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RE: 1.51 patch info
Posted: Fri Aug 21, 2009 5:45 am
by Anraz
ORIGINAL: Uxbridge
Since the ships now has a production delay, couldn't it be possible to have that for all units? The normal game can keep instant production, but why not leave a line so that modders can add delays to their scenarios? Or is there a technical difference between ships and other units that makes this difficult?
ORIGINAL: PDiFolco
But I'm quite happy with production delays for ships, now this can be generalized to all units (because it wasn't more feasible to build 500 tanks and get them crews in 1 week than it was to build the Iowa !). [;)]
We should consider long term effects, especially possible influence on AI behavior. Such major change may hamper AI in TOW as it was meant to spend PP for instant purchases. Also as some posters pointed out significant changes can at least alter the game into another one and some player may have ambiguous feelings about such transformation. I only want to say is that we must be very carful as sometimes “a better feature” is the biggest enemy of “a good feature”.
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 8:02 am
by PDiFolco
Well, I think AI does not need production delays, and in fact an instant production "cheat" could be a good way to bolster the AI a bit.Human players only need it to play a "plausible" game. [;)]
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 9:53 am
by Anraz
Well it would require even grater amount of coding and also could increase amount of players with ambiguous feelings...
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 10:57 am
by borsook79
ORIGINAL: PDiFolco
Well, I think AI does not need production delays, and in fact an instant production "cheat" could be a good way to bolster the AI a bit.Human players only need it to play a "plausible" game. [;)]
Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 11:01 am
by micheljq
ORIGINAL: Tomokatu
So far, I've only played against the AI and even with combat results delayed until player click, I often have NO IDEA which unit my enemy is attacking.
Is it possible to add a red or yellow (or flashing) hex outline or other indicator so that I know where attacks are coming and possibly decide where the schwerpunkt is going to fall?[&o]
Oh yes, about that, I see where land attacks come from but when enemy is doing air strikes, I do not see where they are striking.
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 11:03 am
by PDiFolco
ORIGINAL: Anraz
Well it would require even grater amount of coding and also could increase amount of players with ambiguous feelings...
Well, just suggesting ideas as you were afraid of AI impacts...[:'(]. And AIs are not good at planning 10 turns ahead, as they usually don't already remember what they were planning last turn [:D] !
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 11:11 am
by doomtrader
Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...
Actually the values are moddable, so you can easy change it to your view.
Regarding the AI, so we are trying to make all the rules equal for every country.
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 11:16 am
by borsook79
ORIGINAL: doomtrader
Yes, but is there a problem with making optional? Adding production delay and by default set it to off. Those who want may later switch it on. And giving AI instant production is a good idea too...
Actually the values are moddable, so you can easy change it to your view.
Regarding the AI, so we are trying to make all the rules equal for every country.
So you're saying that with the new patch we'll be able to mod in production delay for all units and AI will work with that? If so that's great, still it'd be great to have it as an official option...
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 11:23 am
by doomtrader
You will be able to mod delay for Naval Units
As it has been mentioned earlier, delay for Land Units and Air Units is beyound any sensible time frame
RE: 1.51 patch info
Posted: Fri Aug 21, 2009 10:26 pm
by jimh009
It's great this game is being so well-supported. Once (if) I grow bored with Admirals Edition, I'll definitely download the patch and see how it changes the game.
RE: 1.51 patch info
Posted: Sun Aug 23, 2009 6:28 pm
by doomtrader
Looks like it's going to betas tonight
RE: 1.51 patch info
Posted: Tue Aug 25, 2009 7:17 pm
by Uxbridge
Regarding patch, is it now possible to see upkeep cost for the latest turn? If not, is there a way to see total strength (to calculate upkeep cost manually)?
RE: 1.51 patch info
Posted: Tue Aug 25, 2009 7:21 pm
by doomtrader
is it now possible to see upkeep cost for the latest turn?
There is a report in Reports for that
RE: 1.51 patch info
Posted: Tue Aug 25, 2009 7:28 pm
by Uxbridge
Very good! [8D]
RE: 1.51 patch info
Posted: Thu Aug 27, 2009 11:54 am
by Berkut
What is the rough etas for this patch - days? Weeks?
I know you won't want to commit to anything, but I am looking to start a PBEM game, and want to know if I should wait. If it is going to be a matter of a week or three, I will wait - if more, I probably won't.
RE: 1.51 patch info
Posted: Thu Aug 27, 2009 12:03 pm
by doomtrader
Should be something around a week
RE: 1.51 patch info
Posted: Thu Aug 27, 2009 5:21 pm
by Uxbridge
That's spific! One week for the patch, two more weeks for eventual last minute bugs to show up, then we can get cracking! [:)]
RE: 1.51 patch info
Posted: Sun Aug 30, 2009 3:11 pm
by borsook79
Will the patch bring any corrections to the manual?
RE: 1.51 patch info
Posted: Sun Aug 30, 2009 7:38 pm
by doomtrader
To be honest, I don't think so, probably we will publish it a little bit later.
RE: 1.51 patch info
Posted: Wed Sep 02, 2009 8:37 am
by Anraz
The good news is we are very close to release a public beta version of the patch. Stay tuned