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RE: patch 1.02 - Work in progress

 
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RE: patch 1.02 - Work in progress - 4/14/2012 11:59:39 AM   
Peter123

 

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quote:

ORIGINAL: doomtrader

Added new modifier changing effectiveness of armored units in cities (both defending and attacking)



Great!

To allow defender combat witdrawing from cities and fortresses (if only as a modding choice) would be good. Right now you can give the defense bonus you like, so the no witdraw feature only leads the defender to certain annihilation and to a siege war.

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RE: patch 1.02 - Work in progress - 4/14/2012 8:18:23 PM   
JLPOWELL


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Any chance of getting the Qattera Depression map adjustment added as part of the patch?

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RE: patch 1.02 - Work in progress - 4/14/2012 8:30:00 PM   
doomtrader


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This needs some serious testing, as I would like to try implementing it in little bit different way, so if yes, no sooner than in 1.03

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RE: patch 1.02 - Work in progress - 4/14/2012 8:58:39 PM   
JLPOWELL


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Just curious. 'Serious Testing' has me a bit baffled. I suppose the AI could get hung up on a map change. What other testing is needed? Clearly it would affect play balance with human players but that is the point.

Obviously we don't want to introduce a bug.

-Thanks

quote:

ORIGINAL: doomtrader

This needs some serious testing, as I would like to try implementing it in little bit different way, so if yes, no sooner than in 1.03



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RE: patch 1.02 - Work in progress - 4/15/2012 12:13:11 AM   
doomtrader


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I would prefer not to put water in there (even if covered by the eyecandies).

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RE: patch 1.02 - Work in progress - 4/15/2012 12:18:41 AM   
doomtrader


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We just fixed (yes Saturday late night) problem with doubled (or tripled) convoy route.
This means that the supply system should be 100% effective with the new rules where units are choosing city providing best supply level instead the closest one.

What is even more important this means we are starting to lean into the patch release path, most probably as soon as the new upkeep system will be finished.

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RE: patch 1.02 - Work in progress - 4/15/2012 2:21:02 AM   
JLPOWELL


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Sounds good looking forward to it.

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RE: patch 1.02 - Work in progress - 4/25/2012 11:42:58 AM   
doomtrader


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First post updated and we all almost done with the 1.02

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RE: patch 1.02 - Work in progress - 4/25/2012 9:55:32 PM   
Swedewolf


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Looks very good indeed. Will it be old save compatible?

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RE: patch 1.02 - Work in progress - 4/26/2012 12:45:54 AM   
doomtrader


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We are hoping they would.

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RE: patch 1.02 - Work in progress - 4/30/2012 2:11:51 PM   
zeduncan

 

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Hello,

quote:


2012-04-XX [v1.02]

Last day in April

Is it for today ?

I'm waiting for 1.02 before starting a campaign.


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Post #: 41
RE: patch 1.02 - Work in progress - 5/2/2012 8:44:49 AM   
Swedewolf


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Today then? Got some questions in my aar for dev, hopefully it will be answered. cheers

< Message edited by Swedewolf -- 5/2/2012 8:46:02 AM >

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Post #: 42
RE: patch 1.02 - Work in progress - 5/27/2012 2:06:58 PM   
doomtrader


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We have finally closed 1.02 patch and participating some final tests.

I'm hoping to send the build tomorrow to Matrix guys, so expect it any moment now.


You can check the first post in this thread to see what has been done.

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Post #: 43
RE: patch 1.02 - Work in progress - 5/27/2012 3:17:12 PM   
Razz


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Now we wait for Matrix

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RE: patch 1.02 - is ready - 5/27/2012 5:03:12 PM   
Swedewolf


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Good work devs, will try it as soon as it come. We are in mid Barbarossa(august-41) will the patch be save compatable?

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RE: patch 1.02 - is ready - 5/27/2012 6:08:25 PM   
doomtrader


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Should be, however some bugs are not going to be fixed in ongoing games.

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Post #: 46
RE: patch 1.02 - is ready - 5/27/2012 6:18:42 PM   
doomtrader


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Looks like I have missed one pretty important feature requested by some of you folks:

Fleet is now supporting convoys with following rules: If an STP is going to be lost by raiders activity, every group in fleets which are operating in the same Sea Zone where the attack has been made, which are set to engage mode has got chance to 'save' STP destroyed by raider. Chances for specific units are: Carrier 5%, Battleship 2%, Cruiser 3%, Light Carrier 2%, Escort Carrier 4%, Fleet Carrier 6%, Small Battleship 1%, Battlecruiser 2%, Super Battleship 3%, Heavy Cruiser 3%, Light Cruiser 2%, Auxiliary Cruiser 1%, Long Range submarine 1%.

Short version: You can now protect your convoys with your fleets.

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RE: patch 1.02 - is ready - 5/27/2012 6:23:09 PM   
Swedewolf


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Great addition. Will be useful.

