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Time of Fury v1.02 Public Beta

 
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Time of Fury v1.02 Public Beta - 6/1/2012 6:24:52 PM   
Andrew Loveridge


Posts: 559
Joined: 7/20/2009
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Hello all,

We have a new update installer available in the Members Club. It has a large number of fixes and improvements. Please give it a try, and let us know how it works.

2012-05-28 [v1.02]

    Fixed


    • All icons on the battle window now moved correctly together with the window
    • Fixed wrong trigger in lend lease event for Soviet Union (9201)
    • Fixed wrong entry in CRT for land battle attacker losses with odds 7 to 1
    • Fixed error in splitting units, now they can be split properly according to the units level and technological level
    • Mulberry harbors are now saving and loading properly.
    • Small fixes to adjust GUI
    • Fixed problem with doubled convoys routes
    • Fixed typos in couple of events
    • Fixed wrong assigned unit types in events for Germany
    • Fixed some typos
    • DAL units are now popping up properly
    • Fixed additional informations in sprites plus units' skin

    Features

    • Possibility to scroll reports one by one with the arrows
    • Added new modifier changing effectiveness of armored units in cities (both defending and attacking)
    • Added visible range for air units
    • Possible to check the range after rebase of selected air unit, by holding the SHIFT button when selecting rebase target
    • Possibility to fully reinforce air units by pressing L button
    • Possibility to check hexes where the amphibious invasion is possible by pressing F9
    • Pressing TAB, also now selects air units with movement points
    • Air superiority is now visible, which allows to plan air operations and redirect fighters to protect the sky
    • Pressing CTRL + TAB will now select previous unit
    • Safe distance modifier for the air units now moved to consts.ini file
    • Fighters can now be turned off from performing interception
    • Increased speed of enemy turn, now the game is not going to wait for information about enemy units (like reinforcements etc)
    • Most of the reports are now jumping to the event location
    • New upkeep system implemented, now the cost of upkeep threshold is calculated basen on the units strength, not units number
    • Cost of reparing naval group is now visible
    • 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%.

    Gameplay

    • Changes supply system. Now units are taking supply from the city which will provide them highest amount of supply instead of nearest city
    • Confiscated vehicles event now also set to be triggered for human player also
    • Paradrop basic range value, reduced to 9 (was 12)
    • Friendly units adjacent to the defender, now are supporting the defending unit with % of own strength
    • Changedvalues for air striek on sea zone effectivity, now chances for double lossess are: default 13%, Germany 11%, UK and USA 18%; now chances for destroying enemy vessels are: default 6%, Germany 5%, UK and USA 7%

    GUI

    • Game won't run in windowed mode equal to desktop display resolution
    • Next and Previous units buttons added
    • Added icon informing about units ready to deploy

    AI

    • French AI in 1939 campaigns will now attack the enemies
    • AI fleets now reduces time on sea of it's fleets
    • Now possible to override the AI to perform amph assault despite lack of advantage in the sea zone
    • The AI will try not to use the Armored units for garrisoning the cities
    • AI will now reduce the number of units concentrated behind the front
    • English vessels more willing to avoid enemy bombers
    • USA AI will now try to land in Africa as long as not at war with USSR (5330)
    • AI will consider reinforcements earlier (90% of strength instead of 98%)

    Events

    • New event method added Country.GetOverrideNavalSupremacy (int countryID, int value)
    • New event method added Country.SetOverrideNavalSupremacy (int countryID, int value)
    • End of Vichy event now trigger more randomly (15247)
    • FirePartisans event method is now working on the same country


_____________________________

Andrew Loveridge

Production Assistant

Post #: 1
RE: Time of Fury v1.02 Public Beta - 6/1/2012 7:40:35 PM   
gwgardner

 

Posts: 3196
Joined: 4/7/2006
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Exciting patch. Lots of great new improvements.

Here's something I'm unsure about: the 'lock intercept'

How does it work? Is intercept turned off when this is checked or unchecked. Also, I get two icons for it on my 1440x900 resolution. Or maybe the checkbox is simply related to the icon above it?






