Excellent! :)
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AdmNelson
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RE: New update in testing...

Post by AdmNelson »

Frank-- sounds great
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Hanal
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RE: New update in testing...

Post by Hanal »

Can this first patch please include the ability to back out of shutting the program down if you accidentally hit the close button?
 
Thanks
tgb
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RE: New update in testing...

Post by tgb »

Sounds great.  Will it be compatable with existing saves?
FrankHunter
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RE: New update in testing...

Post by FrankHunter »

Yes, it will be compatible with existing saves although a couple of the fixes are in the data so you would only get those  things fixed by starting a new game.  Everything else will work with old saves.



flintlock
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RE: New update in testing...

Post by flintlock »

ORIGINAL: J P Falcon

...please include the ability to back out of shutting the program down if you accidentally hit the close button?
You should get in the habit of using the Esc key to exit GoA. It's a soft exit, and as a bonus--you get a dialog box that pops up asking if you're sure you want to exit. ;)
Hanal
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RE: New update in testing...

Post by Hanal »

That's not the issue because if I want to exit then I'll simply click the close button...the key word is accidentally hitting the close button instead of the next phase arrow....maybe I'm the only clumsy dope that has done this one more than one ocassion...[:D]
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