Patch News - I work to deadlines
Moderators: Joel Billings, harley, warshipbuilder, simovitch
Patch News - I work to deadlines
Hi, all...
Firstly, let me thank all of you for your patience over the past 3 years. Both Ron and myself have had significant real life issues to overcome, meaning our passion for this game took a back seat for some time.
As for the patch status, I have done a lot of the work we have talked about, and the current beta has had a lot of testing by a couple of our PBEM testers, so both sides have been thoroughly worked over. You've seen screenshots for some of the changes, but here's the list for you to contemplate:
[font="Courier New"]I've put in the new data bits for the "days since last mission" (DSLM).
in the "Assign Patrol" & Assign Intercepts screens I have:
added fatigue and "last" columns for days since last mission
fixed the scroll to always go to the top of the list
set the numeric types to ascending (good for fatigue, DSLM, delay - bad for xp, ready, morale)
added a sort button for the units to sort by unit ID (so all the JG 1's appear together).
in "Unit List" I have:
added DSLM
set the numeric types to ascending (good for fatigue, range, DLSM, - bad for xp, ready, morale)
added a sort button for the units to sort by unit ID (so all the JG 1's appear together).
In the "add lead units" list I have:
added DSLM, Fat, combined base and command.
added filters for FB, Med, Buff and moved the "fighter attack" button.
set the scroll to go to the top when sorting
set default ascend/descend for the numerics
In the "add units" list I have:
added DSLM, Fat and command, with command combined with base
set the scroll to go to the top when sorting
set default ascend/descend for the numerics
On the Unit Page I have:
Added DSLM
added missions (whenever any plane or group of planes takes off it adds one to the missions)
added sorties (adds one per plane TO)
fixed some misaligned text
renamed "real range" to "ferry range" It just sounded better.
added toggle for auto-upgrades per unit.
On the "List Air Units" page I have:
added filters by role
added "show enemy" button
added show total units, losses, replacements for player
added show losses for enemy <without any replacement or pool details>
added "upgrade type"
added research %
On the "Set Bomber Doctrine" page I have:
added toggle for global auto upgrade (WIP - my final task for this release is to expand this to both sides)
rebuilt the prod pages from the ground up. Yeah, baby.
Added priorities for AC prod
Others:
fixed the unloadable save issue
fixed a minor error in the loading of buttons
found a bug in the AI prod routine that may have caused too many new AC to be built when the old type was needed
reduced priority of multi-engine aircraft production
changed the unit upgrade message to show the old AC type as well
added minimum CH chances for increased damage CH and one-shot-kill CH. Makes a difference for the low-effect weapons mainly
added a bucket load of XP increments
added code to limit units to one strafe attack per mission
rebuilt the research code. Now AC are given a fixed at-start value required to research, with the daily counter decremented to keep them on path
limited research to 10/day per AC type
added automatic allied research to counter player research
[/font]
so...
I have spoken to Matrix about a release timeframe, and I may not be able to get it packaged and released before the Christmas shutdown. With that in mind, I'm setting myself a deadline to release of January 31, 2013. I'd like to get it done earlier than that, but I'm not making promises. It's a deadline, and I do work to them quite well.
So again, thanks for your patience, I hope you find it worthwhile.
harley...
Firstly, let me thank all of you for your patience over the past 3 years. Both Ron and myself have had significant real life issues to overcome, meaning our passion for this game took a back seat for some time.
As for the patch status, I have done a lot of the work we have talked about, and the current beta has had a lot of testing by a couple of our PBEM testers, so both sides have been thoroughly worked over. You've seen screenshots for some of the changes, but here's the list for you to contemplate:
[font="Courier New"]I've put in the new data bits for the "days since last mission" (DSLM).
in the "Assign Patrol" & Assign Intercepts screens I have:
added fatigue and "last" columns for days since last mission
fixed the scroll to always go to the top of the list
set the numeric types to ascending (good for fatigue, DSLM, delay - bad for xp, ready, morale)
added a sort button for the units to sort by unit ID (so all the JG 1's appear together).
in "Unit List" I have:
added DSLM
set the numeric types to ascending (good for fatigue, range, DLSM, - bad for xp, ready, morale)
added a sort button for the units to sort by unit ID (so all the JG 1's appear together).
In the "add lead units" list I have:
added DSLM, Fat, combined base and command.
added filters for FB, Med, Buff and moved the "fighter attack" button.
set the scroll to go to the top when sorting
set default ascend/descend for the numerics
In the "add units" list I have:
added DSLM, Fat and command, with command combined with base
set the scroll to go to the top when sorting
set default ascend/descend for the numerics
On the Unit Page I have:
Added DSLM
added missions (whenever any plane or group of planes takes off it adds one to the missions)
added sorties (adds one per plane TO)
fixed some misaligned text
renamed "real range" to "ferry range" It just sounded better.
added toggle for auto-upgrades per unit.
