Version 1.2

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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FrankHunter
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Version 1.2

Post by FrankHunter »

List of changes and fixes made for version 1.2 which should be available soon

- Make Russian a little more resilient to territorial losses
- Check Russian Revolution probability
- Display the Difficulty level (Handicap) on the Victory screen
- Fixed : In 1917 the Brits should be at level 3 tank tech
- Check reaction to an invasion of the Ottomans
- No home port listed for some squadrons
- Keep ships at sea on patrol when suffering only minnor damage
- Fixed : Strategic movement problem by US-Britain across France
- Check sending German transports into a controlled sea zone
- Check using amphib points in the same turn they've already been used
- Fix scuttling when a port falls
- Fixed : Damaged and under-construction ships in port not being destroyed when port lost
- AI is able to amphib British corps before Amphib is allowed
- Return to port should not happen until the end of the actual turn, not the end of the naval turn.
- Check Unrestricted sub warfare (25% increase in finding and sinking)
- Can't create Assault troops at start of 1917 scenario
- Check surrenders, especially Austrian, Ottoman and British.
- Make sure that artillery and HQs alone in a hex can be overrun
- Artillery versus trenches adjustment
- Increase counter-battery effectiveness with artillery technology
- Check US reinforcement delays
- Check missing German and French reinforcements
- Slightly lower trench cost
- Remove entrenchment ability during strategic phase and add it to regular orders
- Increase mountain defences against assault
- Fractions of captured food should produce
- Fixed : Forces removed for garrison duty becoming reinforcements in 3 years
- Added Hot keys for menu selections
- Check that large surface ships cannot pass between the North Sea and the Baltic
- Block amphibious invasions against ports if there's large surface vessels there
- Fixed : Numbers on victory screen equals number of casualties times 3 (not times 2 as stated in the manual).
- Fixed : PBEM glitch
- Slightly increase strength of French frontier forts
- Siege artillery should have no effect on non-forts. Reg artillery should have no effect on forts
- Fixed : Surrounded units are capable of being disbanded.
- Fixed : Terrain issues
- Assault : Removed for training for one turn is back in the game
- Chenge Minor production to be more like major powers
- Allow transfers of industrial points to minors
- Put a cap on amount of RM, Food and Industrial Pts that can be transferred in a turn (tied to strategic movement)
flintlock
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Looks Good!

Post by flintlock »

Quite a comprehensive list there, Frank! It really is good to see the ongoing support and commitment to this very enjoyable title. Many thanks.
SteveD64
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RE: Looks Good!

Post by SteveD64 »

that looks good.  thanks Frank [:)]
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Lascar
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RE: Version 1.2

Post by Lascar »

This patch should make an already brilliant game shine even brighter. Thanks.
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*Lava*
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RE: Version 1.2

Post by *Lava* »

Wow!

Some big changes there.

Excellent.

Ray (alias Lava)
Juergen
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RE: Version 1.2

Post by Juergen »

Nice:)
Pford
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RE: Version 1.2

Post by Pford »

Will there be support for higher resolutions? Mine is 1920x1200 and to play GoA requires bottomless masochism at this setting. It's sitting unused on the hard drive.[:@]
hjaco
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RE: Version 1.2

Post by hjaco »

Great support work Frank. I am quite amazed that you are able to give this kind of support without being part of a large game developing company.

I think this should get the game most of the way that the majority of users would like it to go [8D]
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hjaco
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RE: Version 1.2

Post by hjaco »

ORIGINAL: FrankHunter

- Put a cap on amount of RM, Food and Industrial Pts that can be transferred in a turn (tied to strategic movement)

How is that going to work for Britain shipping resources to an ally ?
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Hanal
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RE: Version 1.2

Post by Hanal »

Will be firing up this game again once this great update comes out!!!
SMK-at-work
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RE: Version 1.2

Post by SMK-at-work »

Some of these are news to those of us supposedly with inside info.....but I think some of them may stil change..:)
Meum est propisitum in taberna mori
Joel Rauber
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RE: Version 1.2

Post by Joel Rauber »

ORIGINAL: SMK-at-work

Some of these are news to those of us supposedly with inside info.....but I think some of them may stil change..:)
Well, you did say there were lots of changes that I didn't mention (know about) in another thread. [;)]

Looks like a great list of changes & fixes.[8D]

Remove entrenchment ability during strategic phase and add it to regular orders

Will the unit entrenching be able to do anything else during that phase? Or is it viewed as expending the turn entrenching?
- Siege artillery should have no effect on non-forts. Reg artillery should have no effect on forts

So does that mean there is no point is using a siege artillery to bombard infantry in the open?
Any relationship between what I say and reality is purely coincidental.

Joel Rauber
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*Lava*
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RE: Version 1.2

Post by *Lava* »

BTW..

Frank didn't you say there was something about when reinforcing, a unit should go down a class?

