From: Bedfordshire UK
There is still a lot of mileage in ToF, but it is hard work keeping the game going. The surprise discovery of the Matrix v1.06 recently, not previously issued, has generated a spark of interest. However, in line with the previous history of this title, efforts to fix some problems have introduced new ones. v1.06 seems to have dealt with the CTDs at start-up, at least in the configuration and scenarios which I am using, with complete reliability opening the game. Both STEAM and Matrix v1.06 have thrown up a new error, in that the 'armor in city' combat modifier is being applied in all attacks against armoured units, whether in a city, or not. The 'armor in city' modifier cuts down armoured units by 50%, which is a big hit if applied in all defending odds, although this can be edited to a lower figure, or eliminated completely at the cost of losing the city effect on armour.
Also in v1.06 the game has started to refer to divisions as corps and corps as armies, not a game breaker, but irritating after all these attempts to fix the game, one step forward, ??? steps back.
I prefer the Fall Gelb scenario, as having the most variation possible and the AI has little problem in simulating the Western Allies and the Soviet Union during 1940/41/42 and if the Axis is not on the way to winning by 1942, then the game's up for them anyway. There has been a bug which crashes the scenario when the US tries to enter the war sometime in 1941, but now in v1.06 in several test games the US bug hit in 'Fall Gelb' turn 2. The solution is whilst playing the Axis, keep the US under human control and out of the war, except for manual PP transfers to the other Allied Nations (Lend/lease).
I have decided to stay with v1.05, which has the 'Fall Gelb' US bug, but usually much later in the game, or it may just be fate, but either way, the fix is the same.
All versions of the game since v1.01 have not been applying Terrain combat modifiers (except for Poland) and the fix is to move these modifiers from the main scenario 'consts.ini' file into each 'country_consts.ini' file, with the added advantage that now terrain effects can be applied separately and varied for each nation (e.g. Switzerland gets an advantage in mountains, etc.)
Moving Command features into 'country_consts.ini' file could introduced more varied and historical C&C capabilities, but it is not clear how much of the commander modifiers the game is actually applying.
I have overcome the CTDs at start up in v 1.05 (fixed in v1.06) by a start routine of loading smaller scenarios first, then moving on the load bigger scenarios, or a saved game. The game seems to choke on the amount of data it has to load, so I have cut down the 'units images' folder from over 1000 images to around 600 and this seems to help.
The greater use of the 'country_consts.ini' file opens up the possibility of more variation in national performance, more accurately reflecting the differing performance of each nation, so in these files, with simple editing, lie many game fixes and potentially additional features for the game.
What I am describing is not a solution to the game problems, but more a way of managing them to keep the game running and improve the effects, whether this can be taken further into properly developing the game is unclear.
How much is wrong with the actual game system and how much is the result of scenario design and 'events' conflicts is debatable.
It's not going to be money (it's not going to be enough), but someone, or some group, with skills, prepared to take the interest in what could have been a great game.
Meanwhile, with a lot of intervention and tweaks there is still a good game to be had out of what is left.
< Message edited by Rasputitsa -- 7/6/2017 1:35:39 PM >
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