Coming Patch/Update details (v1.02)
Coming Patch/Update details (v1.02)
Hi,
Vic will be doing a public Beta v1.02 soon.
Here's a list of what's in at present.
New
Report showing all cards played during game for review purposes
Report showing all decisions from previous turn to enable review
Dynamic tool tips displayed in a different colour
Page showing full breakdown of score & calculation of victory conditions at game end (PDF’s)
Changed
K.K Rokossvky replaced as commander of 54th Army with Maj.Gen R.I Chepurin
SS Panzer Div Reich renamed to SS Mot Div Reich
% trigger chances of ‘Captured Trucks’ events lowered to spread them out more
Add text to highlight Soviet Exhort Victory card is for Following turn only
Pressure from Above decision trigger changed to take into account both ObdH and Hitler’s relationship levels (previously only Obdh).
PP system overhauled and any negative amounts (eg. from theatre violations) now subtract from any positive amounts and you can be left with zero PP
Reverse sorting order on PG Summary report
Updated Report Status! script to be faster
Added GAR to minor Soviet garrison names
Easy mode tweaked. There is now a 75% chance of any Soviet AI fortification not appearing. The initial Soviet Shock penalty has been increased from 50 to 70% and tapers off at a slower rate of -5 per round instead of -10%
Normal AI mode tweaked. There is now a 50% chance of any Soviet AI fortifications not appearing (previously they all did).
Updated Map names to their correct form. River Neiman to Nieman, River Donetz to Donets, River Chopr to Choper, Pawlograd to Pavlograd, Kriwojrog to Krivirog, Melitipol to Melitopol, Dunaburg to Daugavpils, Kurman to Dshankoi
Soviet Reorganise card base cost increased from 15 to 20 PP
Finnish HQ’s can no longer be evacuated by Air
The loss of a German HQ will result in it being automatically resurrected the following turn but you’ll take a -30 PP hit as a result (doesn’t apply if HQ evacuated)
Soviet Demand Power card cost increased from 30 to 40 PP
Soviet Admit Crisis card cost increased from 10 to 15 PP
Redid Soviet Reinforcement schedule for Central front (less bunched and more spread out over time) & updated briefing notes
Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.
AGN starting line-up reconfigured. Memel territory expanded one hex.
Fixed
When all Soviet Marshals are used (pool empty) the relevant ‘change marshal’ cards are now properly disabled
Replace Tsarist card now gives historical marshal type with Historical Option ON
‘Release Tsarist’ card renamed ‘Release Marshal’ & cost increase per use now working correctly.
Release Marshal/Dismiss Marshal/Firing Squad! Soviet cards now disable properly once replacement pool of Marshals emptied & any PP’s refunded
Couple of typos in end of game PDF’s
Change SFT pic for German 50mm PAK ATG (was showing 37mm PAK)
Rail Conversion bug where Mud conditions were being incorrectly reported
Fixed several errors when PG HQ evacuated by air and awaiting redeployment
Removed extra, misleading, text from Daily Log Game - Objectives
Fixed a few inconsistencies when evacuating HQ’s by air
Winter decision series bug preventing triggering under certain circumstances
Minor bug preventing Soviet AI force being properly randomised at start (not if historical option chosen
Corrected German texts throughout game;
Armeegruppe to Heeresgruppe, Panzergruppes to Panzergruppen, Nördwarts to Nord, Ostzone to Ostfront, Göebels to Goebbels, Von to von, Friekorps to Freikorps, Lastwagens to Lastwagen, herr to Herr, Reichsfuhrer to Reichsführer, Sicherhietspolizei to Sicherhietspolzei, hamplemann to Hamplemann, verrücht to verrückte, Aussentellen to Aussenstellen, Grossdeustchland to Groosdeutschland, GenLt. Pflugbebeil to Gen.Lt Pflugbeil
Franz Halder demoted from Feldmarschall to Generaloberst (Gen.Oberst)
Highlighted items like Kommandante = Oberbefehlshaber have been omitted as non-german speakers would struggle here. It's also possible I missed a few outliers as there is a lot of text in the game.
PBEM++ specific bug preventing a number of german game functions from working correctly.
Cheers,
Cameron
Vic will be doing a public Beta v1.02 soon.
Here's a list of what's in at present.
New
Report showing all cards played during game for review purposes
Report showing all decisions from previous turn to enable review
Dynamic tool tips displayed in a different colour
Page showing full breakdown of score & calculation of victory conditions at game end (PDF’s)
Changed
K.K Rokossvky replaced as commander of 54th Army with Maj.Gen R.I Chepurin
SS Panzer Div Reich renamed to SS Mot Div Reich
% trigger chances of ‘Captured Trucks’ events lowered to spread them out more
Add text to highlight Soviet Exhort Victory card is for Following turn only
Pressure from Above decision trigger changed to take into account both ObdH and Hitler’s relationship levels (previously only Obdh).
