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Time of Fury v1.04 Beta Patch

 
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Time of Fury v1.04 Beta Patch - 3/20/2013 5:14:10 PM   
Andrew Loveridge


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Hello all,

We have a new installer Update for Time of Fury. The Public Beta version of 1.04 is in the Members Club. It has a number of fixes and improvements. Please check it out and let us know how it works for you.

2013-02-20 [v1.04]

    Fixes


    • Fixed supply distribution problems for air units
    • Deleted ghost fleet in Fall Gelb campaign causing the game to crash
    • ChangeSMP event's method now correctly changes the values of SMP
    • Entrenchment bonus now removed just after the unit has moved, not at the end of turn
    • Game can be always running in Quick Start mode as Allies
    • Fixed display o the Defenders effective strength value
    • Fixed supply distribution problems

    Events

    • Added new method for events Hex.AddFrozenLandUnitAndPassControlOverHexIfEmpty (int hexX, int hexY, int countryID, int unitType, int unitLevel, int unitStrength, int turnsfrozen, name)

    Gameplay

    • Soviet effectivity reduction impact decreased by 50% and probability to recover increased 3 times
    • Winter War most probably end after Soviets capture of Helsinki or Vyborg (715)
    • Soviets social unrest now will gain 50% hit (was 10%) if Winter War peace won't be accepted (335)

    Features

    • Nukes are now aquired every four months instead of each month (moddable)
    • Nuclear report added to the reports

    AI

    • AI now uses the Nuclear Bombs more eagerly


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Andrew Loveridge

Production Assistant

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RE: Time of Fury v1.04 Beta Patch - 3/21/2013 12:57:22 AM   
gwgardner

 

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Important note: if you continue a saved game after this patch, it will take a full turn before you see the corrected air supply.

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RE: Time of Fury v1.04 Beta Patch - 3/21/2013 8:22:40 AM   
Rasputitsa


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Quote : You are so right. The commander effect is being calculated for the unit with the commander assigned, but it is not being calculated for units within the commander's range. Bummer.

Is the commander bonus still an issue ?

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RE: Time of Fury v1.04 Beta Patch - 3/21/2013 11:53:06 AM   
doomtrader


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Yep,
Gwgardner the suply is not calculated in the fly.

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RE: Time of Fury v1.04 Beta Patch - 3/21/2013 1:50:58 PM   
gwgardner

 

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commander bonus extension was working in the previous 1.04, haven't checked with this one

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RE: Time of Fury v1.04 Beta Patch - 3/23/2013 2:51:56 AM   
baloo7777


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Well. It seems patience has finally paid off. Playing Fall Gelb scenario, and so far no crashes or problems! I like this game a lot and was bumming that I wasn't able to play it.

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JRR

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RE: Time of Fury v1.04 Beta Patch - 3/23/2013 2:32:39 PM   
baloo7777


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quote:

Is the commander bonus still an issue ?


I know that in CEaW-GS when you click on a unit with a leader all units he affects (with bonus) are highlighted with a similar color border. Is there an easy way to tell in TOF? I am really just beginning to play as I had a terrible crash problem before 1.04.

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RE: Time of Fury v1.04 Beta Patch - 3/23/2013 5:15:36 PM   
gwgardner

 

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Some counter/sprite sets show large HQ symbols for the unit the commander is attached to, and smaller symbols for those that his range extends to.

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RE: Time of Fury v1.04 Beta Patch - 3/23/2013 6:09:03 PM   
Rasputitsa


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quote:

ORIGINAL: baloo7777
quote:

Is the commander bonus still an issue ?

I know that in CEaW-GS when you click on a unit with a leader all units he affects (with bonus) are highlighted with a similar color border. Is there an easy way to tell in TOF? I am really just beginning to play as I had a terrible crash problem before 1.04.

With the Agent S unit icon set the commander is shown by the star on the unit icon and those units receiving a command bonus have a chevron. However, depending on which game version you have, the display may show command bonus, but it may not be applied beyond the unit actually having the commander.




Attachment (1)

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RE: Time of Fury v1.04 Beta Patch - 3/24/2013 3:39:28 PM   
baloo7777


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I changed from sprites to counters and am able to see the commander star and the chevrons on affected units now. Thanks. I assume that the bonus is applied automatically?

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RE: Time of Fury v1.04 Beta Patch - 3/24/2013 5:15:56 PM   
Rasputitsa


Posts: 1685
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quote:

ORIGINAL: baloo7777
I changed from sprites to counters and am able to see the commander star and the chevrons on affected units now. Thanks. I assume that the bonus is applied automatically?


The bonus is applied automatically, provided that you are using a version that has been corrected to make it work properly. I think 1.04 is OK, but earlier versions, like the 1.03 betas, may only apply the bonus to the unit that actually has the commander star.





There may be other effects contributing to the total modifier % bonus, such as terrain effects and entrenching, for both the attacker and the defender.

The SS is from a saved game which will not play in 1.04 and am using 1.03 beta v3 so, although the attacking unit has a chevron, I don't think the commander bonus is being added and obviously I wouldn't be trying this attack at 1:1 odds.

Attachment (1)

< Message edited by Rasputitsa -- 3/24/2013 6:12:41 PM >


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RE: Time of Fury v1.04 Beta Patch - 3/26/2013 7:11:00 AM   
baloo7777


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Right. So if the commander bonus was working correctly (as diplayed by the chevrons), then an attack that included the 17th INF Corps should get a bonus for both attacking units. I confess to giving the manual a once over, then learning by playing. I am not really sure how to calculate whether the bonus is being applied correctly in 1.04. Sure would like to know. Also, in Fall Gelb, Jul-Aug '40 turns, France has had negative PP's to start every turn (playing custom with easy settings and German AI hard using the new 1.04 beta). Does this sound normal? Just trying to make sure this version works well (at least no crashes to date).

