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RE: Patch 2 Progress

 
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RE: Patch 2 Progress - 10/28/2011 5:10:00 AM   
Arjuna


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Hi all,

I have some good news and some bad news. First the bad news. We found a crash bug in the Game that must be addressed before the patch #2 can go out. Now for the good news. I just fixed it and am working up a new build as I type. Hopefully this will be in time for Matrix to work up a new installer before the weekend - fingers crossed. But we will need to test it before release to you.

And now for some even better news. I have incorporated a change made by Paul that allows users to select scenarios from sub directories. So now you will be able to store your own scenarios or those from other parties in their own sub directories and access them within the scenario selction window of the Game. Paul has added a new directories control above the scenario list. You simply click on it to change the directory.




Attachment (1)

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(in reply to Panman)
Post #: 31
RE: Patch 2 Progress - 10/28/2011 5:25:47 AM   
Genghis Khan


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From: Alberta, Canada
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It's all part and parcel of the development cycle, it would be silly to expect anything else; although I've been called
worse then silly on more then a few occasions. Thanks for the heads up, Dave, I appreciate the work.

< Message edited by Genghis Khan -- 10/28/2011 5:26:18 AM >

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Post #: 32
RE: Patch 2 Progress - 10/28/2011 10:41:20 AM   
RangerX3X


Posts: 301
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I like the new AAR and the fact that you guys are still working on this game. Based on this I will finally be picking this one up for Christmas

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Post #: 33
RE: Patch 2 Progress - 10/28/2011 11:38:01 AM   
elmo3

 

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Thanks for the update.

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Post #: 34
RE: Patch 2 Progress - 10/28/2011 2:17:34 PM   
Grey Hunter

 

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quote:

ORIGINAL: RangerX3X

I like the new AAR and the fact that you guys are still working on this game. Based on this I will finally be picking this one up for Christmas


Sorry if I sound dumb - but where is the new AAR?

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Post #: 35
RE: Patch 2 Progress - 10/28/2011 2:41:20 PM   
phoenix

 

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First mail in this thread, Grey.

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Post #: 36
RE: Patch 2 Progress - 11/1/2011 3:29:06 AM   
GBS

 

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Getting this patch out is like having a baby. It's time for a "c" section.

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Post #: 37
RE: Patch 2 Progress - 11/2/2011 1:15:37 AM   
elmo3

 

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Reminds me of the sign that is always in the pub window:  Free Beer Tomorrow 

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Post #: 38
RE: Patch 2 Progress - 11/2/2011 3:10:12 AM   
wodin


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As usual with all patches that Panther release it always seems to take awhile from when an installer is sent in to actaully getting them.

1. Dave is a perfectionist me thinks.

2. Good things come to those who wait.

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Post #: 39
RE: Patch 2 Progress - 11/2/2011 7:12:58 AM   
JiminyJickers


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I have finally received the game now. Just waiting for the patch so that I can get started. Hopefully soon.

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Post #: 40
RE: Patch 2 Progress - 11/2/2011 3:09:55 PM   
GBS

 

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1. Dave is a perfectionist me thinks.

Almost to a fault....not quite but almost.

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Post #: 41
RE: Patch 2 Progress - 11/2/2011 4:32:48 PM   
simovitch


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quote:

ORIGINAL: GBS




1. Dave is a perfectionist me thinks.

Almost to a fault....not quite but almost.


Yep.


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Post #: 42
RE: Patch 2 Progress - 11/2/2011 11:45:27 PM   
Arjuna


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quote:

ORIGINAL: GBS
1. Dave is a perfectionist me thinks.

Almost to a fault....not quite but almost.

I resemble that remark!

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Post #: 43
RE: Patch 2 Progress - 11/3/2011 8:43:44 AM   
Arjuna


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SITREP Thu 3 Nov 2011.

We discovered significant bug in many of the scenarios. Specifically many objectived had coirrupted StartAt times. these were leading to cases of subordinate HQs not waiting for the required duration and leading off before their subordinates. So i thought it significant enough to hold the presses. I have fixed the issue and converted all the scenario s and tested and it appears to be fixed. I will put out yet another build tomorrow.

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Post #: 44
RE: Patch 2 Progress - 11/3/2011 11:39:11 AM   
elmo3

 

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Thanks for the update.

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Post #: 45
RE: Patch 2 Progress - 11/4/2011 10:25:55 AM   
BigDuke66


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BTW will this be a comprehensive or do I need the old patch 41235?

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Post #: 46
RE: Patch 2 Progress - 11/4/2011 11:16:09 AM   
Arjuna


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It will be a comprehensive patch - ie it will work with either the original release or patch 1.

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Post #: 47
RE: Patch 2 Progress - 11/4/2011 6:31:04 PM   
alcamatraz

 

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man... I have stopped playing because the patch is coming, and I now I know about the problems it will fix, I can't bring myself to play it.

Before I knew about the problems, the game seemed pretty much perfect anyway, and I miss it!

Thanks for the great game, please release the patch, I'm in danger of making some friends, I'm even going to a football match tomorrow!

