v4 bug stomp so far
Moderator: AlvaroSousa
- AlvaroSousa
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v4 bug stomp so far
So this is what the patch is so far. Less than before which is good news. Bad news is I threw out my back. So I am looking for a Tuesday send to matrix and I want to try some new things with the gui scaling for high res monitors. Also have one issue I need to resolve and I am trying to find the best way to do it.
Fixed paratroopers landing in Alpine
Fixed Gibraltar script USA entry error
Fixed minor country trade bug
Fixed victory point bug giving more points than it should
Fixed Italian BB group setup names in 1939 scenarios
Removed UK requirement dealing with Vichy and Syria
Fixed A.I. support mode
Fixed air units reverting mode at start of a saved game
Removed roads in Iraq East of oil fields to properly have Iraqi oil ship to the Allies via convoys
Fixed A.I. splitting garrison order units
Added A.I. moving Canadians to UK
Added advancements= to event.txt scripting for $GiveUnit
Fixed suicidal A.I. air units
Fixed lifespan=once
Fixed garrison status on splitting or detaching units
Increased Large Warship technology bonuses
Modified newer battle groups in the scenarios with Large Warship advancement for most countries
Fixed A.I. long range transport bug
Fixed improved 1 hex minimum move... hopefully
Changed rail to road in Turkey to correct convoy routes in the Middle East
Fixed A.I. escort scripts
Increased anti-tank advancement defense +1 over the years
USSR Mech adjusted down early and better later in the war
USSR script for tanks attribute increases corrected
Added specialty indication in reports
Minor countries give all their merchant marine and escorts to their major power controller
Minor countries use all their major power controller's merchant marine and escorts
Changed UK strategic bomber to tactical in 1939 and 1940 scenarios
Added Engineer modifier to combat log
Lowered USSR mech by 1 gun until 1942 where they gain +1 guns, artillery, and tanks
Added as of last night
Added UK Pacific Bases in Canada for deployment of units and a small production amount
Added naval bombardment message to combat logs
Added ability to resign on opponent's turn with PBEM
Added resolution scaling
Fixed password UI behind challenge text
Scaled luck results while keeping same extremes
Fixed so that units that are partisans or in garrison status can't invade or disembark off landing craft
Reduced 1939 UK starting escorts
Reduced change of escorts to hit submarines
Increase escort advancement by 1 year with bonus
Fixed some map and unit typos
Added this weekend
Made Tabriz rail hexes to road that turn back to rail once Persia joins an alliance
Fixed weather map errors
Added $ChangeLogistics to game events detailed in the modding document
Changed USSR $Annex to $ChangeTerritory in Baltic States to prevent partisans
Fixed destroyers for bases +5 escorts event
Fixed deployment bug
Added requirement to disband unit holding ALT key down and pressing button
Fixed paratroopers landing in Alpine
Fixed Gibraltar script USA entry error
Fixed minor country trade bug
Fixed victory point bug giving more points than it should
Fixed Italian BB group setup names in 1939 scenarios
Removed UK requirement dealing with Vichy and Syria
Fixed A.I. support mode
Fixed air units reverting mode at start of a saved game
Removed roads in Iraq East of oil fields to properly have Iraqi oil ship to the Allies via convoys
Fixed A.I. splitting garrison order units
Added A.I. moving Canadians to UK
Added advancements= to event.txt scripting for $GiveUnit
Fixed suicidal A.I. air units
Fixed lifespan=once
Fixed garrison status on splitting or detaching units
Increased Large Warship technology bonuses
Modified newer battle groups in the scenarios with Large Warship advancement for most countries
Fixed A.I. long range transport bug
Fixed improved 1 hex minimum move... hopefully
Changed rail to road in Turkey to correct convoy routes in the Middle East
Fixed A.I. escort scripts
Increased anti-tank advancement defense +1 over the years
USSR Mech adjusted down early and better later in the war
USSR script for tanks attribute increases corrected
Added specialty indication in reports
Minor countries give all their merchant marine and escorts to their major power controller
Minor countries use all their major power controller's merchant marine and escorts
Changed UK strategic bomber to tactical in 1939 and 1940 scenarios
Added Engineer modifier to combat log
Lowered USSR mech by 1 gun until 1942 where they gain +1 guns, artillery, and tanks
Added as of last night
Added UK Pacific Bases in Canada for deployment of units and a small production amount
Added naval bombardment message to combat logs
Added ability to resign on opponent's turn with PBEM
Added resolution scaling
Fixed password UI behind challenge text
Scaled luck results while keeping same extremes
Fixed so that units that are partisans or in garrison status can't invade or disembark off landing craft
Reduced 1939 UK starting escorts
Reduced change of escorts to hit submarines
Increase escort advancement by 1 year with bonus
Fixed some map and unit typos
Added this weekend
Made Tabriz rail hexes to road that turn back to rail once Persia joins an alliance
Fixed weather map errors
Added $ChangeLogistics to game events detailed in the modding document
Changed USSR $Annex to $ChangeTerritory in Baltic States to prevent partisans
Fixed destroyers for bases +5 escorts event
Fixed deployment bug
Added requirement to disband unit holding ALT key down and pressing button
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: v4 bug stomp so far
Clarification - Soviet Mechs will be stronger then later than regular mechs by netting +1 Artillery and +1 Tank than regular counterparts, or they will be simply harmonized to be regular mechs?