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RE: Time of Fury v1.04 Beta Patch - 3/26/2013 9:04:29 AM   
Rasputitsa


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quote:

ORIGINAL: baloo7777

Right. So if the commander bonus was working correctly (as diplayed by the chevrons), then an attack that included the 17th INF Corps should get a bonus for both attacking units. I confess to giving the manual a once over, then learning by playing. I am not really sure how to calculate whether the bonus is being applied correctly in 1.04. Sure would like to know. Also, in Fall Gelb, Jul-Aug '40 turns, France has had negative PP's to start every turn (playing custom with easy settings and German AI hard using the new 1.04 beta). Does this sound normal? Just trying to make sure this version works well (at least no crashes to date).


I haven't had time to do much with the latest 1.04beta yet, GW Gardner may know more than me. It would be better if the attacker and defender modifiers were itemised somehow, so you could see where the bonuses were coming from, the terrain effects can be seen from the map, commander bonus is shown on the icon, but how much for entrenching, etc., you could work it out, but it would get tedious. It would be useful to have an indication in the info boxes, or on the unit icon, how well a unit is entrenched. However, in the end, you do get a prediction of the combat odds and can then decide whether to make the attack, or not.

I have found' Fall Gelb' is one of the better scenarios and has worked quite well, I did get a collapse of PPs, playing as Axis, with not apparent reason when looking back through the event reports, but I had just changed game versions and it may have been calculating upkeep differently. The PP levels did stabilise after a few turns and became more 'normal'.


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RE: Time of Fury v1.04 Beta Patch - 3/26/2013 9:54:40 AM   
Rasputitsa


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Retried my saved game in new 1.04 beta and it does now work, which is good, but the combat modifiers for the SS example in the earlier post above, are the same (72% and 88%). So whatever version 1.03 beta v3 was doing, latest version 1.04 bets is the same, unless being a saved game it does not use the new parameters.

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RE: Time of Fury v1.04 Beta Patch - 3/26/2013 7:45:50 PM   
baloo7777


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I checked the 'reports' page and found that the French upkeep for their units is more than the (shrinking due to loss of cities) PP's being produced each turn. This makes sense, and is likely historically accurate. And, as you pointed out, the bonus for a commander in range, as well as the other modifiers, give you a prediction of odds and allow you to decide to attack or not, so that is good enough for me also. The game forces you to make tough decisions, such as when to cut and run as the BEF (the french inability to replace air factors sort of seals their fate) or when to send units to Egypt (while the French fleet is able to keep the Italians busy in the Med), etc. I may purchase the massive WITE eventually, but now with the 1.04 working for me, this game is a step between that and CEaW. After I hone my skills a bit more, I will try the PBEM against a live opponent (always the best way to learn IMHO)!

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RE: Time of Fury v1.04 Beta Patch - 3/26/2013 10:05:36 PM   
Rasputitsa


Posts: 1685
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quote:

ORIGINAL: baloo7777

I checked the 'reports' page and found that the French upkeep for their units is more than the (shrinking due to loss of cities) PP's being produced each turn. This makes sense, and is likely historically accurate. And, as you pointed out, the bonus for a commander in range, as well as the other modifiers, give you a prediction of odds and allow you to decide to attack or not, so that is good enough for me also. The game forces you to make tough decisions, such as when to cut and run as the BEF (the french inability to replace air factors sort of seals their fate) or when to send units to Egypt (while the French fleet is able to keep the Italians busy in the Med), etc. I may purchase the massive WITE eventually, but now with the 1.04 working for me, this game is a step between that and CEaW. After I hone my skills a bit more, I will try the PBEM against a live opponent (always the best way to learn IMHO)!

Glad it's working out for you, I know that ToF is far from perfect, but there is some reality in the chaos. When games have intricate and accurate OOBs, when you see the 5th Guards Tank Army arriving on your horizon you will know exactly what it is, with ToF you don't know what may happen next, which puts you in the place of the historically commanders, they didn't get the chance to read the books to see what happens next.


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RE: Time of Fury v1.04 Beta Patch - 3/27/2013 9:48:44 AM   
Borsook


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quote:

ORIGINAL: baloo7777

I changed from sprites to counters and am able to see the commander star and the chevrons on affected units now. Thanks. I assume that the bonus is applied automatically?

It is displayed with sprites too, just use sprites plus, not sprites. :)

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RE: Time of Fury v1.04 Beta Patch - 6/21/2013 12:02:03 AM   
doomtrader


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Just wanted to say that we are testing 1.05 which should deal with recently reported crashes.

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RE: Time of Fury v1.04 Beta Patch - 6/21/2013 8:02:07 AM   
Rasputitsa


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quote:

ORIGINAL: doomtrader
Just wanted to say that we are testing 1.05 which should deal with recently reported crashes.

Inevitable question is when will it be issued and will there be any other changes ?


< Message edited by Rasputitsa -- 6/21/2013 8:04:11 AM >


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RE: Time of Fury v1.04 Beta Patch - 6/21/2013 12:06:02 PM   
doomtrader


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Not this time.
We are still focusing on the stability as we would like to finally start porting the engine to new technology which will allow us to release games on mobile devices.

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RE: Time of Fury v1.04 Beta Patch - 6/21/2013 4:12:14 PM   
baloo7777


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So, the convoy routing problem will continue in 1.05?

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