PP system overhauled and any negative amounts (eg. from theatre violations) now subtract from any positive amounts and you can be left with zero PP
Reverse sorting order on PG Summary report
Updated Report Status! script to be faster
Added GAR to minor Soviet garrison names
Easy mode tweaked. There is now a 75% chance of any Soviet AI fortification not appearing. The initial Soviet Shock penalty has been increased from 50 to 70% and tapers off at a slower rate of -5 per round instead of -10%
Normal AI mode tweaked. There is now a 50% chance of any Soviet AI fortifications not appearing (previously they all did).
Updated Map names to their correct form. River Neiman to Nieman, River Donetz to Donets, River Chopr to Choper, Pawlograd to Pavlograd, Kriwojrog to Krivirog, Melitipol to Melitopol, Dunaburg to Daugavpils, Kurman to Dshankoi
Soviet Reorganise card base cost increased from 15 to 20 PP
Finnish HQ’s can no longer be evacuated by Air
The loss of a German HQ will result in it being automatically resurrected the following turn but you’ll take a -30 PP hit as a result (doesn’t apply if HQ evacuated)
Soviet Demand Power card cost increased from 30 to 40 PP
Soviet Admit Crisis card cost increased from 10 to 15 PP
Redid Soviet Reinforcement schedule for Central front (less bunched and more spread out over time) & updated briefing notes
Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.
AGN starting line-up reconfigured. Memel territory expanded one hex.
Fixed
When all Soviet Marshals are used (pool empty) the relevant ‘change marshal’ cards are now properly disabled
Replace Tsarist card now gives historical marshal type with Historical Option ON
‘Release Tsarist’ card renamed ‘Release Marshal’ & cost increase per use now working correctly.
Release Marshal/Dismiss Marshal/Firing Squad! Soviet cards now disable properly once replacement pool of Marshals emptied & any PP’s refunded
Couple of typos in end of game PDF’s
Change SFT pic for German 50mm PAK ATG (was showing 37mm PAK)
Rail Conversion bug where Mud conditions were being incorrectly reported
Fixed several errors when PG HQ evacuated by air and awaiting redeployment
Removed extra, misleading, text from Daily Log Game - Objectives
Fixed a few inconsistencies when evacuating HQ’s by air
Winter decision series bug preventing triggering under certain circumstances
Minor bug preventing Soviet AI force being properly randomised at start (not if historical option chosen
Corrected German texts throughout game;
Armeegruppe to Heeresgruppe, Panzergruppes to Panzergruppen, Nördwarts to Nord, Ostzone to Ostfront, Göebels to Goebbels, Von to von, Friekorps to Freikorps, Lastwagens to Lastwagen, herr to Herr, Reichsfuhrer to Reichsführer, Sicherhietspolizei to Sicherhietspolzei, hamplemann to Hamplemann, verrücht to verrückte, Aussentellen to Aussenstellen, Grossdeustchland to Groosdeutschland, GenLt. Pflugbebeil to Gen.Lt Pflugbeil
Franz Halder demoted from Feldmarschall to Generaloberst (Gen.Oberst)
Highlighted items like Kommandante = Oberbefehlshaber have been omitted as non-german speakers would struggle here. It's also possible I missed a few outliers as there is a lot of text in the game.
PBEM++ specific bug preventing a number of german game functions from working correctly.
Cheers,
Cameron
RE: Coming Patch/Update details (v1.02)
Ouch. Lots of Soviet nerfs. They may be needed, though, at least for PBEM.
WitE Alpha Tester
RE: Coming Patch/Update details (v1.02)
Another reason to buy this game: Outstanding support after release. [:)]
Thanks for making it even better.
Thanks for making it even better.
-
Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Coming Patch/Update details (v1.02)
Like it![8D]
Flav - nerf those Sovs! [;)]
Flav - nerf those Sovs! [;)]
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RE: Coming Patch/Update details (v1.02)
Also new on the AI front
Using improved long term prediction algorithms and new sensitivity to supply conduits. The AI now better sees potential encirclements of it own troops coming and will start retreating troops out of bulges earlier if it cannot reinforce it enough to avoid the encirclement.
Using extra and new analysis algorithms the AI now will become much more aware of encirclement opportunities and threats. It will try to reinforce the parts of the front where it is under threat of being cut-off while at the same trying to favorise putting pressure on the bottleneck of enemy bulges.
Best wishes,
Vic
Using improved long term prediction algorithms and new sensitivity to supply conduits. The AI now better sees potential encirclements of it own troops coming and will start retreating troops out of bulges earlier if it cannot reinforce it enough to avoid the encirclement.
Using extra and new analysis algorithms the AI now will become much more aware of encirclement opportunities and threats. It will try to reinforce the parts of the front where it is under threat of being cut-off while at the same trying to favorise putting pressure on the bottleneck of enemy bulges.
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Coming Patch/Update details (v1.02)
Will it be save game compatible? I've got a game going on 1.01
RE: Coming Patch/Update details (v1.02)
ORIGINAL: lancer
Sicherhietspolizei to Sicherhietspolzei
BOTH are wrong ... at least according to Wikipedia ...