On the "List Air Units" page I have:
added filters by role
added "show enemy" button
added show total units, losses, replacements for player
added show losses for enemy <without any replacement or pool details>
added "upgrade type"
added research %
On the "Set Bomber Doctrine" page I have:
added toggle for global auto upgrade (WIP - my final task for this release is to expand this to both sides)
rebuilt the prod pages from the ground up. Yeah, baby.
Added priorities for AC prod
Others:
fixed the unloadable save issue
fixed a minor error in the loading of buttons
found a bug in the AI prod routine that may have caused too many new AC to be built when the old type was needed
reduced priority of multi-engine aircraft production
changed the unit upgrade message to show the old AC type as well
added minimum CH chances for increased damage CH and one-shot-kill CH. Makes a difference for the low-effect weapons mainly
added a bucket load of XP increments
added code to limit units to one strafe attack per mission
rebuilt the research code. Now AC are given a fixed at-start value required to research, with the daily counter decremented to keep them on path
limited research to 10/day per AC type
added automatic allied research to counter player research
[/font]
so...
I have spoken to Matrix about a release timeframe, and I may not be able to get it packaged and released before the Christmas shutdown. With that in mind, I'm setting myself a deadline to release of January 31, 2013. I'd like to get it done earlier than that, but I'm not making promises. It's a deadline, and I do work to them quite well.
So again, thanks for your patience, I hope you find it worthwhile.
harley...
gigiddy gigiddy gig-i-ddy
RE: Patch News - I work to deadlines
This is an excellent Xmas/New Year pressie - thanks!
The Nazis entered this war under the rather childish delusion that they were going to bomb everyone else, and nobody was going to bomb them. They sowed the wind, and now they are going to reap the whirlwind.
RE: Patch News - I work to deadlines
ORIGINAL: john_txic
This is an excellent Xmas/New Year pressie - thanks!
+1 [&o]
A little question: what it means DLSM?
thanks.
RE: Patch News - I work to deadlines
I think it's a typo and he meant DSLM which is Days Since Last Mission
RE: Patch News - I work to deadlines
Excellent news. Thanks for update, harley.
- Gunnerchimp
- Posts: 23
- Joined: Fri Apr 04, 2008 1:56 pm
- Location: Lincoln UK
RE: Patch News - I work to deadlines
Nice one Harley; so good to see the game moving forward at last. Really appreciate your efforts in bringing the patch to fruition.
Knife? That's not a knife. THIS is a knife!
RE: Patch News - I work to deadlines
Many thanks for this patch.
I bought this game a few days ago thinking to buy a dead thing
but still attracted from this ww2 air war simulation.
Knowing Gary Grisby standards ,(i own witp and WitpAE), i said to myself
that if the game was obsoleted the data base was probably not, so at least
i would have bought a planes, squadrons, theaters reference for the whole WW2 air war
over Europe.
Now i am very glad to see that this game still lives and is supported with patches and mods.
And this take me to make another request!!
Please add the screen resolution support so i could use EDTBTR on my 1440x900 screen.
WitpAE was updated to support different screen resolutions and i think that if this have been done for it this could be done also for EDTBTR due to the same original developing interface. (Ask to michaelm in the witpAe forum support to know how this could be achieved)
I own both games on my pc and it would be wonderful to see no differences switching from a game to another.
Anyway thanks again for your support, good work and my best greetings for a merry christmas and a happy new 2013 ( Maya permitting [:D]).
I bought this game a few days ago thinking to buy a dead thing
but still attracted from this ww2 air war simulation.
Knowing Gary Grisby standards ,(i own witp and WitpAE), i said to myself
that if the game was obsoleted the data base was probably not, so at least
i would have bought a planes, squadrons, theaters reference for the whole WW2 air war
over Europe.
Now i am very glad to see that this game still lives and is supported with patches and mods.
And this take me to make another request!!
Please add the screen resolution support so i could use EDTBTR on my 1440x900 screen.
WitpAE was updated to support different screen resolutions and i think that if this have been done for it this could be done also for EDTBTR due to the same original developing interface. (Ask to michaelm in the witpAe forum support to know how this could be achieved)
I own both games on my pc and it would be wonderful to see no differences switching from a game to another.
Anyway thanks again for your support, good work and my best greetings for a merry christmas and a happy new 2013 ( Maya permitting [:D]).
