Update available later tonight
Moderators: Joel Billings, JanSorensen
- Joel Billings
- Posts: 33697
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
Update available later tonight
Erik has posted a thread in the GGWaW - Support forum mentioning that he expects the first patch will be available tonight. I would like to that thread but I don't know how to do that. Anyone care to explain to me how I add a link and/or what address I list here. Thanks.
By the way, we are already at work on patch 2 that will have more AI improvements as well as bug fixes for some of the bugs discovered during the past few days. No ETA other than that I'd like to get the next patch out within the next 30 days if we can do it.
By the way, we are already at work on patch 2 that will have more AI improvements as well as bug fixes for some of the bugs discovered during the past few days. No ETA other than that I'd like to get the next patch out within the next 30 days if we can do it.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update available later tonight
How about posting the "Readme" for the patch?
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
RE: Update available later tonight
ORIGINAL: Joel Billings
Erik has posted a thread in the GGWaW - Support forum mentioning that he expects the first patch will be available tonight. I would like to that thread but I don't know how to do that. Anyone care to explain to me how I add a link and/or what address I list here. Thanks.
By the way, we are already at work on patch 2 that will have more AI improvements as well as bug fixes for some of the bugs discovered during the past few days. No ETA other than that I'd like to get the next patch out within the next 30 days if we can do it.
You mean link to the other thread like this?
Bodhi
- Joel Billings
- Posts: 33697
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Update available later tonight
Here are the changes - I think this is the part of the readme for the patch having to do with the changes. I'll leave it to somebody at Matrix to post an official list or file depending on what they think appropriate:
Please Note: Old save files (v1.005) should be able to be loaded with the updated version. However, if
playing PBEM, once one player has loaded the game using the patch, all the next players to follow must
also play the game using the patch. Not all fixes will work in games that continue from old saves.
1.
Important New Feature - Users using systems with less than 640 MB of RAM or less than 100
MB of texture space will be set to Low Graphic Quality (16 bit) mode the first time the game
loads with this version. It will mark the new graphics setting on the preferences screen. At this
point if the user selects High Graphic Quality (32 bit) it will use that setting on future loads. Old
preference files (v1.005 game release) will be ignored on the first run of this newer version. These
settings are designed to reduce troubleshooting by setting the systems that should be using Low
Graphic Quality for performance and compatibility to that setting for the first load, while allowing
a change back to High Quality if the user desires. In most cases, the difference in visual Quality
will be slight, but with a significant performance gain on slower systems.
2.
Bug Fix – The sound handling on the production screen was improved, which may help some
systems that were experiencing issues with overlapping sounds.
3.
New Feature – Added the ability to interrupt the game during an AI turn. Press ctrl-p to pause the
AI and gain control over the top toolbar. Press ctrl-r to resume the AI’s turn.
4.
Bug fix – When Combat Animations are turned on, the game may crash during a battle involving
64 or more units (combined total of both sides’ units). This has been fixed so that it will work with
up to 256 units (when more than 256 units are in a battle, some will be left out of the combat
animation but the game should no longer crash).
5.
Bug fix – A crash reported during AI movement was determined to be caused by bad unit data. A
fix was made to self correct this kind of data problem and more safeguards were inserted to protect
the system from initially generating bad data. This crash was reported by one user in the German
AI movement phase of the Winter 1945 turn.
6.
Bug Fix – Combat modifiers for attacks on frozen zones are not taking effect. Now the surprise
rule modifiers will function properly and no die roll modifiers are allowed in combat in frozen
zones as per the manual.
7.
Bug Fix -When Germans invade Russia in winter, the first winter rules are in affect on the turn of
invasion. They will no longer take affect until the following winter turn.
8.
Bug Fix - There were some instances where units that should have been able to retreat were
destroyed as if they had no legal area to retreat to. One example was Soviet Units in Vladivostock
being destroyed as being unable to retreat after a battle even though they had a retreat route. Units
will now retreat properly.
9.
Bug fix – In some cases Carrier Air units on a Carrier Fleet in a battle were being destroyed as
unable to retreat even though the Carrier Fleet successfully retreated. Now, the Carrier Air unit
will retreat with the Carrier Fleet.
10.
Bug Fix – Units on factories that are scrapped upon capture were providing extra resources to the
capturing player. Now, when units are scrapped when the factory they are on is captured, no
resources will be generated for either player.
11.
Bug Fix – A few instances of crashes while using the turn replay were reported. Changes were
made to better prevent these crashes from occurring.
12.
Bug fix – Sometimes the last line of the message listing what has been produced at the end of the
production phase is truncated. This display bug has been fixed.
13.
Bug fix – There have been several reports of AI ground units remaining in sea regions without
transports at the end of their turn. Changes were made to the AI to eliminate possible illegal
moves that might explain these reports.
14.
AI improvement – Improved the AI’s ability to team up on Germany late in games when Germany
is reduced to just a few areas and Western Germany is controlled by an especially large German
army.
