1.12.01 hofix for public beta
Moderators: Joel Billings, Sabre21, elmo3
- Joel Billings
- Posts: 33474
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
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1.12.01 hofix for public beta
Here is a hotfix 1.12.01 exe that addresses a few issues that have come up with the 1.12.00 public beta. Just unzip this file directly into your Gary Grigsby's War in the East directory.
Change list:
New features
1. Altered new feature #17 from 1.12.00. Artillery value will be included in bonus fort removal, just like engineer value. More gun types and weaker guns will also grant some artillery value now.
2. Altered new feature #15 from 1.12.00. Deliberate attacks that end up with a CV ratio 1.00 to 1 (or better) for the attacker result in a bonus fort removal with engineer and artillery value multiplied by square root of CV ratio. This is applied only after final odds were determined, and will not affect the outcome of this attack.
3. Altered new feature #19 from 1.12.00. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban or working port level 12+ add 2 to fort level, for light urban or working port level 6+ add 1 to fort level.
4. Non-combat non-support units will have their HHQ set to top-level HQ for their nationality when rebuilt.
5. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE.
Bug fixes
1. Fixed a bug where Flakturm, Static LW, units containing immobile ground element, or units using not buildable TOE(OB) were rebuilt after being destroyed.
2. Fixed a bug where removing ground element from a unit in the editor didn’t clear all status variables, except number of ready elements.
3. Fixed a bug where combat messages didn’t appear in combat window.
4. Fixed a bug in offset moves, where enemy controlled hexes were not allowed to be selected as part of a movement path by forcibly relocating/routing units, which resulted in their immediate destruction.
5. Fixed a bug where units were not retreating towards supply source at highest priority.
6. Fixed a bug where bonus fort removal was not applied in battle that ended with odds 2.00 to 1 or better for the attacker while the fort in hex would prevent defender’s retreat.
7. Fixed a bug where bonus fort removal was applied in battle that ended with odds 1 to 1.00 or worse for the attacker.
Change list:
New features
1. Altered new feature #17 from 1.12.00. Artillery value will be included in bonus fort removal, just like engineer value. More gun types and weaker guns will also grant some artillery value now.
2. Altered new feature #15 from 1.12.00. Deliberate attacks that end up with a CV ratio 1.00 to 1 (or better) for the attacker result in a bonus fort removal with engineer and artillery value multiplied by square root of CV ratio. This is applied only after final odds were determined, and will not affect the outcome of this attack.
3. Altered new feature #19 from 1.12.00. Defending units will not retreat from battle that ended with odds 2.00 to 1 or better for the attacker if the fort in hex will be at level 4 or better. For heavy urban or working port level 12+ add 2 to fort level, for light urban or working port level 6+ add 1 to fort level.
4. Non-combat non-support units will have their HHQ set to top-level HQ for their nationality when rebuilt.
5. Improved the way in which final combat odds are calculated in case Soviet Attack Bonus is set to value other than NONE.
Bug fixes
1. Fixed a bug where Flakturm, Static LW, units containing immobile ground element, or units using not buildable TOE(OB) were rebuilt after being destroyed.
2. Fixed a bug where removing ground element from a unit in the editor didn’t clear all status variables, except number of ready elements.
3. Fixed a bug where combat messages didn’t appear in combat window.
4. Fixed a bug in offset moves, where enemy controlled hexes were not allowed to be selected as part of a movement path by forcibly relocating/routing units, which resulted in their immediate destruction.
5. Fixed a bug where units were not retreating towards supply source at highest priority.
6. Fixed a bug where bonus fort removal was not applied in battle that ended with odds 2.00 to 1 or better for the attacker while the fort in hex would prevent defender’s retreat.
7. Fixed a bug where bonus fort removal was applied in battle that ended with odds 1 to 1.00 or worse for the attacker.
- Attachments
-
- WarInTheEa..1_hotfix.zip
- (1.58 MiB) Downloaded 132 times
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: 1.12.01 hofix for public beta
I admit I might have botched NF#5 (had to tackle it to fix bonus fort removal), but I think only in Soviet Defend+1 case, I think it's rarely used. Will fix next time.
RE: 1.12.01 hofix for public beta
5. Fixed a bug where units were not retreating towards supply source at highest priority.
I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.
gpt
RE: 1.12.01 hofix for public beta
Patch will not load getting a warintheeast system error.
Says to reinstall program.
I wiped program and still get same error message.
