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patch 1.01 - Work in progress

 
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patch 1.01 - Work in progress - 12/26/2011 10:41:08 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
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Hi All,

As requested in other thread, below is a list of things already done for the next patch.
I'll try to update this thread from time to time, but not daily, so please be patient sometimes.
The list is not very impressive, but things were slow last days, because of the holidays.


2012-01-15 [v1.01]
--Fixed
Description of Finnish Partisans events fixed
Corrected wrong values in event 23003
Corrected British Naval tech level 3 - Increasing port size - to properly increase it for UK, instead of Germany
Corrected hotkeys dialog
Corrected name of port Koenigsberg
Corrected Benelux countries to be not at war with Germany at the beginning of 1939 West scenario
Corrected various spelling errors in German submarine fleets names
Bottleneck caused by the Axis minors shouldn't occur anymore
Added description for tag unitpanel_rebase_icon_hint_not_enough_ap
Fixed occuring negative strenght for air units
Fixed spelling error for El-Alamain city
Corrected option name for Persian Oil event (270)
Corrected description for German tank technology level 3 informing about adding corps, now corrected to inform about adding division
Corrected disabling of Leningrad MSS, when captured by enemy
Fixed merging of unit not decreasing strength of source unit
Corrected multidirectional bonus to be added only for units participating in attack
Corrected situation when one commander is attached to more than one unit
Fixed mistaken attachment of air technology to German tech level instead own tech level for all countries
Fixed issue, where UNDO was possible despite the enemy unit was discovered
Corrected issue with not assigning commanders to adjacent units after the game is loaded
Fixed issue when an air unit is damaged during interception and is not killed despite its strength is lowered to zero
Fixed onward to Pacific events
Fixed typo in Convince them descriptions (was covince)
Chance for double losses when air striking sea zone reduced from 20 to 15 for all countries except UK, USA and Italy
Fixed lack of war between USA and Hungary, Bulgaria, Romania, Slovakia in 1942 campaign
Fixed lack of war between Sloakia and USA in 1942 campaign
Changed Soviet event check to make sure that peace offer for Germany will be repeated
Attack trough river now calculated correctly
Corrected Russian Liberation army description text
Fixed event methods adding naval vessels subtypes
Fixed problem with performing Air Strikes from aircarriers
Fixed infinite tact bombers supply transports
Fixed CTD caused by wrong calculation of AI's paths
In PBEM games, creating of three players is no longer possible


--Features
Blocking England with submarines is now also effective against AI
Added information about effective German submarines actions against UK
Interception results added to air combat reports (both attack and defense)
Maximum values of reinforcements on territories controlled but not owned moved to consts.ini file
During loading of PBEM game, time out is counted after 30 seconds
It is now possible to set up amphibious invasion after movement delay for one turn, by changing AmphibiousAssaultAfterMovement = 0/1 value in consts.ini file


--AI
The Allied AI will to support operations in Eastern part of North Africa by sending some more assaults (32001-32014)
German AI supported in fight against soviet human
Improved AI performance
Improved AI balance in possessing number of vessels
German AI should not spent PP on technology research at the beginning of Barbarossa