15.
AI improvement – Improved the Western Allied AI’s ability to resist a German invasion of
England. The Allies should be more aggressive with their fleets in trying to disrupt a German
invasion.
16.
AI improvement – Improved naval AI so that fleets will do a better job avoiding making poor odds
attacks.
17.
AI improvement – Improved naval AI so that the Russian fleet in the Black Sea will be more
aggressive at attacking German transports in the Black Sea.
18.
AI improvement – Improved Japanese AI to avoid weak attacks against areas where militia will be
generated.
Please Note: Old save files (v1.005) should be able to be loaded with the updated version. However, if
playing PBEM, once one player has loaded the game using the patch, all the next players to follow must
also play the game using the patch. Not all fixes will work in games that continue from old saves.
1.
Important New Feature - Users using systems with less than 640 MB of RAM or less than 100
MB of texture space will be set to Low Graphic Quality (16 bit) mode the first time the game
loads with this version. It will mark the new graphics setting on the preferences screen. At this
point if the user selects High Graphic Quality (32 bit) it will use that setting on future loads. Old
preference files (v1.005 game release) will be ignored on the first run of this newer version. These
settings are designed to reduce troubleshooting by setting the systems that should be using Low
Graphic Quality for performance and compatibility to that setting for the first load, while allowing
a change back to High Quality if the user desires. In most cases, the difference in visual Quality
will be slight, but with a significant performance gain on slower systems.
2.
Bug Fix – The sound handling on the production screen was improved, which may help some
systems that were experiencing issues with overlapping sounds.
3.
New Feature – Added the ability to interrupt the game during an AI turn. Press ctrl-p to pause the
AI and gain control over the top toolbar. Press ctrl-r to resume the AI’s turn.
4.
Bug fix – When Combat Animations are turned on, the game may crash during a battle involving
64 or more units (combined total of both sides’ units). This has been fixed so that it will work with
up to 256 units (when more than 256 units are in a battle, some will be left out of the combat
animation but the game should no longer crash).
5.
Bug fix – A crash reported during AI movement was determined to be caused by bad unit data. A
fix was made to self correct this kind of data problem and more safeguards were inserted to protect
the system from initially generating bad data. This crash was reported by one user in the German
AI movement phase of the Winter 1945 turn.
6.
Bug Fix – Combat modifiers for attacks on frozen zones are not taking effect. Now the surprise
rule modifiers will function properly and no die roll modifiers are allowed in combat in frozen
zones as per the manual.
7.
Bug Fix -When Germans invade Russia in winter, the first winter rules are in affect on the turn of
invasion. They will no longer take affect until the following winter turn.
8.
Bug Fix - There were some instances where units that should have been able to retreat were
destroyed as if they had no legal area to retreat to. One example was Soviet Units in Vladivostock
being destroyed as being unable to retreat after a battle even though they had a retreat route. Units
will now retreat properly.
9.
Bug fix – In some cases Carrier Air units on a Carrier Fleet in a battle were being destroyed as
unable to retreat even though the Carrier Fleet successfully retreated. Now, the Carrier Air unit
will retreat with the Carrier Fleet.
10.
Bug Fix – Units on factories that are scrapped upon capture were providing extra resources to the
capturing player. Now, when units are scrapped when the factory they are on is captured, no
resources will be generated for either player.
11.
Bug Fix – A few instances of crashes while using the turn replay were reported. Changes were
made to better prevent these crashes from occurring.
12.
Bug fix – Sometimes the last line of the message listing what has been produced at the end of the
production phase is truncated. This display bug has been fixed.
13.
Bug fix – There have been several reports of AI ground units remaining in sea regions without
transports at the end of their turn. Changes were made to the AI to eliminate possible illegal
moves that might explain these reports.
14.
AI improvement – Improved the AI’s ability to team up on Germany late in games when Germany
is reduced to just a few areas and Western Germany is controlled by an especially large German
army.
15.
AI improvement – Improved the Western Allied AI’s ability to resist a German invasion of
England. The Allies should be more aggressive with their fleets in trying to disrupt a German
invasion.
16.
AI improvement – Improved naval AI so that fleets will do a better job avoiding making poor odds
attacks.
17.
AI improvement – Improved naval AI so that the Russian fleet in the Black Sea will be more
aggressive at attacking German transports in the Black Sea.
18.
AI improvement – Improved Japanese AI to avoid weak attacks against areas where militia will be
generated.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
- Joel Billings
- Posts: 33697
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Update available later tonight
Since the first patch was finished, Gary has already made several AI improvements that will further strengthen the AI defense of England (before it is attacked) and will further improve the AI's naval moves (changing the combat analyzer to better account for the likely number of ships that will fight in a surface battle). These will be in the second patch.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update available later tonight
damn, you guys are fast!
great job, thanks! [&o]
great job, thanks! [&o]
RE: Update available later tonight
Dont know if this is the right place for suggestions or not, but I have a few observations:
1) The German AI sends it Subs out on turn 1 (sometimes to attack Transports but sometimes not). It then leaves them out to die when they could easily return to port. The AI should not leave Subs out in vulnerable areas as often. This could easily help take pressure off the Germans in the long run as they could kill many more Allied Transports before losing the initial U-boat fleet.