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Post #: 48
RE: Patch 2 Progress - 11/4/2011 7:56:05 PM   
map66

 

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quote:

ORIGINAL: alcamatraz

man... I have stopped playing because the patch is coming, and I now I know about the problems it will fix, I can't bring myself to play it.

Before I knew about the problems, the game seemed pretty much perfect anyway, and I miss it!

Thanks for the great game, please release the patch, I'm in danger of making some friends, I'm even going to a football match tomorrow!




In the same boat, had picked up the game in May, had just started to get the hang of what seems to be a superb simulation, then read about the forthcoming patch that was right around the corner and decided to wait for it before starting another scenario... And now it's November... :) But sure it will be worth it.

I hope it's hidden in the patch notes somewhere, but one of the seeming bugs I did notice in my fairly limited play time was that a couple of times my advancing units caught the opposing sides highest HQ unit (the on-map boss of whatever the correct terminology is). This HQ unit (with nothing else around it) proceeded on both occasions to tie down large numbers of my troops with a seemingly unbreakable defense, in one case literally tying down two regiments. Nothing I could seem to do would cause the HQ unit to rout or surrender. Sure it's addressed somewhere in the patch notes though.

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Post #: 49
RE: Patch 2 Progress - 11/4/2011 8:05:56 PM   
Lieste

 

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A horde of 50 cal armed M3HT will do that to leg infantry... seriously, you have to be careful approaching some of the higher echelon logistic and HQ units - but the payoff for displacing them is worth a bit of delay usually. They don't like artillery at all, and are 'large targets'.

The propensity of the AI to feed them into the front line is definitely reduced, but you might still have to deal with them if making good progress along the road net - this is however an opportunity, not a problem

(in reply to map66)
Post #: 50
RE: Patch 2 Progress - 11/4/2011 11:06:39 PM   
Deathtreader


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Hi,

Am I correct in assuming that the patch will not work properly with games already in progress?? Likely due to the changes in U.S. estabs??

Yes, no, maybe??

Rob.



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Post #: 51
RE: Patch 2 Progress - 11/5/2011 12:36:57 AM   
starbuck310

 

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Suffering from pre patch withdrawl symptoms here 

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RE: Patch 2 Progress - 11/5/2011 12:44:00 AM   
Arjuna


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quote:

ORIGINAL: Deathtreader

Hi,

Am I correct in assuming that the patch will not work properly with games already in progress?? Likely due to the changes in U.S. estabs??

Yes, no, maybe??

Rob.



Most likely but will depend on many factors. You will have to wait an see, but I wouldn't count on it.

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Post #: 53
RE: Patch 2 Progress - 11/6/2011 5:42:52 PM   
GBS

 

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This is getting humorous...waiting on this patch..

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Post #: 54
RE: Patch 2 Progress - 11/6/2011 8:37:40 PM   
johndoesecond


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quote:

I hope it's hidden in the patch notes somewhere, but one of the seeming bugs I did notice in my fairly limited play time was that a couple of times my advancing units caught the opposing sides highest HQ unit (the on-map boss of whatever the correct terminology is). This HQ unit (with nothing else around it) proceeded on both occasions to tie down large numbers of my troops with a seemingly unbreakable defense, in one case literally tying down two regiments.


map66, this should happen much less often, since it's been addressed on two levels.

One, the engine has been improved so that the HQs do not "lead the charges", so in the new patch you will rarely or almost never see HQs ahead of it subordinates (of course, movement-direction-wise), on all echelon levels.

Two, the fire rates, kill rates, footprints, visibility calculations and many other things have been double-checked and tweaked for greater realism.


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Post #: 55
RE: Patch 2 Progress - 11/6/2011 9:28:25 PM   
phoenix

 

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Yeah...but where's the patch? Will it be out this week, then, Dave?

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Post #: 56
RE: Patch 2 Progress - 11/6/2011 9:56:35 PM   
BigDuke66


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Dave?
http://www.youtube.com/watch?v=N6wV7rAKMNE

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Post #: 57
RE: Patch 2 Progress - 11/7/2011 6:30:48 AM   
Arjuna


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Sorry,

Just got back in Canberra. I had to go to Newcastle to celebrate my sister's 60th birthday. Had a good time but a long drive back. Before I left on Friday we still had a bug that needed quashing. I will look into this tomorrow morning.

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Post #: 58
RE: Patch 2 Progress - 11/7/2011 10:55:27 AM   
PirateJock


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Hi Dave

No need to apologise. Family party or coding ... no competition. Finger crossed no more bugs appear on the next iteration.

Cheers

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Post #: 59
RE: Patch 2 Progress - 11/7/2011 12:31:32 PM   
phoenix

 

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You mean you have a life, Dave? Oh....:)

Of course there will be a bug in the next iteration. there will always be another bug. This is some kind of cosmic game. And each and every day for the next twenty years we will be here saying 'when will the patch come out?' 'Thanks for the update, Dave.' 'No problems, just glad you're doing it at all. We can wait.' And each and every day Dave will say 'Found a another big and will spend tomorrow squashing it....'

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