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
- OttoVonBlotto
- Posts: 273
- Joined: Thu Jul 17, 2008 10:44 pm
RE: Patch News - I work to deadlines
Excellent news, thanks. [8D]
"Personal isn't the same as important"
- bairdlander2
- Posts: 2288
- Joined: Sat Mar 28, 2009 9:25 am
- Location: Toronto Ontario but living in Edmonton,Alberta
RE: Patch News - I work to deadlines
Good news,thanks
RE: Patch News - I work to deadlines
ORIGINAL: littleike
Please add the screen resolution support.
WitpAE was updated to support different screen resolutions and i think that if this have been done for it this could be done also for EDTBTR due to the same original developing interface. (Ask to michaelm in the witpAe forum support to know how this could be achieved)
+ 1 [&o][&o][&o] Please, please, please.
RE: Patch News - I work to deadlines
Great [:)]
RE: Patch News - I work to deadlines
ORIGINAL: harley
- added a sort button for the units to sort by unit ID (so all the JG 1's appear together).
- added toggle for auto-upgrades per unit.
- added "upgrade type"
- added research %
As axis player (for the reason that I play japan in witpae, I can manage
production) I appreciate this points, the possibility to better 'manage'
the single squadrons upgrades is great.
RE: Patch News - I work to deadlines
Great news Harley[;)]
RE: Patch News - I work to deadlines
Hi,
Good news, one question. Has the bug where the bomber returns back to target after bombing run been fixed?
-
- Posts: 886
- Joined: Sat Sep 04, 2004 8:30 am
- Location: Australia
RE: Patch News - I work to deadlines
Great news.
rebuilt the research code. Now AC are given a fixed at-start value required to research, with the daily counter decremented to keep them on path
limited research to 10/day per AC type
Could you please explain this with more detail please?
Its a great pity that GG games have no imagination when it comes to implementing research mechanics into there games. The research mechanic used in this game is basically a rehashed version of what was used in WIR a game thats over 20 years old!!
rebuilt the research code. Now AC are given a fixed at-start value required to research, with the daily counter decremented to keep them on path
limited research to 10/day per AC type
Could you please explain this with more detail please?
Its a great pity that GG games have no imagination when it comes to implementing research mechanics into there games. The research mechanic used in this game is basically a rehashed version of what was used in WIR a game thats over 20 years old!!
RE: Patch News - I work to deadlines
ORIGINAL: kingtiger_501
Great news.
rebuilt the research code. Now AC are given a fixed at-start value required to research, with the daily counter decremented to keep them on path
limited research to 10/day per AC type
Could you please explain this with more detail please?
Its a great pity that GG games have no imagination when it comes to implementing research mechanics into there games. The research mechanic used in this game is basically a rehashed version of what was used in WIR a game thats over 20 years old!!
hey...
basically I've geared it so that at game start (or when you load an old version game) the counter is fixed at XX research required, rather than days required. Then, every day the research required is decremented by an arbitary fixed value. This maintains the status quo of how many days to research the plane. then I've changed the code to decrement this number by one for each assembled prototype (Assembly, Components & Engine). Finally, I've limited the rush factor to max the prototype production to 10 per day. Some players were able to max out on a late game type and have it in production years early. Now this will be stopped.
This replaces the original code of 100 prototypes making taking one month off the arrival date (so 1500 prots needed for 15 months early), and my rehash which made it logarithmic (100 for one month early, 15000 for 18 months early) which was still too fast as once you clicked the first month off it accelerated heaps.
hope that helps...
gigiddy gigiddy gig-i-ddy
RE: Patch News - I work to deadlines
I got this game as a Christmas present and I'm amazed at how realistic it feels and how addictive it has become.
The one big negative for me is the fixed screen resolution of 1024x768. My monitor has a native res of 1920x1200. In a window I have a small area of screen which isn't really big enough to be useable. The alternative is a stretched, blurry and frankly ugly full screen image. The other Matrix games I have all adjust to different screen resolutions, so I hope this can be fixed.
But it's a great game, no doubts about that.
The one big negative for me is the fixed screen resolution of 1024x768. My monitor has a native res of 1920x1200. In a window I have a small area of screen which isn't really big enough to be useable. The alternative is a stretched, blurry and frankly ugly full screen image. The other Matrix games I have all adjust to different screen resolutions, so I hope this can be fixed.
But it's a great game, no doubts about that.
RE: Patch News - I work to deadlines
May we need to restart our current games in order to the next patch fully works?
Thanks!
Thanks!
RE: Patch News - I work to deadlines
Hi Harley, is there any news about your patch? Is still confirmed the deadline of 31 january?
Regards
Regards