Page 5 of 5

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 8:19 pm
by SqzMyLemon
ORIGINAL: Smeulders

Luckily my opponent still had the hotfix, thanks for the work you keep putting into the game.

"opponent" sounds so "impersonal" don't shun me because I'm playing the dark side [:D]

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 8:32 pm
by Smeulders
It was a toss-up between 'the evil one I must destroy', 'that strange Canadian fellow' or 'opponent', your pick [:)]

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 3:19 pm
by jwilkerson
Ok, here is a third (and we expect final) revision of the hot fix for patch 02. We will desginate this "hot fix 03 - for - patch 02". Matrix will return from vacation in the next few days - and place this version of the hot fix into production per their normal process. But here it is for those who want it now.

Changes which are new to the 3rd version of the hot fix begin with number 201.

changeLog:

01. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

02. Fixed issue that was preventing some bases from being resupplied.

03. Added terrain and fort effects against artillery attacks.

04. Artillery when used offensively use 2x amount of supplies.

05. Fixed save not reading properly issue.

06. Fixed overflow issue with air skills going backwards .

07. Fixed some display issues caused by Transfer Ships.

08. Fixed CTD issue with Clouds

09. Fixed issue displaying LCUs at enemy base.

10. Fixed issue with groups that are on withdrawn ships.

11. Adjust ASW/Escort/Submarine attack issue.


===

101 - Fixed group totals were not correct always during Air Phase

102 - Fixed overflow that was stopping new ships in TF from a Base screen

103 - Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map

104 - Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations

105 - Fixed Surface TF wants to fight

106 - Fixed Task Force Loading/Unload Check

107 - Fixed "Sunk by"

===

201 - Allow para-troops to drop on damaged enemy bases.

202 - Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs.

203 - Fixed Returning groups on delayed ships not correctly account for.

204 - Fixed No bonus PPs if withdrawing on the actual withdraw date.

205 - Fixed patrol levels when complement less than 10.

206 - Fix aerial mining missions not working.

207 - Fixed issue causing ships to carry wrong land unit.

208 - Fixed AVD AVP Problem.

209 - Fixed Industry Management Screen - was allowing free expansion of industry.

210 - Submarine reaction range toned down for human players and historical difficulty AI players.

211 - LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit.

212 - Minor adjustment to upgrade land devices.

213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed.

214 - Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources
however there is still a production cap for oil.

215 - Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9).

216 - Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.

===

Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.


===

Follow this link to the Tech Support Subform to download hot fix 03

http://www.matrixgames.com/forums/fb.asp?m=2337218

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 3:41 pm
by Sardaukar
WOW !!!&nbsp;[&o]

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 6:51 pm
by stuman
Bump

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 8:51 pm
by Smeulders
What is the adjustment to upgrades for land devices ?

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 8:54 pm
by Rapunzel
THx alot for the great support!

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 11:55 pm
by Reg
ORIGINAL: Rapunzel

THx alot for the great support!

Absolutely!! [&o][&o]

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 12:21 am
by sspahr
Thank for the effort you guys put in.
ORIGINAL: jwilkerson
213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed.

Could you please explain point 213 a little more. I'm not sure what you're referring to.

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 1:50 am
by oldman45
Over the holidays no less, you all are amazing!!

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 2:07 am
by LST Express
You guys are NUMBER 1!

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 7:16 am
by myros
Slaves to the code [&o]
&nbsp;
Thanks all, great work.
M

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 9:49 am
by moose1999
"209 - Fixed Industry Management Screen - was allowing free expansion of industry"

Damn! Why haven't anyone told me about this before?!

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 9:58 am
by Andy Mac
LCU disbands were not really workign they were costing VP's which was not the intent but were also open to exploit so we re did the system

Now you can disband any unrestricted LCU at the national home base (Delhi/Tokyo etc)

And only there at no VP cost.

All other disband to pools are not allowed. So you need to shift the unit you want to disband to Delhi/Sydney etc where it can be disbanded for free and 100% of active and 50% of disabled deices are retrunted to pool

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 10:08 am
by Zacktar
Thanks once again, everyone. I really appreciate your dedication to the project.

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 11:26 pm
by Venividivici10044
Maybe I'm dense, but where is the patch file for download? I can't find it in the tech support thread.

RE: Patch 02 Hot fix (build 1097)

Posted: Tue Jan 05, 2010 12:07 am
by Zacktar
Took me a while too -- it's attached to JWilkerson's post #78 in this thread. (I can't seem to link to it directly for some reason.)

RE: Patch 02 Hot fix (build 1097)

Posted: Tue Jan 05, 2010 8:46 am
by michaelm75au
Refers to LCU, IIRC
ORIGINAL: sspahr

Thank for the effort you guys put in.
ORIGINAL: jwilkerson
213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed.

Could you please explain point 213 a little more. I'm not sure what you're referring to.

RE: Patch 02 Hot fix (build 1097)

Posted: Tue Jan 05, 2010 9:22 am
by vinnie71
ORIGINAL: Andy Mac

LCU disbands were not really workign they were costing VP's which was not the intent but were also open to exploit so we re did the system

Now you can disband any unrestricted LCU at the national home base (Delhi/Tokyo etc)

And only there at no VP cost.

All other disband to pools are not allowed. So you need to shift the unit you want to disband to Delhi/Sydney etc where it can be disbanded for free and 100% of active and 50% of disabled deices are retrunted to pool

By unrestricted, does that include units which are eventually scheduled for disbandment?

BTW are Chinese corps disbandable?

RE: Patch 02 Hot fix (build 1097)

Posted: Tue Jan 05, 2010 9:40 am
by Andy Mac
No units scheduled for disbandment may not be manually disbanded

Chinese are not as they are perm restricted - the warlords wouldnt give up their fporces to a rival.....