1.00.05d1 eh 2 ehhh 3 testing thread, hold on to your hats!

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PanzerMike
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1.00.05d1 eh 2 ehhh 3 testing thread, hold on to your hats!

Post by PanzerMike »

Convoy messages are still bugged:
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PanzerMike
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by PanzerMike »

Also, in my install, the FOW during enemy turn execution is NOT fixed; still seeing the unit types.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

ORIGINAL: PanzerMike

Also, in my install, the FOW during enemy turn execution is NOT fixed; still seeing the unit types.

Not exactly.

In a new game with 105d2, FOW works for AI units on AI turn. I am NOT seeing anymore AI enemy unit types during AI turn.

But neutral countries' unit types are visible (eg, russian units in 1939 when playing as germany). WAD ?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

I'll check it out.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by PanzerMike »

Convoy attack messages seem back to normal. Good. Alvaro, is the zero merchant issue fixed? I am not there yet in my running game (if I ever get there of course with the improved escort AI), so no test yet.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

It should be. I saw where the problem was. I have a lot of rules to make the game balanced so there are a lot of things that need to be checked or correctly attributed. Then the detailed messaging has the same detail required so sometimes I miss things. But you guys helping really moves it along.

Means Pacific will have already had all these current issues fixed and should be an easier game to debug.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by PanzerMike »

Bug hunt is going well. I think I said this before, but it feels like the number of new bugs found is getting really low. Focus is shifting to balance issues and suggestions for improvement.

I think the biggest balance thing that needs attention is the manpower issue after the double dip fix. Bit early days, but manpower seems to be hardly an issue for the Axis anymore. Do not know for the Allies. Have you playtested yourself to get a feeling for where things stand regarding this?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by pzgndr »

ORIGINAL: PanzerMike
I think the biggest balance thing that needs attention is the manpower issue after the double dip fix. Bit early days, but manpower seems to be hardly an issue for the Axis anymore. Do not know for the Allies.

My nagging concern about manpower and oil in WarPlan and other games is speculation about ahistorical results. Certainly we have the data for most every soldier/sailor/airman who served and most every barrel of oil produced/consumed. Based on what actually happened. The question is how to handle those things when casualties and oil consumption exceeds the historical parameters. For manpower, it would likely cut into domestic production, but not clear if the opposite is valid. For oil, once it becomes cost-effective to make synthetic oil then that would likely happen (as the Germans did); no rocket-science is necessary. So it's mostly speculation, and not exactly something players can argue about for "historical accuracy." Play balance for a game is something else, and players should be mindful about how proposed game changes affect one side or the other and why. Al's biggest challenge now is balancing what his research already provides versus players' concerns (and their personal biases). Balance issues are going to be tricky and my recommendation would be to proceed slowly with small incremental adjustments and see how it goes.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by PanzerMike »

You have spoken...wisely.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

Coastal defence units cannot be deployed in a coastal hex if a unit is already there.

But a unit can move to a hex with a coastal defence unit.

Is this WAD ?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

Not specific to the betas, but sometimes after playing several turns in a row, the shift and control keys stop working. Restarting the game solves this. I have noticed this I think since release...

Anyone has experienced this ?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

ROM Ferdinand DD grp naval unit (located in Constanta) turns to a germany unit color when Romania joins the axis.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

I'll address the 3 above.

Ill check out deployment for coastal defense.
Shift Control - check if you didnt hit the auto-hold shift control on top. I wanted to know if anyone uses those keys. I might remove them.
DD groups of minors do change to their major power controller. They are now axis fleets.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

Oil for the Axis is a balancing variable. An Axis player should be mindful of oil to be used mostly during summer months for offensives and be more conservative during non-summer months. It isn't meant to cripple them like in history. Some complained they have too little oil, some say it's fine. I play it is fine. I suspect those that play and say they are short are probably non-stop using planes and tanks.

Manpower will take some time to see the results. I might have to lower it for each country or the alternative is raise the diminishing effects. Late in the war generally only Germany and the USSR should be suffering manpower problems.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

I looked into coastal defense.

This you can ONLY place in a hex that there is no other resource. No mines, no cities, no airfields.
It has to be on a land tile that boarders a water hex. It can't be a full land tile and it can't be a beach.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

The button "Lock Ctrl key for combat" also locks Ctrl key for the production, reinforcement, etc menus. WAD ?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

ORIGINAL: Alvaro Sousa

Shift Control - check if you didnt hit the auto-hold shift control on top. I wanted to know if anyone uses those keys. I might remove them.

I had not press the auto shift or control buttons on top.

I sometimes use them (when the Ctrl key stops working and I do not want to restart the game the auto-Ctrl still works)



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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by AlvaroSousa »

Those are tricky keys. That's why I am considering removing the button holds. It causes more problems than it solves. Originally I put them in for players who potentially would be handicapped and can only use one hand. But since the game has evolved it is using more double keys making those keys obsolete.
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by Franciscus »

ORIGINAL: Alvaro Sousa

I looked into coastal defense.

This you can ONLY place in a hex that there is no other resource. No mines, no cities, no airfields.
It has to be on a land tile that boarders a water hex. It can't be a full land tile and it can't be a beach.

Ok

Not in ports also, right ?
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RE: 1.00.05d1 testing thread, hold on to your hats!

Post by PanzerMike »

Oi! It seems the 3 sub units per hex limit is gone now. I just stacked 4 in a hex in the latest beta!

Save game:
https://www.dropbox.com/s/hyml4ch8n29ya ... 6.sav?dl=0

Goto hex 105,43 in the Atlantic.
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