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RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Thu Jul 01, 2021 6:36 pm
by zgrssd
ORIGINAL: Akrakorn

Hey Vic, loving the new updates! A few of us were wondering if it would be possible to include support for alliances, such as being able to walk into the allied player's borders and fight alongside them. I seem to remember that at some point you answered that it wasn't really feasible in the current engine as a lot of things would need to be refactored, but we're not exactly sure so we figured we'd ask anyway.

ORIGINAL: redrum68

+1 on alliances and team games. It would be really cool addition. Though I'm guessing the logistics side might be a bit challenging to implement.
Mostly I am the one explaining it would be impossible and Vic has not yet said differently, so I asume it still holds.

Currently the game is designed around a simple asumption: Only one player can have units in a hex, and the player that has units there is always a owner.
Even fringe cases like Rebels spawning in a city and starting a combat will resolve to 1 hex/1 player.
This allowed the taking of a lot of shortcuts and untangling them would be a lot of work.

And after that, we then have to deal with questions like:
- how will those units get supply?
- would it require players bulding in each others terrain?
- could the AI actually hope to support the players moving units?
- If player A is in the territory of Player B, can he attack player C?
- Who will get the land on progress?

Paradox has been trying to solve those particulary isues since forever. And even with them using some pretty primitive supply systems, the other questions are still a ongoing work.

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Fri Jul 02, 2021 8:48 pm
by Daza99
In a way perhaps a short term solution could be based upon what already is in the game. Like when you take over a minor regime its soldiers are now yours. So what about if Player A could transfer X units to Player B that will be fully under Player B command. This could be done much like we currently can send Colonists to a city. There could be a screen where you have two windows, much like trading screens in other games, and you move troops from one window and how many to the other. Perhaps the other player has to have at least one road connected to your LIS network for this to work? The transferred units could appear at the SHQ1 of the other player or closest border.

Another method that could be also added for times you want to give a few units close by, is move them into other players zone (not sure if we can move units through allied players zone?) and in Unit Transfer screen where you can assign a new HQ the other players SHQ1 could be listed (once they become allies in the game). And that player will have instant control over them, without need for them to be sent anywhere. They could be transferred back again later if need be, like if they are GR units and they are on loan.



Also being able to transfer or trade items would be cool too, like being able to set the price to 0 if your friend is in the red cash wise and they need a ton of metal to rebuild their army or what not. I presume this currently isn't possible?

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Sat Jul 03, 2021 4:00 pm
by zgrssd
ORIGINAL: Daza99

In a way perhaps a short term solution could be based upon what already is in the game. Like when you take over a minor regime its soldiers are now yours. So what about if Player A could transfer X units to Player B that will be fully under Player B command.
Of course, Volunteers and Expeditionary Forces. [&o]
Why did I not think about that? HOI 4 has both and they should be copyable:
https://hoi4.paradoxwikis.com/Warfare#V ... ary_forces

The game could even benefit from a "Lend-Lease" approach, where they use your gear for you.

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Mon Jul 12, 2021 1:18 am
by Dan1911
Loved the bunkers! Game was lacking options in static defenses [&o]

Edit: word got lost lol

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Sat Jul 31, 2021 11:51 pm
by solops
Had to stop playing about turn 503 due to turn processing crash. Anxiously awaiting next update.

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Thu Aug 05, 2021 12:27 pm
by Vic
A tiny patch .07 made to try to address some crashes reported.
Its tiny since i am still on holiday.
Will be back in office 1st of sep.

best wishes,
Vic

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Thu Aug 05, 2021 12:28 pm
by Vic
ORIGINAL: solops

Had to stop playing about turn 503 due to turn processing crash. Anxiously awaiting next update.

Truly never expected anyone to reach round 500.

best wishes,
Vic

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Mon Oct 18, 2021 6:33 am
by Haplo
Hi. Playing the last beta, the private sector is making a great investment in an ice mine asset (upgrading to level III, 4.500 credits more or less) but there is only 16 tons of water there. It's not a bug per se but something is wrong if the private sector is doing a great effort in a mine that is going to be depleted in the next turn.

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Tue Oct 26, 2021 2:04 am
by Don_Kiyote
Hello. Im loving the game, and appreciate the work and thought that has gone in to it.

I may have found a bug, but I'm playing on the GoG version (1.09). Still, there is no mention of this bug in the patch notes, so I'll go ahead and mention it here.