Sicherheitspolizei
Phil
Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
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Email: aspqrz@tpg.com.au
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Email: aspqrz@tpg.com.au
RE: Coming Patch/Update details (v1.02)
All patches will always be save-game compatible.
However a lot of non-AI/engine related fixes need a restart of the scenario with the new version to come into effect.
Best wishes,
Vic
However a lot of non-AI/engine related fixes need a restart of the scenario with the new version to come into effect.
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Coming Patch/Update details (v1.02)
Thanks, look forward to the patch!
AMD 9950X3d |Asus X870E-E | Gigabyte 5090 | G.Skill 64 GB | Define R5 | Corsair HX1200i | LG 32GK850G | BenQ G2400W | SteelSeries Arena 9 | Samsung 9100 PRO 4 TB, 990 Pro 4 TB | Saitek X52 Pro | TrackIR5
- Franciscus
- Posts: 831
- Joined: Wed Dec 22, 2010 4:29 pm
- Location: Portugal
RE: Coming Patch/Update details (v1.02)
Thanks for your hard work guys.
RE: Coming Patch/Update details (v1.02)
It's a little bit too easy to throw up that Iron Wall, Speedy. These changes should fix that. And the PP cost changes will push back the time where Soviet command and control gels and ceases to be and issue, which is now sometime in the late summer, also a bit too easy. Those problems surely persisted past that.
WitE Alpha Tester
-
Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Coming Patch/Update details (v1.02)
Absolutely agree Flav. I'm still struggling to get beyond the Dneiper by turn 4. Then of course I need to move the FSB forward and the Iron Curtain shuts down[;)]
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mannerheim4
- Posts: 83
- Joined: Mon Sep 16, 2013 8:01 pm
RE: Coming Patch/Update details (v1.02)
ORIGINAL: Vic
Also new on the AI front
Using improved long term prediction algorithms and new sensitivity to supply conduits. The AI now better sees potential encirclements of it own troops coming and will start retreating troops out of bulges earlier if it cannot reinforce it enough to avoid the encirclement.
Using extra and new analysis algorithms the AI now will become much more aware of encirclement opportunities and threats. It will try to reinforce the parts of the front where it is under threat of being cut-off while at the same trying to favorise putting pressure on the bottleneck of enemy bulges.
Best wishes,
Vic
Is there any provision in the AI to take into account the incredible decisions made by Stalin that CAUSED many Russians to be stuck in pockets? Seems that the AI would avoid quite a bit of the reasoning behind German successes, as the Russians often were forced by politics and propagada to NOT retreat out of pockets until it was too late - such as at Kiev.
Regards
-
mannerheim4
- Posts: 83
- Joined: Mon Sep 16, 2013 8:01 pm
RE: Coming Patch/Update details (v1.02)
ORIGINAL: Speedy
Absolutely agree Flav. I'm still struggling to get beyond the Dneiper by turn 4. Then of course I need to move the FSB forward and the Iron Curtain shuts down[;)]
Welcome to the club. I can take Kiev by beginning of August, but Smolensk, not likely going to happen anytime soon, given the mass of Russians that show up as you pull up to Minsk on turn 3-4.
Regards
RE: Coming Patch/Update details (v1.02)
@mannerheim,
Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.
As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.
Best wishes,
Vic
Give 1.02 a spin, the central front armies are arriving significantly slower. I was hoping this would have the effect of shifting the main battle towards Smolensk.
As for your question. There is nothing stopping me from dumbing down the AI. However untill now I chose to try to get the AI to play to win. Its an interesting idea however to add a 'Historical AI' variant to the game.
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
-
ChuckBerger
- Posts: 279
- Joined: Wed Aug 09, 2006 11:11 pm
RE: Coming Patch/Update details (v1.02)
Looks great, I love how you guys are highly responsive to player feedback!
The changes to Soviets seem about right, it will be interesting to see whether they have the intended effect.
Now that you've nerfed the Soviets, could you nerf the Slovaks as well? <:)
The changes to Soviets seem about right, it will be interesting to see whether they have the intended effect.
Now that you've nerfed the Soviets, could you nerf the Slovaks as well? <:)
RE: Coming Patch/Update details (v1.02)
Nice work with the update. I am still on my first game and enjoy all the work going on.
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CaptCarnage
- Posts: 335
- Joined: Tue May 24, 2011 8:59 am
RE: Coming Patch/Update details (v1.02)
ORIGINAL: lancer
Pripet Marshes hexes 37:40, 32:42, 34:41, 31:45 are now alligator infested swamps instead of plains.
Eeeh?
What?
"One must always distrust the report of troop commanders: 'We have no fuel' [...] You see, if they become tired they suddenly lack fuel" - Heinz Guderian, Panzer Leader
RE: Coming Patch/Update details (v1.02)
ORIGINAL: Skyhigh
Eeeh?
What?
Pretty sure it's a joke.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw
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