Ray (alias Lava)
SMK-at-work
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RE: Version 1.2

Post by SMK-at-work »

Siege artillery - yes there will be no point in bombarding troos in the open with them.....they were only ever miniscule numbers of guns - eg 4 x 420mm Big Bertha's for Liege, and some Italian forts were destroyed by only 1 Austrian gun.  So in the wider scheme of things, with hundreds of smaller guns in major bombardments, they actually added little - the 420's fired 8 rounds/hour, the Austrian 300's up to about 20 AFAIK.
 
In compensation I would expect their cost to drop too.
 
however this is possibly one of the things not fixed in stone....it might be more "natural" just to treat them as ordinary artillery....
 
Frank did say somewhere that units drop a class when they've received 2 x their original strength as replacements - that's an existing system.
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Joel Rauber
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RE: Version 1.2

Post by Joel Rauber »

ORIGINAL: SMK-at-work

Siege artillery - yes there will be no point in bombarding troos in the open with them.....they were only ever miniscule numbers of guns - eg 4 x 420mm Big Bertha's for . . .

Seems reasonable to me.
Any relationship between what I say and reality is purely coincidental.

Joel Rauber
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06 Maestro
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RE: Version 1.2

Post by 06 Maestro »

That is an impressive amount of changes/fixes-once again, thanks.
 
BTW, have you considered bonus combat values associated with certain HQ's?[;)]  Sometime down the road, this could be worth looking in to.
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FrankHunter
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RE: Version 1.2

Post by FrankHunter »

Will there be support for higher resolutions? Mine is 1920x1200 and to play GoA requires bottomless masochism at this setting. It's sitting unused on the hard drive.

I can support any resolution but the problem is my monitor only goes up to 1280 by 1024.  Beyond that I'd be flying somewhat blind.  However, I could give 1600 by 1200 a try.

How is that going to work for Britain shipping resources to an ally ?

Same as now but for each RM, Food or Ind Pt the country doing the shipping loses one Strategic Movement point.  However, let's say the Turks ship 5 RM to Germany, who should pay for that?  Germany or the Ottomans?  Right now its the Ottomans but I may actually change this so that the country receiving the point pays the SM point.

Will the unit entrenching be able to do anything else during that phase? Or is it viewed as expending the turn entrenching?

Its considered to have spent the impulse entrenching.

So does that mean there is no point is using a siege artillery to bombard infantry in the open?

I will probably leave Siege artillery with a 1 point strength when bombarding other targets. 

Frank didn't you say there was something about when reinforcing, a unit should go down a class?

Already in the game.

BTW, have you considered bonus combat values associated with certain HQ's

HQs used to have bonuses.  For example Brusilov.  However, I had a really difficult time deciding who should get bonuses and who shouldn't due to lack of english language information on most of the generals.  So I took it out before testing began.

A couple of other things I forgot

- Arty damage was also fixed
- Ability to turn Unrestricted UBoat warfare on and off
- Changed some fort values and added a few.  Not as many as historically but I think this will be closer to the right effect.
- Cancel 1 point cost to ordering naval squadrons to return to base.


Two suggestions made here I really wanted to add but haven't so far is

1. "but I for one would like to see a report on what exactly is causing hits or bumps to morale. I would also like to see a list of killed naval units"
2. "Am i the only one who lack combat report from last move when figuring out what to do next ? The data from last impulse combat is depicted in the beginning of your turn. A new button to display this info again during a turn would be highly appreciated."


hjaco
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RE: Version 1.2

Post by hjaco »

ORIGINAL: FrankHunter

How is that going to work for Britain shipping resources to an ally ?

Same as now but for each RM, Food or Ind Pt the country doing the shipping loses one Strategic Movement point. However, let's say the Turks ship 5 RM to Germany, who should pay for that? Germany or the Ottomans? Right now its the Ottomans but I may actually change this so that the country receiving the point pays the SM point.

The problem being of course that Britain always have an abundance of unused strategic movement points....

In any case i would state that there should be a cost on the same basis just as with normal strategic movement i.e. you pay for each country moving through.

I have no idea how many metric tons 1 RM/Food/IP represents but it really would have been a great burden on infrastructure moving this around - i guess at least as troublesome as with troops which after all can enter/leave a train by themselves, where as heavy cargo can't.
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ulver
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RE: Version 1.2

Post by ulver »

ORIGINAL: FrankHunter


I can support any resolution but the problem is my monitor only goes up to 1280 by 1024. Beyond that I'd be flying somewhat blind. However, I could give 1600 by 1200 a try.



If public begging is allowed quite a few 17’ laptops, like mine, runs 1400x900 native resolution so…… [;)]

I for one would really enjoy it so pretty please with sugar on top. [&o]
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HannoMeier
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RE: Version 1.2

Post by HannoMeier »

It seems you could do amphibious invasions without activation. Please also consider changing this, as this really is typically more effort than an offensive (especially corps size invasions)

Regards, Hanno
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