It looks like another Air Force OHQ omission, but rather than supply, this is political. In the game, political parties, such as the Armed Republican Front (ARF) in my case, have their happiness determined in part by the number of party members holding positions in each of three sectors of the government: Zone Administration, Government Counsel(?), and Military Hierarchy. This can be seen in the Factions Overview of the Reports tab

Air OHQ commanders should count towards a party's presence in the Military Hierarchy sector, but they don't seem to be. There are three Air OHQ commanders from the ARF from a total of seven total Military positions; 3 Air, 3 Army, and 1 SHQ; where there are four political parties in the regime. But the ARF shows a happiness penalty and a 'weak' presence in this sector.

Hopefully I haven't missed anything. I can post a screenshot of the Factions Overview if this isn't clear, but i dont have one at the moment.

RE: Open Beta Patch v1.09.06 (last update 28 june)

Posted: Tue Oct 26, 2021 9:22 am
by zgrssd
ORIGINAL: Don_Kiyote

Hello. Im loving the game, and appreciate the work and thought that has gone in to it.

I may have found a bug, but I'm playing on the GoG version (1.09). Still, there is no mention of this bug in the patch notes, so I'll go ahead and mention it here.

It looks like another Air Force OHQ omission, but rather than supply, this is political. In the game, political parties, such as the Armed Republican Front (ARF) in my case, have their happiness determined in part by the number of party members holding positions in each of three sectors of the government: Zone Administration, Government Counsel(?), and Military Hierarchy. This can be seen in the Factions Overview of the Reports tab

Air OHQ commanders should count towards a party's presence in the Military Hierarchy sector, but they don't seem to be. There are three Air OHQ commanders from the ARF from a total of seven total Military positions; 3 Air, 3 Army, and 1 SHQ; where there are four political parties in the regime. But the ARF shows a happiness penalty and a 'weak' presence in this sector.

Hopefully I haven't missed anything. I can post a screenshot of the Factions Overview if this isn't clear, but i dont have one at the moment.
In lack of a proper place, we generally put Bug reports in the Tech Support Forum. Consider including the version in the title.

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Tue Nov 16, 2021 11:16 am
by Vic
Bump!
New version.

RE: Open Beta Patch v1.10 (last update 16 nov)

Posted: Tue Nov 16, 2021 3:58 pm
by zgrssd
-Preventing some -1 entry in the
I think you had a error writing about the fix for a error [:D]
-You can now specify to do no research with the research target decision
But does that mean BP are tansfered to discovery?
And will there be regular queries "you sure that is what you still want"?

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Tue Nov 16, 2021 4:25 pm
by Dan1911
ORIGINAL: Vic

Bump!
New version.


Nice starting a new game after a long hiatus

RE: Open Beta Patch v1.10 (last update 16 nov)

Posted: Wed Nov 17, 2021 9:51 am
by mroyer
I think you had a error writing about the fix for a error [:D]

I think the beta version number is wrong as well - I think it should be v1.09.10, not v1.10. Unless I'm misunderstanding the pattern, the first/second digits are the main matrix-version release over which the third-digit beta-patch is installed.

Fairly trivial, actually. I think we'll all figure it out [:)]

-Mark R.

RE: Open Beta Patch v1.10 (last update 16 nov)

Posted: Thu Nov 18, 2021 6:02 am
by Vic
Nope I am preparing for a new official patch v1.10. Once I got this one stable it will become the default version.

best,
Vic

RE: Open Beta Patch v1.10 (last update 16 nov)

Posted: Thu Nov 18, 2021 7:05 am
by mroyer
ORIGINAL: Vic

Nope I am preparing for a new official patch v1.10. Once I got this one stable it will become the default version.

best,
Vic



Image

RE: Open Beta Patch v1.10 (last update 16 nov)

Posted: Fri Nov 19, 2021 8:54 am
by Coin
ORIGINAL: Vic

Nope I am preparing for a new official patch v1.10. Once I got this one stable it will become the default version.

best,
Vic
Hurray, thanks Vic!

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Fri Nov 19, 2021 9:15 am
by Vic
bump! Fixed a number of bugs and some small things. hope this one is more stable. please do test ! :)

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Sun Nov 28, 2021 3:13 pm
by ruzen
I liked the new map showing during combat engagements but I guess it's a work in progress.
The slowest AI seems a bid faster



but Vic I really wish for a "go-to" button for decisions and etc.
Finding things in the late game is really frustrating.
and even when it shows on rare occasions the HUD prevents for me to see it, maybe a more distinguished color or effect to really make the hex glow so that we could see it.
or maybe a "find" feature via text so the camera snaps to the location ( I suppose it would be harder to do)
at the bigger planets, it's very frustrating:(

RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Posted: Tue Nov 30, 2021 8:42 am
by Vic
bump. bug fixes. still trying to get to stable v1.10 for general release. please keep testing! we must be almost there now. best wishes,Vic