- AlvaroSousa
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RE: v4 bug stomp so far
Soviet mechs late in the war were powerhouses our combined arms. Effectively they will be as tough as their armored corps but not as effective for retreat. So you can get the same unit as tough as an armor in terms of raw firepower late in the war cheaper but you lose some retreat bonus due to less tanks in the unit.
So they are slightly weaker early and stronger later.
So they are slightly weaker early and stronger later.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: v4 bug stomp so far
Hmm - won't they have already the benefit of being all built pratically with the Heavy Armour bit whilst half of the Germans forces or so will be Breakthrough which is 'lighter' in combat factors?
RE: v4 bug stomp so far
Alvaro hello, I am currently playing a game as axis, and having a bad time feeding finland production points via convoy, they never seem to get anything i send, this is in 1939 campaign and 1940 campaign setups.
The convoy is set as active, all my convoys on the convoy screen are set as active, and i have plenty of merchant marine with extra to spare.
Is this a bug or working as intended?
I have to check if they even get the production points if i take leningrad so we are connected by landbridge, i swear they did not a few games back as well. Gonna check that.
The convoy is set as active, all my convoys on the convoy screen are set as active, and i have plenty of merchant marine with extra to spare.
Is this a bug or working as intended?
I have to check if they even get the production points if i take leningrad so we are connected by landbridge, i swear they did not a few games back as well. Gonna check that.
RE: v4 bug stomp so far
ORIGINAL: Alvaro Sousa
Bad news is I threw out my back.
Thanks Alvaro. Good recovery to you
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
- AlvaroSousa
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RE: v4 bug stomp so far
ORIGINAL: Journier
Alvaro hello, I am currently playing a game as axis, and having a bad time feeding finland production points via convoy, they never seem to get anything i send, this is in 1939 campaign and 1940 campaign setups.
The convoy is set as active, all my convoys on the convoy screen are set as active, and i have plenty of merchant marine with extra to spare.
Is this a bug or working as intended?
I have to check if they even get the production points if i take leningrad so we are connected by landbridge, i swear they did not a few games back as well. Gonna check that.
That is a function of that versions bug. It should be fixed in v4 because I tested it.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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RE: v4 bug stomp so far
And the fighter bomber tactical factor increase? They need to be relevant.
SeaMonkey
RE: v4 bug stomp so far
For the next patch... playing Axis, have shut the Med at both ends- taken Gib and Alex. Only remaining port in Allied hands is in Cyprus, that pesky sub unit adjacent to Italy just sits there with a 'red' indicator but never dies from lack of supply... nor do the units on Cyprus, which have been isolated for perhaps 3 months. Bug, or working as intended?
And yes, busy building some Italian planes with anti shipping...
Another question. Not sure how to bomb enemy air units- dive bombers, fighters or tactical? Mine keep getting hit but I can't seem to target the enemy units with anything.
Thanks for all your help and hard work.
And yes, busy building some Italian planes with anti shipping...
Another question. Not sure how to bomb enemy air units- dive bombers, fighters or tactical? Mine keep getting hit but I can't seem to target the enemy units with anything.
