1.03 Public Beta is now Available

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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Greg Wilcox
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1.03 Public Beta is now Available

Post by Greg Wilcox »

Hi everyone,

The v1.03 Update is now available as a Public Beta via our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell. Barring any major issues being found, this one will become the official update.

You can download this as a Registered Download as long as you have registered your World At War World Divided serial number in our Members Club (click on the MEMBERS link in the top nav bar).

-Greg
IMPORTANT INSTALLATION AND SAVE FILE NOTE: the game engine sometimes has trouble with older incompatible save files, which may cause crashes in the file load/save screens. If you experience crashes in the file load/save screens, be sure to delete all old save files from the dat/save folder. (This patch should be save compatible with v1.020, but older saves may cause problems).

In order to reduce the possibility of old saves being present in the dat/save folder, the patch installer will create a new folder dat/save_pre_patch1.030 and move pre-existing saves to this location.

2.1. Scenarios
Global Glory (ver4.00): This scenario has been changed. Most notably it includes undeveloped resource centers (to model regions with potential for resource extraction but no built up extraction infrastructure, like Iraq), a new set of Balkans political events, and revamped surrender events for Russia and WA.

For more information on this scenario, see the accompanying scenario description.

2.2. Rule Clarifications
Russian militia mobilization: correction to the manual section 1.8: on the first turn that a Russian Nationality region is attacked by Germany (not Japan) the Soviets receive (at the end of their next Production Phase) two militia units per population point in each Russian Nationality region they control. (The manual erroneously states that this applies to any Russian controlled region.)

French surrender: the version 1.020 release notes erroneously stated that French surrender can occur if Eastern France is German controlled, but should have mentioned Southern France instead of Eastern France. If Southern France is German controlled and either Western or Eastern France is German controlled then surrender will occur, but Vichy will not be established: non-European French regions that typically become Vichy would remain WA controlled.

2.3. Rule Changes
Note: rule changes apply to all preexisting scenarios. The new scenario Global Glory includes all of the following rule changes, and other additional rules. See the Global Glory description separately.

Air island op-fire against naval: air units on an island will no longer op-fire at non-sub naval units leaving the surrounding sea-zone if the naval units that start their turn in that sea zone.

Air CAP op-fire against naval: air units on CAP adjacent to their air-base over enemy non-sub naval units in a sea zone will now op-fire against those naval units as they leave the sea zone, even if the naval units started their turn in that sea-zone. This works in conjunction with the island op-fire change to ensure that proactive patrols (CAP) are always more effective than passive (island base).

Air CAP at sea: air units that have already experienced combat in a turn may now be posted on CAP over a sea zone, even if that sea zone has enemy naval units.

Combined arms: Heavy bombers no longer contribute towards Combined Arms, offensively or defensively.

French surrender via Southern France: Southern France is now added to the list (along with Western France and Northern France) of regions which will cause French surrender. As noted in v1.020, if France surrenders while Southern France is German controlled then the European French regions will surrender, but Vichy will not be established (non-European French regions will remain WA controlled).

Random technology events: all technology events that used to provide a bump of 1+d4 research points will now provide a bump of 2+d4 research points.

Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

CAG versus naval targeting: CAGs will first uniquely target all combat naval units (non-transport) according to the probability weightings {40,4,2,1} for {CV, HF, LF, SF}. After all such combat units are targeted, CAGs will uniquely double up on combat naval units or single-up on transport fleets according to the probability weightings {40,4,2,1,1} for {CV,HF,LF,SF,TF}. After all combat ships are double covered and all transports are single covered, CAG targeting is random.

Non-CAG air versus naval targeting: Non-CAG air units will uniquely target units (after CAG targeting is determined). After all units are singly targeted, non-CAG air unit targeting is random.

Italian neutrality and surrender: if Italy is attacked while neutral, the Italian surrender (elimination of Italian units) will no longer be allowed to occur.

Ship evacuation from port: when the active player is exploring attacking an enemy port region, the naval units in the port will no longer evacuate the port when the quantity attacking units becomes large enough that loss of the port is likely (ships will still evacuate if and when the active player captures the region).

2.4. Features
Note: Mod-ability features are listed separately.

Air return to base: the hotkey “a” will now retreat air units to base. This is useful if air cannot undo its move because of FOW revelation, but cannot initiate combat to return to base. Using this feature air returns to base as though combat were performed (without recovering movement points).

Damaged tracing: Slightly enhanced to discourage tracing to frozen factories.

Victory saves: made some tweaks to the victory processing and ability to save the file. You should now be able to save the victory and forward it to your opponent, who can open it in View Mode (typically, the save would be at the end of the WA turn; since it is still the WA turn, the Axis player must open in View Mode).