--Gameplay
UK, USA, Germany, Soviet Union and France will receive additional time at sea by two weeks with every level they will advance
All raider fleets changed to be in evade mode at the beginning of all scenarios
Increases losses of German troops during amphibious invasions
Increased cost of supplying German armored units trough the see
Increased cost of additional AIP for Germans by 5 PP
Romania will no longer pull the Germany into the war with Soviet Union for Bessarabia
Changed chance that the AI will agree/decline German peace/puppetizing proposition
Germans more willing to make peace with UK, instead of puppetize it
British colonies are not going to keep the fight lonely against other alliance
In case of Dutch surrender, whole fleet is seceded to the UK
Added Deutches Afrika Legionaire
Default maximum replacements for land units with supply at level 25 reduced to 75%
Default maximum replacements for air units with supply at level 25 reduced to 8
Default maximum replacements for land units with supply at level 20 reduced to 50%
Default maximum replacements for air units with supply at level 20 reduced to 5
Default maximum replacements for land units with supply at level 15 reduced to 35%
Default maximum replacements for air units with supply at level 15 reduced to 4
Default maximum replacements for land units with supply at level 10 reduced to 30%
Default maximum replacements for air units with supply at level 10 reduced to 3
Default maximum replacements for land units at hexes owned by enemy reduced to 10%
Default maximum replacements for air units at hexes owned by enemy reduced to 1
German maximum replacements for land units with supply at level 25 reduced to 70%
German maximum replacements for air units with supply at level 25 reduced to 7
German maximum replacements for land units with supply at level 20 reduced to 45%
German maximum replacements for air units with supply at level 20 reduced to 4
German maximum replacements for land units with supply at level 15 reduced to 30%
German maximum replacements for air units with supply at level 15 reduced to 3
Italy maximum replacements for land units with supply at level 25 reduced to 70%
Italy maximum replacements for air units with supply at level 25 reduced to 7
Italy maximum replacements for land units with supply at level 20 reduced to 45%
Italy maximum replacements for air units with supply at level 20 reduced to 4
Italy maximum replacements for land units with supply at level 15 reduced to 30%
Italy maximum replacements for air units with supply at level 15 reduced to 3
USA maximum replacements for air units with supply at level 25 reduced to 9
USA maximum replacements for land units with supply at level 20 reduced to 80%
USA maximum replacements for air units with supply at level 20 reduced to 7
USA maximum replacements for land units with supply at level 15 reduced to 60%
USA maximum replacements for air units with supply at level 15 reduced to 5
USA maximum replacements for land units with supply at level 10 reduced to 45%
USA maximum replacements for air units with supply at level 10 reduced to 4
USA maximum replacements for land units with supply at level 5 reduced to 30%
USA maximum replacements for air units with supply at level 5 reduced to 3
German AI will get new ships only if the total number of ships is lower than set
US AI will get new ships only if the total number of ships is lower than set
Soviet AI will get new ships only if the total number of ships is lower than set
UK AI will get new ships only if the total number of ships is lower than set
French AI will get new ships only if the total number of ships is lower than set
Italy AI will get new ships only if the total number of ships is lower than set
Improved effectiveness of units stationing at Maginot Line
Reduced chance for losing PP due to the wastage events from 60% to 20%
Implemented increased upkeep cost for major countries (USA, USSR, Germany, France, UK, Italy), when the size of forces exceeds historical level
Basic upkeep cost increased from 0.05 to 0.06 per strength point (UpkeepPerOneStrengthPoint)
War Economy of BENELUX countries changed from 10 to 25 in Fall Gelb campaign
Soviet war economy cap reduced to 55 instead of 75 until 1941 if not at war with any of the major country (377)
Reduced minimal values of destroyed STP - CV from 2 to 1, BB from 1 to 0, SS from 5 to 1
Reduced maximal values of destroyed STP - CV from 10 to 3, BB from 5 to 1, CA from 5 to 2, SS from 10 to 3
Units on level higher than actual technology higher can not be splitted
Attacking and defending sides are now using defender's weather to calculate effectiveness
Reduced basic fighter attack range from 20 to 14
Reduced basic tact attack range from 25 to 18
Range level modifier changed to 0.7;0.85;1.0;1.1;1.25 was 0.6;0.75;0.95;1.1;1.4
USA should stay out of the war as long as possible (5357-5358)
German Subs tech level changed from 3 to 1 in Grand Campaign
German Naval tech level changed from 3 to 2 in Grand Campaign
French Tank tech investment changed from 0 to 1 in Grand Campaign
USA Subs tech investment changed from 0 to 2 in Grand Campaign
English Tank tech research progress changed from 0 to 20 in Grand Campaign
French Tank tech research progress changed from 0 to 30 in Grand Campaign
USA Subs tech research progress changed from 0 to 70 in Grand Campaign
German Subs tech level changed from 3 to 2 in Fall Gelb
German Naval tech level changed from 3 to 2 in Fall Gelb
Attacking units with 6:1 and 7:1 are now always receiving losses
Amhibious units can not unload after movement


--Events
Event about starting the war with UK will not fire if the Germans and UK already at war in Germans Grand Campaign (28001)
Corrected event that disallowed France to surrender after certain number of cities has fallen (1617)
Created War Bonds events for United Kingdom (15905-15920)
In case of German invasion on Baltic States (if R-M Pact was honored), SU has got possibility to DOW Germany (8504)
Onward to Pacific event changed to consider also Smolensk (15219-15220)
Soviet civilian vehicles events added (15295-15296)
Initial start date for Shock events (370-371) changed to 1 April 1941, was 1 September 1939
Initial start date for Shock events (375-376) set to 1 April 1941
New events method added Country.SetAlliance (Country ID, Alliance ID), allowing to set alliance
Greek, Dutch and Belgian trade fleets events are added (15921-15926, 15297-15299)


--GFX
Updated Agent's Modern map skin
Updated Agent's B&W map skin
Updated Agent's Retro map skin
Updated Agent's NATO units skin
Updated Agent's Icons units skin
Agent's clouds are now used for Normal and Natural map skins
Side panel buttons moved little bit closer to the center of the screen, to avoid scrolling of the screen when selecting them (also the original files are also included as replacement)