Any ideas?
Says to reinstall program.
I wiped program and still get same error message.
Any ideas?
RE: 1.12.01 hofix for public beta
This Hotfix is just for the Matrixgames version, not for Steam/GoG. Did you follow the instruction how and where to place the file ?
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
RE: 1.12.01 hofix for public beta
ORIGINAL: petertodd
I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.
As always a save would be most helpful. I think I wanted them to retreat to a hex with less units in order to make the retreat shorter (overstack requires another hex of retreat), and to maximize ZOC cover. Non-combat units instead prefer to select a hex with friendly combat unit to be protected. However if a unit is in supply it will now always retreat towards supply source as first priority.
RE: 1.12.01 hofix for public beta
I opened in the patch folder - guessing that's wrong area?
I have not seen any, I have a post in tech support.
I have not seen any, I have a post in tech support.
RE: 1.12.01 hofix for public beta
Can this be updated to the Steam beta?
RE: 1.12.01 hofix for public beta
No, you have to wait for an update via SteamORIGINAL: Karri
Can this be updated to the Steam beta?
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
- thedoctorking
- Posts: 2904
- Joined: Sat Apr 29, 2017 12:00 am
RE: 1.12.01 hofix for public beta
I just copied it into the appropriate Steam directory and (for win10) had to go into the properties for the .exe file and click unblock.ORIGINAL: Karri
Can this be updated to the Steam beta?
RE: 1.12.01 hofix for public beta
ORIGINAL: morvael
ORIGINAL: petertodd
I still don't think retreats are working quite right. I played one turn with 1.12.01 and saw several instances where a German unit retreated Northwest or Southwest to an empty hex next to a Russian unit when it could have retreated directly West to a hex not next to a Russian unit.
As always a save would be most helpful. I think I wanted them to retreat to a hex with less units in order to make the retreat shorter (overstack requires another hex of retreat), and to maximize ZOC cover. Non-combat units instead prefer to select a hex with friendly combat unit to be protected. However if a unit is in supply it will now always retreat towards supply source as first priority.
The problem with providing a save is that when I observe anomalous retreats it is always in the middle of a turn after making many moves that I can’t replicate. I’ve reloaded saved turns and tried to replicate the situation I reported in my last post at the beginning of the turn. I didn’t find the exactly the same thing, but I found something pretty similar:
Load the saved game (link below), attack the German unit in hex X112,Y75 from NW and NE with sufficient CV to force a retreat. Observe that the unit retreats directly west through the attacking Soviet unit’s ZOC (this happened 5 times out of 5 in my testing). I thought the top retreat priority was supposed to be away from the attacking units, not adjacent to them. The difference with what I previously reported is that the Axis unit retreated NW or SW to a hex adjacent to the attacker when it could have retreated directly W.
I also noticed what I thought were other instances of unexpected retreats, where a single Axis unit retreats 2 hexes when there was an adjacent hex it could have retreated to containing only one unit and not next to a Soviet unit or Soviet-controlled hex. Repro this with the same saved game as follows: Recon the area around hexes X105,Y68 and X110,Y71 (west of Voronezh) and observe that in both cases there is an adjacent hex containing a single Axis unit that the units in X105,Y68 and X110,Y71 can retreat to (southeast of X105,Y68, and southwest of X110,Y71). Attack these hexes with sufficient CV to force a retreat (plenty of CV is available) and observe that the Axis unit retreats 2 hexes, rather than into the available adjacent hex. Use a nearby armor unit to occupy the hex and verify the number of units in the hexes (in case of faulty recon). I would think that retreating one hex would always be preferred in such situations.
Here is the saved game link:
https://www.dropbox.com/s/ymt6j7jk4yie1w7/Save%20turn%20039%201943-08-12%20So.sav?dl=0
gpt
RE: 1.12.01 hofix for public beta
I think I now know how to marry the need not to retreat into a hex further from supply source (into encirclement) with the need to retreat into not fully stacked hex so that extra retreat will not be required. Give me some time to work on it.
-
- Posts: 116
- Joined: Thu Sep 19, 2019 6:07 pm
RE: 1.12.01 hofix for public beta
ORIGINAL: morvael
I think I now know how to marry the need not to retreat into a hex further from supply source (into encirclement) with the need to retreat into not fully stacked hex so that extra retreat will not be required. Give me some time to work on it.
This is great! Thank you for your efforts!
AKA "Crackaces"