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1.030 Public Beta Availible

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All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Gary Grigsby's War Between the States >> 1.030 Public Beta Availible Page: [1]
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1.030 Public Beta Availible - 10/14/2008 7:15:21 PM   
Greg Wilcox


Posts: 361
Joined: 4/14/2006
Status: offline
We've uploaded the Public Beta version of the 1.030 Update and it is available in our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. See the change list list below for details.

You can download this as a Registered Download as long as you have registered your Gary Grigsby's War Between the Sates serial number in our Members Club (click on the MEMBERS link in the top nav bar).

Change list
Important Notes
1. New Rules – This updated contains a number of adjustments to the rules which in combination can have a significant impact on each side’s strategies. We strongly recommend reading through the Rule and Map changes carefully to familiarize yourself with them. Read through and print out the Rules Addendum (added to your Documentation folder by this update) to see all the important changes with references to the relevant manual sections.
2. New Troubleshooting Note – When using move animations, in some cases you will not recover movement points if you undo a move by clicking back to the original area before the original movement animations have been completed. Be sure to wait for the animations to complete before moving units back to their original location.
New Features and Rules Changes
1. Map Change – The Mississippi R2 region has been made larger by extending it south into some of the area that used to be Mississippi R1 region. The impact of this is that Baton Rouge no longer is adjacent to the Mississippi R1 region, which means it will no longer be able to fire on amphibious invasions of New Orleans coming from the Mississippi R1 region. Although this map change will appear in the map art when you load an old save game file, in order for the impact on the regions to take affect you must start a new game.
2. Rule Change – On the player-turn on which Kentucky is first invaded, no overrun combat is allowed, and no amphibious invasions of Kentucky are allowed. At the end of this player combat will be immediately executed in all Kentucky regions containing combat units.
3. Rule Change/Exception – In order to support a ground attack on Fort Jackson (area 8) or Fort St. Philip (area 415), ships must be located in Mississippi R1a (area 404). Ships may no longer support attacks on these regions while in the Gulf of Mexico.
4. Rule Change – When a leader is hit in combat, he will continue to provide a combat bonus to units under his command during the rest of the combat, but the leader’s ratings will be reduced by 1 for the purpose of calculating these bonuses. This represents the leader’s subordinates carrying forward with his plans for the battle and should reduce unit casualty results due to loss of a leader. The leader still loses his impact on the overall combat value for battle victory determination when he is hit, but his units will now continue to get some tactical modifiers.
5. Rule Change – Attrition is now increased in swamp areas. During summer turns, all units in swamps must check for attrition, and the attrition is not divided by 4 as it is for other supplied units in the summer. The formula is also altered for units in a swamp to include a new variable P as follows: (((W+E)xS)+P)/T. P is set to one of the following values:
i. 1 – For all units in swamp areas with at least one population or resource center.
ii. 3 – Confederate units in swamp areas with no population or resource centers.
iii. 5 – Union units in swamp areas with no population or resource centers.
6. Examples: A Union Militia unit in Tampa in June would have a (((1+1)x1)+5)/2 or 3.5% chance of being eliminated. A Confederate Infantry unit in Fort Jackson in August would have a (((1+0)x1)+3/1 or 4% chance of being damaged.
7. Rule Change – Production of certain unit types are now limited to certain states. They are as follows:
i. Artillery and Heavy Artillery – Only allowed to be built or repaired in New England, New York, Pennsylvania, Ohio, New Jersey, West Virginia, Virginia, Georgia, Alabama and Texas (represents artillery brought in through Mexico).
ii. Cruisers – Not allowed to be built or repaired in Pennsylvania, Maryland, New Jersey.
iii. Ironclads – Not allowed to be built or repaired in Pennsylvania, Maryland, New Jersey, New England.
8. The computer AI will try to abide by these restrictions. In addition, there may be some cases where units are sent to areas for repair that are not allowed, but when this happens, repair will be possible.
9. Rule Change – Whenever Lee is located outside of the Eastern Theater (see section 6.5), for purposes of leader illness (section 6.7); Lee will be treated as if he has a mortality rating of 9 (instead of 1).
10. Rule Change – Whenever the Confederacy wins a strategic victory in a northern state (not border states even if aligned or a permanent member of the USA), the Confederate player will be awarded 40 political points (instead of 20) and the Union player will lose 20 political points (instead of 10).
11. Rule Change – Heavy Artillery units that have moved during their most recent turn (showing a blue or green arrow) will have 3 subtracted from their die roll when they fire.
12. Rule Change – The Union player gains 5 Political Points at the end of any Union turn in which he has moved into any one of the following territories, if Confederate controlled, with at least 30 combat units: Manassas, Richmond, or any region adjacent to Richmond. These points are not gained if Richmond is Union controlled. This represents the historical focus of public attention on the Virginia theater and especially the areas between Washington and Richmond. In effect, this means that if the Union player attacks in these areas and loses a Strategic battle, he will only lose 5 PPs. If it is not a Strategic battle, he will gain 5 PPs as long as he moved in with a large enough force.
13. Rule Change – If the Union player does not move at least 15 combat units into Manassas on turn 1 of the Battle Cry of Freedom (1861 start) scenario, the Union player will lose 10 Political Points at the end of the Union turn.
14. Rule Change – Joseph E. Johnston no longer has initiative on turn 1 of the Battle Cry of Freedom (1861 start) scenario.
15. Rule Change – Units now check against the Scouted Level just prior to the Reaction Phase instead of just prior to the Combat Phase.
16. Data Change – Increased the transport cost of Heavy Artillery from 5 to 12.
17. Data Change – Increased the Defense Rating of George G Meade to 4 (was 3).
18. Data Changes – Changes to setup of Battle Cry of Freedom (1861 start) scenario. Moved the Union fleets in the Gulf further from the Mississippi River so they cannot attack the forts in Louisiana on turn 1. Added leaders DuPont and Goldsborough and removed leaders Alden and Ward. Removed two Union transports from area AC7 and added a gunboat in production to Philadelphia. Norfolk is now Fort Level 1 in all scenarios.
19. New Feature – Fort icons will now show up in regions with enemy ghost (unspotted) symbols.
Bug Fixes
1. Bug Fix – Cavalry and Mounted units were incorrectly being allowed to scout or raid after moving strategically. This has been fixed so that units that move strategically may not raid or scout on the same turn.
2. Bug Fix – Supplies were not getting built automatically in the area where a factory was being built on the turn of the factory’s completion


Greg Wilcox
Production Assistant
Post #: 1
RE: 1.030 Public Beta Availible - 10/17/2008 7:12:03 AM   

Posts: 42
Joined: 11/23/2006
Status: offline
Brilliant, just brilliant.  Thanks for the further support and development on this already great game. 

(in reply to Greg Wilcox)
Post #: 2
RE: 1.030 Public Beta Availible - 10/21/2008 6:14:50 AM   


Posts: 95
Joined: 6/29/2008
Status: offline
love the changes, i had this shelved for a bit, anxious to try it out!

(in reply to ratters72)
Post #: 3
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