FOW for VCR playback: added FOW for VCR playback. If FOW is enabled, then a player will no longer see opposing units move in playback if the player cannot see either the starting or the ending region of the unit’s move.

2.5. Bug fixes
Victory evaluation season: the victory level evaluation (decisive/substantial/marginal) will now be computed correctly based on the season at the end of the Allied turn, instead of the season at the start of the next Axis turn. This works in conjunction with victory saves feature upgrade.

Political event display season: the political events screen will now add one season in order to determine whether an event may possibly occur at the beginning of the next season (when events will next be evaluated).

Naval units retreating over enemy ships: attacking naval units will now retreat as far as necessary (along their forward traveled path) to find a non-enemy occupied sea zone. Previously, naval units would retreat one sea zone and could end up in an enemy occupied sea zone (e.g. a transport), requiring combat but unable to initiate since they previously fought.

VCR playback speed: the playback speed will now always be the non-player, instead of the player.

Unused factory warning: fixed a bug that made this warning unreliable.

WA versus Soviet continuation: fixed a bug in setup of victory conditions of WA versus Soviet continuation (this did not apply to the ’46 scenario, only continuation after a regular game). Other than the incorrect display of the victory conditions, it is not clear exactly what impact the bug had.

2.6. Modability
Note: for more details and how to use mod-ability features, peruse the data files. An attempt was made to thoroughly comment each feature.

Undeveloped resources: added a feature for undeveloped resources. These are resource centers that require investment of supply to develop and make productive. The supplies and time it takes to develop these resources are greater than the usual 1 turn & 10 supplies for double damaged resource centers. This feature is applied in Global Glory.

Fort in Northern France: it is now possible to prevent the fortification of N France from disappearing when France surrenders. Set the FORT parameter for the region to any number larger than 1.

Political events: new features have been added. One would have to peruse the detailed comments in the scenario files to figure them out.
Greg Wilcox
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WanderingHead
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

Guys - I made every effort to make this save compatible with v1.020. You should be able to upgrade and continue existing games. Of course, all participants should upgrade at the same time, and a game saved with v1.030 shouldn't be run on v1.020.

If the upgrade is made mid game, then all "moddable" rules will remain unchanged. All "non-moddable" rules which are applied in the engine will change. In general, setup and political events will not change, other rules will change.

Note that the installation will move (not delete) your existing save files. This is to make the usual "crash with old files" problem less likely. It shouldn't matter with v1.020 files (obviously since they are save compatible), but it will help with new purchases of the game (which comes with that annoying old save file) when they are patched.
WanderingHead
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

One other FYI - the Global Glory description was moved into the manuals directory. That is where you will find it.
beevor_fan
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RE: 1.03 Public Beta is now Available

Post by beevor_fan »

Neato! :P Great to see you updating this wonderful game!
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rjh1971
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RE: 1.03 Public Beta is now Available

Post by rjh1971 »

Well done Brian [&o][&o], you finally made it public
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panzers
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RE: 1.03 Public Beta is now Available

Post by panzers »

Now with that being said, Why does my game crash every single time I play?
Forget Global Glory. That one I get one turn and done. How is it that is works for everyone else?
I have many games from Matrix and they run fine, so what's the problem with this one? I had the same problems with the original GGWAW.
I would give anything if Global Glory was playable, but it is not. I have brought up this problem on other forums and no one seems to respomd to it, so I hope I get one here. Is it possible my game is completely bugged?
Lucky1
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RE: 1.03 Public Beta is now Available

Post by Lucky1 »

Most excellent. I briefly succumbed and played a game to test the patch. All worked well, albeit nothing out of the ordinary occurred.... this time! (I can't wait for Russian occupation of Rumania....)
WanderingHead
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

ORIGINAL: panzers
Now with that being said, Why does my game crash every single time I play?
...
I have brought up this problem on other forums and no one seems to respomd to it

Please post your issues under support (here) instead of on this thread.


That is the correct place, and I would never see it on other forums. I won't respond here. Be specific.
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GKar
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RE: 1.03 Public Beta is now Available

Post by GKar »

ORIGINAL: rjh1971

Well done Brian [&o][&o], you finally made it public
What he said!
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GShock
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RE: 1.03 Public Beta is now Available

Post by GShock »

Erik, you should check the private download links and remove the first and oldest beta, whose file is unavailable on ftp. At the same time, the stable betas, should then be renamed with final filenames and without beta sig. A file released as beta in nov 2007 should now be FINAL in august 2008 :)
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Lucky1
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RE: 1.03 Public Beta is now Available

Post by Lucky1 »

I played a game the other day and noticed that I could sometimes get two attacks with CAG when I patrolled them over the area they just attacked. It didn't work every time, but worked at least twice.....
 