Thanks for all your help and hard work.
RE: v4 bug stomp so far
Ports magically receive supplies Ruatha. They need not to trace to a supply source - which I believe it is the main problem.
Different note - a counter of how many VPs are gained per turn it could help to understand (instead of bean counting) if positions need to be held / conquered faster btw!
Different note - a counter of how many VPs are gained per turn it could help to understand (instead of bean counting) if positions need to be held / conquered faster btw!
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RE: v4 bug stomp so far
This is why we'll need a player directed convoy feature, especially for the Pacific, something easily interdicted with naval and air forces.
And Al, how about that cancellation ability in the deployment Q with the appropriate recovery of resources?
And Al, how about that cancellation ability in the deployment Q with the appropriate recovery of resources?
SeaMonkey
- Hoyt Burrass
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- Location: Montgomery, Alabama
RE: v4 bug stomp so far
Removed roads in Iraq East of oil fields to properly have Iraqi oil ship to the Allies via convoys
That explains my oil shortage in the UK
Roll Tide
- AlvaroSousa
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RE: v4 bug stomp so far
Good news and bad news.
The update will be one more day delayed = bad.
But looks like I solved the resolution issue for the UI and players can adjust it as they like = good.
Thus why it is delayed.
Haven't decided on ftr bomber change.
I fixed the oil problem in Iraq as Hoyt above was mentioning.
The update will be one more day delayed = bad.
But looks like I solved the resolution issue for the UI and players can adjust it as they like = good.
Thus why it is delayed.
Haven't decided on ftr bomber change.
I fixed the oil problem in Iraq as Hoyt above was mentioning.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
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RE: v4 bug stomp so far
Great news. Can you fix the bug that prevents the Axis from moving into Iraq after the Allies take the place? Seems some war-status related bug. Cheers and thx for all your hard work.
- AlvaroSousa
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RE: v4 bug stomp so far
ORIGINAL: Bismarck2761
Great news. Can you fix the bug that prevents the Axis from moving into Iraq after the Allies take the place? Seems some war-status related bug. Cheers and thx for all your hard work.
Are you funning me?
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- AlvaroSousa
- Posts: 11964
- Joined: Mon Jul 29, 2013 7:13 pm
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RE: v4 bug stomp so far
So scaling UI is working. Players can use the options and scale it for the game from the main menu.
The main menu will have an autoscaler for high or low resolutions so the menu is at least workable.
In the game itself players can click the [ or ] to scale the game from 50% to 250%.
Today I am testing it out and making sure nothing is screwed up. So Wednesday it will be done on my end.
The main menu will have an autoscaler for high or low resolutions so the menu is at least workable.
In the game itself players can click the [ or ] to scale the game from 50% to 250%.
Today I am testing it out and making sure nothing is screwed up. So Wednesday it will be done on my end.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: v4 bug stomp so far
Another thing.
Soviet Partisan appears in Riga. Soviet partisan embarks and invades Germany around Stettin. (That in a situation where Axis got Leningrad and any other non Swedish port in the Baltic).
I am not sure if something can be done, but I do not think the partisans should be able to embark and even the less invade!
Soviet Partisan appears in Riga. Soviet partisan embarks and invades Germany around Stettin. (That in a situation where Axis got Leningrad and any other non Swedish port in the Baltic).
I am not sure if something can be done, but I do not think the partisans should be able to embark and even the less invade!
RE: v4 bug stomp so far
Riga should have been garrisoned. And for that matter, don't leave Talinn open either, Leningrad or no.
Have I mentioned that I am tearing my hair out over people not garrisoning stuff?
Have I mentioned that I am tearing my hair out over people not garrisoning stuff?
WitE Alpha Tester
RE: v4 bug stomp so far
Lack of troops for. Plain and easy. The few units that were around for garrisons are gradually being syphoned by the frontlines. - But admittedly the mid-late game seems more a big bang of 1-2 hexes a turn with all the airforce and then a ground assault. Rince-repeat every single turn.
RE: v4 bug stomp so far
Soviet partisans in Baltic States is historically an heresy. These 3 States were annexed by USSR in 1940 and the populations were strongly anti communists. German never had much trouble during the war there. This excellent game should remove any partisans here.