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RE: patch 1.02 - is ready - 5/27/2012 7:40:32 PM   
doomtrader


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I'm hoping so, :-)

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RE: patch 1.02 - Work in progress - 5/28/2012 1:11:25 AM   
JLPOWELL


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Good news looks like the naval rules are getting some revision. Looking forward to playing 1.02 thanks for the effort you have put in.

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Post #: 50
RE: patch 1.02 - Work in progress - 5/28/2012 8:36:49 AM   
Agent S


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Great effort Doom,
now you can focus some resources on the editor.
...been mighty patient.


< Message edited by Agent S -- 5/28/2012 8:37:48 AM >


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RE: patch 1.02 - Work in progress - 5/28/2012 9:36:21 AM   
Borsook


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So is the 1.02 ready? I see such title but nothing more...

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Post #: 52
RE: patch 1.02 - Work in progress - 5/28/2012 11:23:10 AM   
doomtrader


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It is ready in terms of having al files gathered, wrapped and sent to guys at Matrix, they usually need a few days to prepare an installer.

Agent,
We are going to focus on the few minor issues for Strategic war in Europe, and then we are going to update the editor.

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Post #: 53
RE: patch 1.02 - Work in progress - 5/28/2012 1:02:39 PM   
Agent S


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thanks D.
appreciated

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Post #: 54
RE: patch 1.02 - is ready - 5/28/2012 1:44:21 PM   
Swedewolf


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"Fleet is now supporting convoys with following rules: If an STP is going to be lost by raiders activity, every group in fleets which are operating in the same Sea Zone where the attack has been made, which are set to engage mode has got chance to 'save' STP destroyed by raider. Chances for specific units are: Carrier 5%, Battleship 2%, Cruiser 3%, Light Carrier 2%, Escort Carrier 4%, Fleet Carrier 6%, Small Battleship 1%, Battlecruiser 2%, Super Battleship 3%, Heavy Cruiser 3%, Light Cruiser 2%, Auxiliary Cruiser 1%, Long Range submarine 1%.
Short version: You can now protect your convoys with your fleets."

In all my sessions against a human player and as Germany against AI Allied Great Brittain was always invaded with fleet not stoping even if I tried when I played Allied agains a Human. Every time England surrender.

Will this improve the Fleets chances of hindering invasions with this as well?

< Message edited by Swedewolf -- 5/28/2012 1:46:17 PM >

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RE: patch 1.02 - is ready - 6/22/2012 5:36:18 PM   
Hairog


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quote:

ORIGINAL: Swedewolf

"Fleet is now supporting convoys with following rules: If an STP is going to be lost by raiders activity, every group in fleets which are operating in the same Sea Zone where the attack has been made, which are set to engage mode has got chance to 'save' STP destroyed by raider. Chances for specific units are: Carrier 5%, Battleship 2%, Cruiser 3%, Light Carrier 2%, Escort Carrier 4%, Fleet Carrier 6%, Small Battleship 1%, Battlecruiser 2%, Super Battleship 3%, Heavy Cruiser 3%, Light Cruiser 2%, Auxiliary Cruiser 1%, Long Range submarine 1%.
Short version: You can now protect your convoys with your fleets."

In all my sessions against a human player and as Germany against AI Allied Great Brittain was always invaded with fleet not stoping even if I tried when I played Allied agains a Human. Every time England surrender.

Will this improve the Fleets chances of hindering invasions with this as well?


Bump?!?!?


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Post #: 56
RE: patch 1.02 - is ready - 6/24/2012 5:10:21 PM   
Razz


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No, it's only for convoys.

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Post #: 57
RE: patch 1.02 - is ready - 6/24/2012 7:07:27 PM   
Hairog


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So there is no way for the British Home Fleet to stop the invasion of England?!?

Can you not create special circumstances for the English Channel and in similar strategic sea zones? How about a 100 percent detection zone for specific ocean zones and 100 percent chance of reaction? We need something to fix this unacceptable turn of events.

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RE: patch 1.02 - is ready - 6/26/2012 10:37:16 AM   
Rasputitsa


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quote:

ORIGINAL: Hairog

So there is no way for the British Home Fleet to stop the invasion of England?!?

Can you not create special circumstances for the English Channel and in similar strategic sea zones? How about a 100 percent detection zone for specific ocean zones and 100 percent chance of reaction? We need something to fix this unacceptable turn of events.

+1
There are some sea areas where detection is almost inevitable. I would not ask for 100%, as it would also depend on the size of the target fleet, a small naval force might sneak though, but you could not hide a large fleet in the Channel undetected for a one week turn.

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Post #: 59
RE: patch 1.02 - is ready - 6/26/2012 1:18:04 PM   
Swedewolf


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Why not just implement a rule where major invasions only can be initiated if a player got naval/air suppiority or any of them. As it is now even reinforcement to a captured port go by protecting fleet. Just a thought, what you other think?

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