 
Lucky1
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RE: 1.03 Public Beta is now Available

Post by Lucky1 »

Played a game today as WA only. Global Glory scenario. There seem to be issues with Japanese surrender. Although I had occupied all the home islands, I could only get Japan out of the game when her VPs were zero (factory production was also zero).
 
Petiloup
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RE: 1.03 Public Beta is now Available

Post by Petiloup »

ORIGINAL: Greg Wilcox

Combined arms: Heavy bombers no longer contribute towards Combined Arms, offensively or defensively.

Most of the changes seem fine but not sure about this one.

Germany so called HVY Bombers are just Medium Bombers in respect of the Allies HVY Bombers. Most of them were twin-engines not quad-engines and with a limited payload but some like the Ju-88 were fitted with dive bombing capacities. They were intensively used against the front lines as well compared to the HVY bombers from the Allies used mainly against fixed targets like cities or as carpet bombings against troops from time to time (like before the famous Operation Cobra leaded by Patton to open the Normandy front).

One example to read on http://en.wikipedia.org/wiki/Junkers_Ju_88 especially the part on the Eastern Front showing clearly it was used intensively as ground support.

In my opinion I would lift this restriction for Germany.
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RE: 1.03 Public Beta is now Available

Post by GShock »

I have several issues regarding movement (both of units and of supply) in the pacific. Using latest beta and global glory scenario i can see if i want to move a transport somewhere from Japan, it takes an impossible route to get there even though the sea zones are mine (occupied by my units). This is a very serious problem for Japan and its chances of aggression in the pacific and i suspect the main reason why most of the units show Illegal move. Example. The area W of Wake to move W towards hawaii, only 2 ships can move. Yet there are 60 supplies and a chain of transports, including the area between Hawaii and the starting point. This is the beginning of the turn ...after moving those 2 ships, i find the transport around Philippines has 0 movement points (moved supplies for the ships in area W of wake) but that either means the transports can move too few supplies (hence the alternate route through philippines) or that they do some impossible movement to reach my ships that i wanna move to hawaii.

Messy...this definitely need 50 checks. On the impossible routes i am certain. I will now try with increasing the transport levels and see if that can easen the problem.[:(]
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

So as to not lose focus on this thread Let's put more detailed comments on the beta patch here:
tm.asp?m=1897271&mpage=1&key=&#1897271

That whole forum area (Limited Public Beta Feedback) can be used for comments.

I've noted three observed issues on this thread so far:

1) CAGS were able to attack twice (Lucky1, post #11)
2) issue with Japanese surrender (Lucky1, post #12)
3) issues with transport movement (GShock, post #14)

In order to inverstigate and determine if these are real issues and how to fix them, it would be much appreciated if saves that can reliably and simply reproduce the issue were provided. I won't have a chance to recreate these myself, but if I have good saves then I can take a look.

Again, please move the follow up discussion to somewhere in the Limited Public Beta Feedback area.

Thanks for your help in identifying and fixing problems.

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GShock
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RE: 1.03 Public Beta is now Available

Post by GShock »

It's ok and sorry for the OT.

Engaging fraps :)
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RE: 1.03 Public Beta is now Available

Post by schury »

Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

is this rule working?[&:]
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WanderingHead
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

ORIGINAL: schury
Russian militia mobilization: Russian militia will no longer be mobilized if Russia is already hostile to the Germans when a Russian national region is first attacked. I.e. if the Russians DOW and initiate hostilities first (by actively attacking) then the Russians will not receive militia mobilization.

is this rule working?[&:]

This was posted in two threads, and resolved in the other thread. See here:
tm.asp?m=1923516
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RE: 1.03 Public Beta is now Available

Post by joe_canadian »

I recently reinatalled the game on a new computer and have been unable to find the 1.030 beta patch i like many of the things it brings to the game so i would rather not wait until the official release.  I looked in the members section and the most recent patch i could find was the official 1.020
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RE: 1.03 Public Beta is now Available

Post by WanderingHead »

ORIGINAL: joe_canadian
I recently reinatalled the game on a new computer and have been unable to find the 1.030 beta patch i like many of the things it brings to the game so i would rather not wait until the official release.  I looked in the members section and the most recent patch i could find was the official 1.020

I suggest shooting Matrix an email. It doesn't look like they check this forum very often anymore (even I haven't been ...)
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