Attachment (1)

< Message edited by gwgardner -- 6/1/2012 7:41:36 PM >

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RE: Time of Fury v1.02 Public Beta - 6/1/2012 7:56:02 PM   
doomtrader


Posts: 5305
Joined: 7/22/2008
From: Poland
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Looks like misplaced

When checked, the air units are not intercepting

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Post #: 3
RE: Time of Fury v1.02 Public Beta - 6/1/2012 10:22:44 PM   
slaytanic

 

Posts: 64
Joined: 12/14/2011
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Trying out the new patch, I got a question that I only now saw: why do both attacker and defender get the weather modifier - attacking a rainy hex gives 80% to both. Shouldn't only the attacker be penalised for attacking in bad weather? This way, the modifier is meaningless no matter what the weather is. Or I'm missing an obvious point here?

(in reply to doomtrader)
Post #: 4
RE: Time of Fury v1.02 Public Beta - 6/1/2012 10:41:56 PM   
doomtrader


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There might be a different modifier for every country here.

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RE: Time of Fury v1.02 Public Beta - 6/1/2012 10:47:02 PM   
slaytanic

 

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I know what you mean, it's not the same for every country, but what I meant was, should weather modifier even exist for the defending side? in my logic, it shouldn't (or should be 100% all the time). I believe in most other games, it's only the attacker who is penalised

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Post #: 6
RE: Time of Fury v1.02 Public Beta - 6/1/2012 11:35:39 PM   
wodin


Posts: 7704
Joined: 4/20/2003
From: England
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Though if you think about the weather should effect both sides. Think the big attack by the Germans in April'18 where the Allied couldn't see them at all due to fog so in that case the fog helped the attackers.

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RE: Time of Fury v1.02 Public Beta - 6/2/2012 2:54:47 AM   
Razz


Posts: 2520
Joined: 10/21/2007
From: CaLiForNia
Status: offline
WHY DO YOU HAVE TO SEARCH FOR THE DOWNLOAD?

VERY UNFRIENDLY

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RE: Time of Fury v1.02 Public Beta - 6/2/2012 7:58:57 AM   
doomtrader


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Joined: 7/22/2008
From: Poland
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The idea is that both sides are fighting on the hex where defender is, so I can't imagine that the weather affects only one side.

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RE: Time of Fury v1.02 Public Beta - 6/2/2012 8:58:08 AM   
Rasputitsa


Posts: 1617
Joined: 6/30/2001
From: Bedfordshire UK
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quote:

ORIGINAL: doomtrader
The idea is that both sides are fighting on the hex where defender is, so I can't imagine that the weather affects only one side.


I think weather should affect both attackers and defenders, especially in air combat, when cloud and rain would hinder the attacker finding air and ground targets, but if the attacker doesn't get to the target, the defender cannot shoot down attackers, so weather also hinders air defence, with much more variable results.

With ground combat, the weather mostly affects movement, the defender is already there, it's the attacker who must do most of the moving into combat. The defender will still be affected bringing up supplies and realigning the defence, but weather modifiers (whilst affecting both) should affect the ground attacker more.


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RE: Time of Fury v1.02 Public Beta - 6/2/2012 10:21:17 PM   
slaytanic

 

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Joined: 12/14/2011
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Mud and snow is something that makes assaults much harder due to mobility problems. Besides, what is now weather modifier for in land battles? Nothing, it doesn't change the odds as it is applied for both sides (besides country specific bonuses but that only creates the paradox that attacker can sometimes be in an advantage). You should consider weather when attacking but currently it doesnt matter
Once again, the current solution makes weather irrelevant for land battles!

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RE: Time of Fury v1.02 Public Beta - 6/3/2012 12:02:17 AM   
Agent S


Posts: 1286
Joined: 9/21/2007
From: Melbourne, Australia
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Mud should hinder mobility and therefore assault more than defense.


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RE: Time of Fury v1.02 Public Beta - 6/5/2012 9:23:30 AM   
Rasputitsa


Posts: 1617
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline
quote:

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


I guess this is to reduce the effectiveness of armoured units in cities, any indication of how much of a change this applies

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"We have to go from where we are, not from where we would like to be" - me

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RE: Time of Fury v1.02 Public Beta - 6/5/2012 9:27:26 AM   
doomtrader


Posts: 5305
Joined: 7/22/2008
From: Poland
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@Rasputitsa, currently it is set to 50%

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Post #: 14
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