--OOB
Italian ship RM Francesco Crispi name changed to RM Pola in Grand Campaign
Italian ship RM Bande Nere name changed to RM Caio Duilio in Grand Campaign
Italian ship Muzio Attendolo name changed to RM Muzio Attendolo in Grand Campaign
Italian ship RM Euro name changed to RM Bande Nere in Grand Campaign
French Battleship Provance added in Grand Campaign
French ships Algerie, Foch, Dupleix, Duquesne and Tourville changed to Cruisers in Grand Campaign
German cruiser KMS Emden added in Grand Campaign
Maginot Line units are starting the game with increased effectiveness


--Map
Svierdlovsk renamed to Sverdlovsk
Munchen renamed to Munich
Koln renamed to Cologne
Chelabinsk renamed to Chelyabinsk
Berne renamed to Bern

< Message edited by doomtrader -- 1/17/2012 9:16:16 PM >
Post #: 1
RE: patch 1.01 - Work in progress - 12/29/2011 5:35:06 AM   
stone10


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What do you mean by "German AI supported in fight against soviet human "? The German AI got +100% WE like the Soviet AI did against human?

(in reply to doomtrader)
Post #: 2
RE: patch 1.01 - Work in progress - 12/29/2011 11:00:48 AM   
doomtrader


Posts: 5320
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From: Poland
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AI will be more careful in sending it's tanks forward.

(in reply to stone10)
Post #: 3
RE: patch 1.01 - Work in progress - 12/29/2011 11:36:13 AM   
miki

 

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Hi Doom

Any hint about patch release date?

Best regards
Miki

(in reply to doomtrader)
Post #: 4
RE: patch 1.01 - Work in progress - 12/29/2011 11:54:36 AM   
doomtrader


Posts: 5320
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From: Poland
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Most probably mid of January

(in reply to miki)
Post #: 5
RE: patch 1.01 - Work in progress - 12/29/2011 11:56:22 AM   
miki

 

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Great news!

Thanks! 

Saludos
Miki

(in reply to doomtrader)
Post #: 6
RE: patch 1.01 - Work in progress - 12/29/2011 11:58:02 AM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
Also first post updated

(in reply to miki)
Post #: 7
RE: patch 1.01 - Work in progress - 12/29/2011 1:34:37 PM   
waichou

 

Posts: 115
Joined: 11/8/2007
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Good to see that most of the community suggestions are included in the patch. I will continue to participate activly to this forum, it is not useless !

Thanks,

(in reply to doomtrader)
Post #: 8
RE: patch 1.01 - Work in progress - 12/29/2011 4:51:45 PM   
Numdydar

 

Posts: 1827
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Great fixes to replacements based on supply. While this still allows units to be able to fight at full effectiveness, it at least prevents them from recovering their full strength. So it is a huge step in the right direction.

Totally agree with waichou's comments. Thanks for taking our feedback and using it to improve the game.

(in reply to waichou)
Post #: 9
RE: patch 1.01 - Work in progress - 12/30/2011 3:31:00 PM   
doomtrader


Posts: 5320
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From: Poland
Status: offline
First post updated

(in reply to Numdydar)
Post #: 10
RE: patch 1.01 - Work in progress - 1/2/2012 11:24:57 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
First post updated

(in reply to doomtrader)
Post #: 11
RE: patch 1.01 - Work in progress - 1/4/2012 9:13:20 AM   
battlevonwar

 

Posts: 217
Joined: 12/22/2011
Status: offline
Doomtrader, thank you for getting this patch out quickly. I am happy to see the care put into this game. It has great potential to be a staple diet for many other WW2 ETO Lovers.

By the way, will old saved games and PBEM games be compatible with the patch?

(in reply to doomtrader)
Post #: 12
RE: patch 1.01 - Work in progress - 1/6/2012 4:50:40 AM   
freeboy

 

Posts: 8582
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From: Colorado
Status: offline
quick ?, will the server games in progress be able to be updated ?

(in reply to battlevonwar)
Post #: 13
RE: patch 1.01 - Work in progress - 1/6/2012 5:11:55 AM   
Razz


Posts: 2522
Joined: 10/21/2007
From: CaLiForNia
Status: offline
No, you will have to start a new game.

(in reply to freeboy)
Post #: 14
RE: patch 1.01 - Work in progress - 1/6/2012 12:34:18 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
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It is not judged yet.

(in reply to Razz)
Post #: 15
RE: patch 1.01 - Work in progress - 1/6/2012 1:45:11 PM   
freeboy

 

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what do u mean?