2) The AI seems to 'overreact' to invasion. A small Allied landing in Denmark or a spoiling raid into France or Italy and often the AI will completely pull back its forces in Russia, even though many of them are not needed to throw the invaders back (or even have a hope of engaging them). I am playing Japan in a game and Germany had Russia on the ropes and was preparing (slowly....) to invade Moscow. Then, the WAllies landed a handful of units in Southern Italy and the Germans completely pulled back their forces from Russia and are now on the run instead of winning. A small blocking force in Northern Italy would be sufficient, but the Germans piled troops into nearly every European territory, effective dooming itself by taking the pressure off of Russia.
3) Italy seems to fall very easily. I thought I saw a thread about a possible change to the Italian surrender conditions. I think anything that makes it a little tougher would be a step in the right direction.
Thanx for your time!
1) The German AI sends it Subs out on turn 1 (sometimes to attack Transports but sometimes not). It then leaves them out to die when they could easily return to port. The AI should not leave Subs out in vulnerable areas as often. This could easily help take pressure off the Germans in the long run as they could kill many more Allied Transports before losing the initial U-boat fleet.
2) The AI seems to 'overreact' to invasion. A small Allied landing in Denmark or a spoiling raid into France or Italy and often the AI will completely pull back its forces in Russia, even though many of them are not needed to throw the invaders back (or even have a hope of engaging them). I am playing Japan in a game and Germany had Russia on the ropes and was preparing (slowly....) to invade Moscow. Then, the WAllies landed a handful of units in Southern Italy and the Germans completely pulled back their forces from Russia and are now on the run instead of winning. A small blocking force in Northern Italy would be sufficient, but the Germans piled troops into nearly every European territory, effective dooming itself by taking the pressure off of Russia.
3) Italy seems to fall very easily. I thought I saw a thread about a possible change to the Italian surrender conditions. I think anything that makes it a little tougher would be a step in the right direction.
Thanx for your time!
RE: Update available later tonight
thanks for the update. I know I and probably many others really appreciate you guys taking such an interest in supporting the game.
RE: Update available later tonight
I'm still unable to download the patch. I keep getting 'Page not found'. I am using the Games tab above, picking GGWaW and then Downloads. I see the page for the patch, but clicking on the link results in an error as does r-click and 'save as'.
Anyone get the patch yet? Am I missing something?
Thanx!
Anyone get the patch yet? Am I missing something?
Thanx!
RE: Update available later tonight
Just worked fine for me, and WAW also just arrived in the post - perfect timing.[:D]
Bodhi
- Rob Brennan UK
- Posts: 3685
- Joined: Sat Aug 24, 2002 8:36 pm
- Location: London UK
RE: Update available later tonight
thank you [&o] thats all
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit 
RE: Update available later tonight
Is the patch mirrored anywhere? I STILL cant download the darn thing. Every time I click on the link I get the 'error' message instantly. I've tried clearing my browser, closing the browser completely and restarting etc. No dice....any help?
Thanx!
Thanx!
RE: Update available later tonight
ORIGINAL: Uncle_Joe
Is the patch mirrored anywhere? I STILL cant download the darn thing. Every time I click on the link I get the 'error' message instantly. I've tried clearing my browser, closing the browser completely and restarting etc. No dice....any help?
Thanx!
Check your Firewall. You may even have to turn it off for the download.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
RE: Update available later tonight
Is the patch mirrored anywhere? I STILL cant download the darn thing
Do you have Yahoo Messenger or MSN Messenger? The file is only 2.96Mb, I could do a file transfer to you.
"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain
Naval Warfare Simulations
AlvinS
Naval Warfare Simulations
AlvinS
- TheHellPatrol
- Posts: 1588
- Joined: Fri Jul 02, 2004 9:41 pm
RE: Update available later tonight
[:D]Great work Guys, Thanks! I got rid of the 2-week flu[:(], got my retail copy with gorgeous manual yesterday and now the patch...and WAW still works like a charm[&o].
It doesn't get much better than this[:)].
It doesn't get much better than this[:)].
A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau
Henry David Thoreau
RE: Update available later tonight
Thanks for the patch, it also fixed my sound problem so far.
Ciao Frank
Ciao Frank
RE: Update available later tonight
I am still at work and not had a chance to get the patch yet. For any others who have not gotten it yet either, it is just under 3 MB. That should not be an ordeal even for the unlucky few still on dialup.
RE: Update available later tonight
My problem was the Firewall...thanx for the tip solops.
AlvinS, thanx for the offer to send it too!
AlvinS, thanx for the offer to send it too!