(in reply to doomtrader)
Post #: 16
RE: patch 1.01 - Work in progress - 1/6/2012 9:48:44 PM   
gwgardner

 

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he don't know yet

(in reply to freeboy)
Post #: 17
RE: patch 1.01 - Work in progress - 1/8/2012 10:44:46 PM   
doomtrader


Posts: 5320
Joined: 7/22/2008
From: Poland
Status: offline
First post updated again

I'm going to spent some time on adjusting starting level technologies for all scenarios, so if you are interested, jump to this thread:
http://www.matrixgames.com/forums/tm.asp?m=3000374

(in reply to gwgardner)
Post #: 18
RE: patch 1.01 - Work in progress - 1/10/2012 4:24:44 AM   
freeboy

 

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thanks again.. 

(in reply to doomtrader)
Post #: 19
RE: patch 1.01 - Work in progress - 1/12/2012 4:11:01 PM   
doomtrader


Posts: 5320
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First post updated

(in reply to freeboy)
Post #: 20
RE: patch 1.01 - Work in progress - 1/13/2012 7:05:42 AM   
Hairog


Posts: 349
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From: Appleton, WI
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How about interdiction by air units? Any possibility of this Doom?

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(in reply to doomtrader)
Post #: 21
RE: patch 1.01 - Work in progress - 1/13/2012 10:15:44 AM   
doomtrader


Posts: 5320
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Could you please evaluate your question?

(in reply to Hairog)
Post #: 22
RE: patch 1.01 - Work in progress - 1/13/2012 7:45:24 PM   
Hairog


Posts: 349
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From: Appleton, WI
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How about I'll start another thread so as not to bog this thread down.

http://www.matrixgames.com/forums/tm.asp?m=3009222&mpage=1&key=�


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(in reply to doomtrader)
Post #: 23
RE: patch 1.01 - Work in progress - 1/13/2012 8:11:33 PM   
doomtrader


Posts: 5320
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From: Poland
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Not for this patch.
It is going to be a major change for AI, and probably pretty important for gameplay.

(in reply to Hairog)
Post #: 24
RE: patch 1.01 - Work in progress - 1/14/2012 5:06:09 AM   
freeboy

 

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any thoughts on reducing the sevearity of the red army failure...? in the early weeks of hostilities??
hope patch is comingalong well.. good luck  

(in reply to doomtrader)
Post #: 25
RE: patch 1.01 - Work in progress - 1/15/2012 3:25:37 PM   
freeboy

 

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there is no note above regarding the uber panzer corps... are you having any luck toning them down?
In a test game against USSR IA, I had event give me level 3 panzer  corp that STARTS at over 30  a few wins and now its the game equivilent of the death star!
" If you only knew the power of the dark side"

< Message edited by freeboy -- 1/15/2012 4:48:19 PM >

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Post #: 26
RE: patch 1.01 - Work in progress - 1/15/2012 4:45:30 PM   
oldspec4

 

Posts: 687
Joined: 11/1/2004
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quote:

ORIGINAL: freeboy

there is no note above regarding the uber panzer corps... are you having any luck toming them down?
In a test game against USSR IA, I had event give me level 3 panzer  corp that STARTS at over 30  a few wins and now its the game equivilent of the death star!
" If you only knew the power of the dark side"


Would also like to know the status of this for the patch.

(in reply to freeboy)
Post #: 27
RE: patch 1.01 - Work in progress - 1/15/2012 4:51:06 PM   
freeboy

 

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just a word.. it came in level three, I was at two.. reds are either one or early level two... the best I have seen is in previous run through at end of forst winter.. we  are entering now first winter.. they start the better red corps.. biggest I have seen may be 11 or 12...
so a 40-50 just walks up and eats stuff.. silly really to think of a panzer corp.. or pnazer gren army, that does not stop in urban/ fortified and let the inf attack... tanks suck in cities when the enemy has real defenses\
ok blah blah blah.. sorry to ramble.
I am having a great time playing this simple game!!! even in multiplayer!!!

(in reply to oldspec4)
Post #: 28
RE: patch 1.01 - Work in progress - 1/15/2012 7:27:32 PM   
JLPOWELL


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Re armor upgrade, from the notes it looks like you get a level 3 division instead of a level 3 corps, much more reasonable. The free level 3 corps was basically a T-Rex and really skewed play balance if it showed up. I also see you cannot split units of higher level than your current tech. Another curb on Uber Panzers.

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Post #: 29
RE: patch 1.01 - Work in progress - 1/16/2012 1:46:05 PM   
doomtrader


Posts: 5320
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Before trying to implement some kind of eff. cap (which in my opinion is wrong) I would like to see how the game behave with changes already implemented.

(in reply to JLPOWELL)
Post #: 30
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